/** * @brief Render the mesh given a camera and light, using a Phong shader * @param mesh Given mesh * @param camera Given camera * @param lightTrackball Given light camera */ void render (Tucano::Mesh& mesh, const Tucano::Camera& camera, const Tucano::Camera& lightTrackball) { Eigen::Vector4f viewport = camera.getViewport(); glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); tftest_shader.bind(); // sets all uniform variables for the phong shader tftest_shader.setUniform("projectionMatrix", camera.getProjectionMatrix()); tftest_shader.setUniform("modelMatrix", mesh.getModelMatrix()); tftest_shader.setUniform("viewMatrix", camera.getViewMatrix()); tftest_shader.setUniform("lightViewMatrix", lightTrackball.getViewMatrix()); tftest_shader.setUniform("has_color", mesh.hasAttribute("in_Color")); tftest_shader.setUniform("default_color", default_color); tftest_shader.setUniform("tf", 1.0); cout << "set attrib TF\n"; mesh.setAttributeLocation(tftest_shader); glEnable(GL_RASTERIZER_DISCARD); mesh.bindBuffers(); glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.getAttribute("nPos")->getBufferID()); glBeginTransformFeedback(GL_POINTS); glEnable(GL_DEPTH_TEST); mesh.renderPoints(); glEndTransformFeedback(); glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0); mesh.unbindBuffers(); glDisable(GL_RASTERIZER_DISCARD); tftest_shader.unbind(); printActiveAttribs(tftest_shader.getShaderProgram(), "TF"); printActiveAttribs(tfrender.getShaderProgram(), "RENDER"); // RENDERING tfrender.bind(); // sets all uniform variables for the phong shader tfrender.setUniform("projectionMatrix", camera.getProjectionMatrix()); tfrender.setUniform("modelMatrix", mesh.getModelMatrix()); tfrender.setUniform("viewMatrix", camera.getViewMatrix()); tfrender.setUniform("lightViewMatrix", lightTrackball.getViewMatrix()); tfrender.setUniform("has_color", mesh.hasAttribute("in_Color")); tfrender.setUniform("default_color", default_color); // tfrender.setUniform("tf", 1.0); cout << "set attrib RENDER\n"; mesh.setAttributeLocation(tfrender); mesh.bindBuffers(); mesh.renderElements(); mesh.unbindBuffers(); tfrender.unbind(); }
/** * @brief Render the mesh given a camera and light, using a Phong shader * @param mesh Given mesh * @param camera Given camera * @param lightTrackball Given light camera */ void render (Tucano::Mesh& mesh, const Tucano::Camera& camera, const Tucano::Camera& lightTrackball) { if (read_va == NULL) { read_va = mesh.getAttribute("positions1"); write_va = mesh.getAttribute("positions2"); } if (read_va == NULL || write_va == NULL) qDebug() << "AHHH morri"; updateTF(mesh, camera, lightTrackball); Eigen::Vector4f viewport = camera.getViewport(); glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); simple.bind(); // sets all uniform variables for the phong shader simple.setUniform("projectionMatrix", camera.getProjectionMatrix()); simple.setUniform("modelMatrix", mesh.getModelMatrix()); simple.setUniform("viewMatrix", camera.getViewMatrix()); glEnable(GL_DEPTH_TEST); //mesh.setAttributeLocation(simple); mesh.bindBuffers(); // mesh.resetLocations(); //qDebug() << mesh.getAttribute("nPos")->getLocation(); read_va->disable(); write_va->enable(simple.getAttributeLocation("inPos")); mesh.setAttributeLocation("nColor", simple.getAttributeLocation("inColor")); mesh.renderPoints(); mesh.unbindBuffers(); simple.unbind(); VertexAttribute *tmp_va; tmp_va = read_va; read_va = write_va; write_va = tmp_va; }