コード例 #1
0
ファイル: mygl.cpp プロジェクト: YoussefV/PoorMansMaya
//Overloaded version of inherited method that I added
void MyGL::resizeGL()
{
    //This code sets the concatenated view and perspective projection matrices used for
    //our scene's camera view.
    // vvv Like this. ---YKV---
    //Create Camera
    glm::mat4 viewproj = camera.createViewProjMatrix();

    // Upload the view-projection matrix to our shaders (i.e. onto the graphics card)
    QMatrix4x4 qviewproj = la::to_qmat(viewproj);

    prog_lambert.prog.bind();
    prog_lambert.prog.setUniformValue(prog_lambert.unifViewProj, qviewproj);

    prog_wire.prog.bind();
    prog_wire.prog.setUniformValue(prog_wire.unifViewProj, qviewproj);

    prog_mesh.prog.bind();
    prog_mesh.prog.setUniformValue(prog_mesh.unifViewProj, qviewproj);

    prog_selection.prog.bind();
    prog_selection.prog.setUniformValue(prog_selection.unifViewProj, qviewproj);

    printGLErrorLog();
}
コード例 #2
0
ファイル: mygl.cpp プロジェクト: aksris/PathTracer
void MyGL::resizeGL(int w, int h)
{
    gl_camera = Camera(w, h);

    glm::mat4 viewproj = gl_camera.getViewProj();

    // Upload the projection matrix
    prog_lambert.setViewProjMatrix(viewproj);
    prog_flat.setViewProjMatrix(viewproj);

    printGLErrorLog();
}
コード例 #3
0
ファイル: character.cpp プロジェクト: zigouras/cis277
void Character::initializeGL()
{
    // Create an OpenGL context
    initializeOpenGLFunctions();
    // Print out some information about the current OpenGL context
    debugContextVersion();

    // Set a few settings/modes in OpenGL rendering
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LINE_SMOOTH);
    glEnable(GL_POLYGON_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
    glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
    // Set the size with which points should be rendered
    glPointSize(5);
    // Set the color with which the screen is filled at the start of each render call.
    glClearColor(0.5, 0.5, 0.5, 1);

    printGLErrorLog();

    // Create a Vertex Attribute Object
    vao.create();

    //Create the body objects
    torso.create();
    head.create();
    rightUpperArm.create();
    rightLowerArm.create();
    leftUpperArm.create();
    leftLowerArm.create();
    rightUpperLeg.create();
    rightLowerLeg.create();
    leftUpperLeg.create();
    leftLowerLeg.create();


    // Create and set up the diffuse shader
    prog_lambert.create(":/glsl/lambert.vert.glsl", ":/glsl/lambert.frag.glsl");
    // Create and set up the wireframe shader
    prog_wire.create(":/glsl/wire.vert.glsl", ":/glsl/wire.frag.glsl");

    // We have to have a VAO bound in OpenGL 3.2 Core. But if we're not
    // using multiple VAOs, we can just bind one once.
    vao.bind();
}
コード例 #4
0
ファイル: mygl.cpp プロジェクト: YoussefV/PoorMansMaya
void MyGL::initializeGL()
{
    // Create an OpenGL context
    initializeOpenGLFunctions();
    // Print out some information about the current OpenGL context
    debugContextVersion();

    // Set a few settings/modes in OpenGL rendering
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LINE_SMOOTH);
    glEnable(GL_POLYGON_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
    glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
    // Set the size with which points should be rendered
    glPointSize(5);
    // Set the color with which the screen is filled at the start of each render call.
    glClearColor(0.5, 0.5, 0.5, 1);

    printGLErrorLog();

    // Create a Vertex Attribute Object
    vao.create();

    //Create the example sphere (you should delete this when you add your own code elsewhere)
    geom_sphere.setColor(glm::vec4(0,1,0,1));
    geom_sphere.create(); //Create Sphere
    geom_cube.setColor(glm::vec4(0,1,1,1));
    geom_cube.create(); //Create Cube
    geom_cone.create(); //Create Cone
    geom_pipe.create(); //Create Pipe
    geom_cylinder.create();

    // Create and set up the diffuse shader
    prog_lambert.create(":/glsl/lambert.vert.glsl",":/glsl/lambert.frag.glsl");
    // Create and set up the wireframe shader
    prog_wire.create(":/glsl/wire.vert.glsl",":/glsl/wire.frag.glsl");
    //Create and set up the mesh shader
    prog_mesh.create(":/glsl/mesh.vert.glsl",":/glsl/mesh.frag.glsl");
    //Create and setup the selection shader
    prog_selection.create(":/glsl/mesh.vert.glsl",":/glsl/wire.frag.glsl");

    // We have to have a VAO bound in OpenGL 3.2 Core. But if we're not
    // using multiple VAOs, we can just bind one once.
    vao.bind();
}
コード例 #5
0
void MyGL::initializeGL()
{
    // Create an OpenGL context
    initializeOpenGLFunctions();
    // Print out some information about the current OpenGL context
    debugContextVersion();

    // Set a few settings/modes in OpenGL rendering
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LINE_SMOOTH);
    glEnable(GL_POLYGON_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
    glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
    // Set the size with which points should be rendered
    glPointSize(5);
    // Set the color with which the screen is filled at the start of each render call.
    glClearColor(0.5, 0.5, 0.5, 1);

    printGLErrorLog();

    // Create a Vertex Attribute Object
    vao.create();

    // Create and set up the diffuse shader
    prog_lambert.create(":/glsl/lambert.vert.glsl", ":/glsl/lambert.frag.glsl");
    // Create and set up the flat-color shader
    prog_flat.create(":/glsl/flat.vert.glsl", ":/glsl/flat.frag.glsl");

    // We have to have a VAO bound in OpenGL 3.2 Core. But if we're not
    // using multiple VAOs, we can just bind one once.
    vao.bind();

    //Test scene data initialization
    scene.CreateTestScene();
    integrator.scene = &scene;
    integrator.intersection_engine = &intersection_engine;
    intersection_engine.scene = &scene;
    ResizeToSceneCamera();

    //create new tree with this new set of geometry!
    this->intersection_engine.BVHrootNode = new BVHnode();
    this->intersection_engine.BVHrootNode = createBVHtree(this->intersection_engine.BVHrootNode, this->scene.objects, 0);
    update();
}
コード例 #6
0
ファイル: character.cpp プロジェクト: zigouras/cis277
void Character::resizeGL(int w, int h)
{
    //This code sets the concatenated view and perspective projection matrices used for
    //our scene's camera view.
    // vvv TODO REPLACE THIS CODE IN HW2
    glm::vec4 c1(1.1933f, 0, 1.1933f, 0);
    glm::vec4 c2(0.9856f, 1.9712f, -0.9856f, 0);
    glm::vec4 c3(0.5785f, -0.5785f, -0.5785f, 11.9484f);
    glm::vec4 c4(0.5774f, -0.5774f, -0.5774f, 12.1244f);
    glm::mat4 viewproj(c1, c2, c3, c4);
    viewproj = glm::transpose(viewproj);
    // ^^^ TODO REPLACE THIS CODE IN HW2

    // Upload the view-projection matrix to our shaders (i.e. onto the graphics card)
    QMatrix4x4 qviewproj = la::to_qmat(viewproj);

    prog_lambert.prog.bind();
    prog_lambert.prog.setUniformValue(prog_lambert.unifViewProj, qviewproj);

    prog_wire.prog.bind();
    prog_wire.prog.setUniformValue(prog_wire.unifViewProj, qviewproj);

    printGLErrorLog();
}
コード例 #7
0
ファイル: main.cpp プロジェクト: krupkad/Krender
int main(int argc, char** argv)
{
    if(argc < 2) {
      std::cerr << "usage: " << argv[0] << " " << "config\n";
      return EXIT_FAILURE;
    }

    if(!glfwInit())
      exit(EXIT_FAILURE);
    GLFWwindow* window = glfwCreateWindow(xSize, ySize, "Scene Graph", NULL, NULL);
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
    glfwMakeContextCurrent(window);

    glewInit();

    // Set the color which clears the screen between frames
    glClearColor(0, 0, 0, 1);

    // Enable and clear the depth buffer
    glEnable(GL_DEPTH_TEST);
    glClearDepth(1.0);
    glDepthFunc(GL_LEQUAL);

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // initialize the scene
    std::ifstream in(argv[1]);
    if(!in) {
      std::cout << "couldn't open config " << argv[1] << "\n";
      return EXIT_FAILURE;
    }
    Config sceneConf(in);
    scene = new Scene(sceneConf);
    in.close();

    // get the render order
    nodeList = scene->nodeList();
    if(nodeList.size() > 0) {
      std::string sel = nodeList.front();
      scene->bindShader(sel, "contour");
    }

    glfwSetWindowSizeCallback(window, resize);
    glfwSetKeyCallback(window, keypress);
    glfwSetCursorPosCallback(window, mousepos);
    glfwSetScrollCallback(window, scroll);

    int nbFrames = 0;
    double lastTime = glfwGetTime();
    while(!glfwWindowShouldClose(window)) {

      // Clear the screen so that we only see newly drawn images
      glfwSetCursorPos(window, xSize/2, ySize/2);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

      scene->draw("diffuse");
      scene->draw("contour");

      // Move the rendering we just made onto the screen
      glfwSwapBuffers(window);
      glfwPollEvents();

      double currentTime = glfwGetTime();
      nbFrames++;
      if (currentTime - lastTime >= 1.0){
         printf("%f ms/frame\n", 1000.0/double(nbFrames));
         nbFrames = 0;
         lastTime += 1.0;
      }

      // Check for any GL errors that have happened recently
      printGLErrorLog();
    }

    glfwDestroyWindow(window);
    glfwTerminate();
    delete scene;

    return EXIT_SUCCESS;
}