コード例 #1
0
ファイル: Table.cpp プロジェクト: adamkohl/class_557_2015_ak
/*!
 Draw the objects
 */
void GLTable::draw(void)
{
    
    //////////////////////////////////////////////////
    // Renders the sphere
    
    // Enable the shader program
    glUseProgram(_program);
    
    // this changes the camera location
    glm::mat4 rotated_view =  rotatedViewMatrix();
    glUniformMatrix4fv(_viewMatrixLocation, 1, GL_FALSE, &rotated_view[0][0]); // send the view matrix to our shader
    glUniformMatrix4fv(_inverseViewMatrixLocation, 1, GL_FALSE, &invRotatedViewMatrix()[0][0]);
    glUniformMatrix4fv(_modelMatrixLocation, 1, GL_FALSE, &_modelMatrix[0][0]); //
    
    // Bind the buffer and switch it to an active buffer
    glBindVertexArray(_vaoID[0]);
    
   // glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); // allows to see the primitives
    // Draw the triangles
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
    glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
    glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
    glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
    glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
    glDrawArrays(GL_TRIANGLE_STRIP, 24, 4);
    // Unbind our Vertex Array Object
    glBindVertexArray(0);
    
    // Unbind the shader program
    glUseProgram(0);
    
}
コード例 #2
0
/*!
 Draw the objects
 */
void GLColoredBox::draw(void)
{

    // Enable the shader program
    glUseProgram(_program);



    // this changes the camera location
    glm::mat4 rotated_view =  rotatedViewMatrix();
    glUniformMatrix4fv(_viewMatrixLocation, 1, GL_FALSE, &rotated_view[0][0]); // send the view matrix to our shader

    glUniformMatrix4fv(_modelMatrixLocation, 1, GL_FALSE, &_modelMatrix[0][0]); //

    // Bind the buffer and switch it to an active buffer
    glBindVertexArray(_vaoID[0]);


    // Draw the triangles
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
    glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
    glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
    glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
    glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);


    // Unbind our Vertex Array Object
    glBindVertexArray(0);

    // Unbind the shader program
    glUseProgram(0);


}
コード例 #3
0
/*!
 Draw the objects
 */
void CoordSystem::draw(void)
{
    
    // Enable the shader program
    glUseProgram(_program);
    
    
    
    // this changes the camera location
    glm::mat4 rotated_view =  rotatedViewMatrix();
    glUniformMatrix4fv(_viewMatrixLocation, 1, GL_FALSE, &rotated_view[0][0]); // send the view matrix to our shader
    

    // Bind the buffer and switch it to an active buffer
    glBindVertexArray(_vaoID[0]);
    
    glLineWidth((GLfloat)3.0);
    // Draw the triangles
    glDrawArrays(GL_LINES, 0, 6);
    
    // Unbind our Vertex Array Object
    glBindVertexArray(0);
    
    // Unbind the shader program
    glUseProgram(0);
    

}
コード例 #4
0
void GLBeerPint::draw(void)
{
    
    //////////////////////////////////////////////////
    // Renders the sphere
    
    // Enable the shader program
    glUseProgram(_program);
    
    // this changes the camera location
    glm::mat4 rotated_view =  rotatedViewMatrix();
    glUniformMatrix4fv(_viewMatrixLocation, 1, GL_FALSE, &rotated_view[0][0]); // send the view matrix to our shader
    glUniformMatrix4fv(_inverseViewMatrixLocation, 1, GL_FALSE, &invRotatedViewMatrix()[0][0]);
    glUniformMatrix4fv(_modelMatrixLocation, 1, GL_FALSE, &_modelMatrix[0][0]); //
    
    // Bind the buffer and switch it to an active buffer
    glBindVertexArray(_vaoID[0]);
    
    //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); // allows to see the primitives
    // Draw the triangles
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 42);
    //Top of can
    glDrawArrays(GL_TRIANGLE_FAN, 43, _num_vertices);

    //////////////////////////////////////////////////
    // Renders the normal vectors
    
    if(_render_normal_vectors)
    {
        
        // Enable the shader program
        glUseProgram(_program_normals);
        
        glUniformMatrix4fv(_viewMatrixLocationN, 1, GL_FALSE, &rotated_view[0][0]); // send the view matrix to our shader
        glUniformMatrix4fv(_modelMatrixLocationN, 1, GL_FALSE, &_modelMatrix[0][0]); //
        
        
        // Bind the buffer and switch it to an active buffer
        glBindVertexArray(_vaoIDNormals[0]);
        glDrawArrays(GL_LINES, 0, _num_vertices_normals);
    }
    
    // Unbind our Vertex Array Object
    glBindVertexArray(0);
    
    // Unbind the shader program
    glUseProgram(0);
    
    
}