//draw a frame void RenderFrame() { //Clear buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); //reset modelview matrix glEnable(GL_LIGHTING); glTranslatef(0.0f, 0.0f, -30.0f); glRotatef((float)timer.GetTime()/30, 1.0f, 0.0f, 1.0f); cubeGrid.DrawSurface(threshold); glDisable(GL_LIGHTING); fpsCounter.Update(); //update frames per second counter glColor4f(0.0f, 0.0f, 1.0f, 1.0f); window.StartTextMode(); window.Print(0, 28, "FPS: %.2f", fpsCounter.GetFps()); //print the fps glColor4f(1.0f, 1.0f, 0.0f, 1.0f); window.Print(0, 48, "Grid Size: %d", gridSize); window.Print(0, 68, "%d triangles drawn", cubeGrid.numFacesDrawn); window.EndTextMode(); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); if(window.isKeyPressed(VK_F1)) { window.SaveScreenshot(); window.SetKeyReleased(VK_F1); } window.SwapBuffers(); //swap buffers //check for any opengl errors window.CheckGLError(); //quit if necessary if(window.isKeyPressed(VK_ESCAPE)) PostQuitMessage(0); }
//draw a frame void RenderFrame() { //Draw to pbuffer pbuffer.MakeCurrent(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); //reset modelview matrix gluLookAt( 0.0f, 0.0f, 4.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); //Draw scene if(drawTextured) { glBindTexture(GL_TEXTURE_2D, decalTexture); glEnable(GL_TEXTURE_2D); glPushMatrix(); glRotatef(timer.GetTime()/20, 0.0f, 1.0f, 0.0f); glutSolidTeapot(0.8f); glPopMatrix(); glDisable(GL_TEXTURE_2D); } else { glPushMatrix(); glRotatef(timer.GetTime()/20, 0.0f, 1.0f, 0.0f); glRotatef(55.0f, 1.0f, 0.0f, 0.0f); glutWireTorus(0.3f, 1.0f, 12, 24); glPopMatrix(); glPushMatrix(); glRotatef(timer.GetTime()/20, 0.0f, 1.0f, 0.0f); glRotatef(-55.0f, 1.0f, 0.0f, 0.0f); glutWireTorus(0.3f, 1.0f, 12, 24); glPopMatrix(); } //Draw to window window.MakeCurrent(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); camera.SetupViewMatrix(); glLoadMatrixf(camera.viewMatrix); glBindTexture(GL_TEXTURE_2D, pbufferTexture); //use the pbuffer as the texture wglBindTexImageARB(pbuffer.hBuffer, WGL_FRONT_LEFT_ARB); //Draw simple rectangle glBegin(GL_TRIANGLE_STRIP); { glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); } glEnd(); //release the pbuffer for further rendering wglReleaseTexImageARB(pbuffer.hBuffer, WGL_FRONT_LEFT_ARB); fpsCounter.Update(); //update frames per second counter glColor4f(1.0f, 1.0f, 0.0f, 1.0f); window.StartTextMode(); window.Print(0, 28, "FPS: %.2f", fpsCounter.GetFps()); //print the fps glColor4f(1.0f, 0.0f, 0.0f, 1.0f); window.Print(0, 48, "%dx Anisotropy", currentAnisotropy); glColor4f(0.0f, 1.0f, 0.0f, 1.0f); window.Print(0, 68, "%s", useMipmapFilter ? "LINEAR_MIPMAP_LINEAR filtering" : "LINEAR filtering"); window.EndTextMode(); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); if(window.isKeyPressed(VK_F1)) { window.SaveScreenshot(); window.SetKeyReleased(VK_F1); } window.SwapBuffers(); //swap buffers //check for any opengl errors window.CheckGLError(); //quit if necessary if(window.isKeyPressed(VK_ESCAPE)) PostQuitMessage(0); }
//draw a frame void RenderFrame() { //Clear buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); //reset modelview matrix camera.SetupViewMatrix(); glMultMatrixf(camera.viewMatrix); DrawBackground(); glPushAttrib(GL_ALL_ATTRIB_BITS); //Enable vertex program glEnable(GL_VERTEX_PROGRAM_NV); //Enable register combiners glEnable(GL_REGISTER_COMBINERS_NV); //Enable textures glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubeMapTexture); glEnable(GL_TEXTURE_CUBE_MAP_ARB); glActiveTextureARB(GL_TEXTURE1_ARB); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubeMapTexture); glEnable(GL_TEXTURE_CUBE_MAP_ARB); //Set up CHROMATIC_SINGLE tex units if(renderPath==CHROMATIC_SINGLE) { glActiveTextureARB(GL_TEXTURE2_ARB); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubeMapTexture); glEnable(GL_TEXTURE_CUBE_MAP_ARB); glActiveTextureARB(GL_TEXTURE3_ARB); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubeMapTexture); glEnable(GL_TEXTURE_CUBE_MAP_ARB); } glActiveTextureARB(GL_TEXTURE0_ARB); //Set the texture Matrix to be the inverse view matrix glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMultMatrixf(camera.viewMatrix.GetInverse()); glMatrixMode(GL_MODELVIEW); //Create object display lists static GLuint objectLists; if(!objectLists) { objectLists=glGenLists(3); glNewList(objectLists, GL_COMPILE); { glutSolidSphere(1.0, 120, 60); } glEndList(); glNewList(objectLists+1, GL_COMPILE); { glutSolidTorus(0.3, 0.7, 120, 60); } glEndList(); glNewList(objectLists+2, GL_COMPILE); { glutSolidTeapot(1.0f); } glEndList(); } //If using CHROMATIC_TWIN, need to do two passes, so set states every frame if(renderPath==CHROMATIC_TWIN) InitChromaticTwin1States(); //draw object glCallList(objectLists+objectType); //Do the second path if necessary if(renderPath==CHROMATIC_TWIN) { InitChromaticTwin2States(); glCallList(objectLists+objectType); } //Reset texture matrix glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPopAttrib(); fpsCounter.Update(); //update frames per second counter glColor4f(1.0f, 1.0f, 0.0f, 1.0f); window.StartTextMode(); window.Print(0, 28, "FPS: %.2f", fpsCounter.GetFps()); //print the fps glColor4f(0.5f, 0.0f, 1.0f, 1.0f); if(renderPath==CHROMATIC_SINGLE) window.Print(0, 48, "Single Pass Chromatic Aberration"); if(renderPath==SIMPLE_SINGLE) window.Print(0, 48, "Single Pass Simple Refraction"); if(renderPath==CHROMATIC_TWIN) window.Print(0, 48, "Two Pass Chromatic Aberration"); window.EndTextMode(); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); if(window.isKeyPressed(VK_F1)) { window.SaveScreenshot(); window.SetKeyReleased(VK_F1); } window.SwapBuffers(); //swap buffers //check for any opengl errors window.CheckGLError(); //quit if necessary if(window.isKeyPressed(VK_ESCAPE)) PostQuitMessage(0); }
//draw a frame void RenderFrame() { //Clear buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); //reset modelview matrix camera.SetupViewMatrix(); glLoadMatrixf(camera.viewMatrix); //Enable box texture glEnable(GL_TEXTURE_2D); //Enable attenuation textures if(codePath==TEXTURE_ATTEN || codePath==GAUSSIAN_ATTEN) { //2D atten glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); //1D atten glActiveTextureARB(GL_TEXTURE2_ARB); glEnable(GL_TEXTURE_1D); glActiveTextureARB(GL_TEXTURE0_ARB); } else if(codePath==PASS_THROUGH_ATTEN) //set up pass through states { //enable texture shaders glEnable(GL_TEXTURE_SHADER_NV); } else if(codePath==TEXTURE_3D_ATTEN) { //3D atten glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_3D); glActiveTextureARB(GL_TEXTURE0_ARB); } //Enable vertex program glEnable(GL_VERTEX_PROGRAM_NV); glBindProgramNV(GL_VERTEX_PROGRAM_NV, vertexProgram); //Send the light's color to primary color glColor4fv(lightColors[currentLightColor]); //set the texture matrix glMatrixMode(GL_TEXTURE); glLoadIdentity(); glTranslatef(0.5f, 0.5f, 0.5f); glScalef(0.5f, 0.5f, 0.5f); glScalef(1/lightRadius, 1/lightRadius, 1/lightRadius); glTranslatef(-lightPosition.x, -lightPosition.y, -lightPosition.z); glMatrixMode(GL_MODELVIEW); //Enable register combiners glEnable(GL_REGISTER_COMBINERS_NV); //Draw Cube glDrawArrays(GL_QUADS, 0, 24); //Disable box texture glDisable(GL_TEXTURE_2D); //Disable attenuation textures if(codePath==TEXTURE_ATTEN || codePath==GAUSSIAN_ATTEN) { //2D atten glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); //1D atten glActiveTextureARB(GL_TEXTURE2_ARB); glDisable(GL_TEXTURE_1D); glActiveTextureARB(GL_TEXTURE0_ARB); } else if(codePath==PASS_THROUGH_ATTEN) //set up pass through states { //disable texture shaders glDisable(GL_TEXTURE_SHADER_NV); } else if(codePath==TEXTURE_3D_ATTEN) { //3D atten glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_3D); glActiveTextureARB(GL_TEXTURE0_ARB); } //Disable vertex program glDisable(GL_VERTEX_PROGRAM_NV); //reset the texture matrix glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); //Disable register combiners glDisable(GL_REGISTER_COMBINERS_NV); //Draw light in a display list glColor4fv(lightColors[currentLightColor]); glTranslatef(lightPosition.x, lightPosition.y, lightPosition.z); static GLuint sphereList=0; if(!sphereList) { sphereList=glGenLists(1); glNewList(sphereList, GL_COMPILE); { gluSphere(sphere, 0.1f, 24, 12); } glEndList(); } glCallList(sphereList); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); fpsCounter.Update(); //update frames per second counter glColor4f(0.0f, 0.0f, 1.0f, 1.0f); window.StartTextMode(); window.Print(0, 28, "FPS: %.2f", fpsCounter.GetFps()); //print the fps glColor4f(1.0f, 1.0f, 0.0f, 0.0f); if(codePath==TEXTURE_ATTEN) window.Print(0, 48, "Using Texture Attenuation"); if(codePath==PASS_THROUGH_ATTEN) window.Print(0, 48, "Using Pass Through Attenuation"); if(codePath==TEXTURE_3D_ATTEN) window.Print(0, 48, "Using 3D Texture Attenuation"); if(codePath==GAUSSIAN_ATTEN) window.Print(0, 48, "Using Gaussian Texture Attenuation"); window.EndTextMode(); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); if(window.isKeyPressed(VK_F1)) { window.SaveScreenshot(); window.SetKeyReleased(VK_F1); } window.SwapBuffers(); //swap buffers //check for any opengl errors window.CheckGLError(); //quit if necessary if(window.isKeyPressed(VK_ESCAPE)) PostQuitMessage(0); }