//Perform per frame updates void UpdateFrame() { window.Update(); camera.Update(); //Change object type if(window.isKeyPressed(' ')) { ++objectType; if(objectType==3) objectType=0; window.SetKeyReleased(' '); } //Change render path if(window.isKeyPressed('1') && renderPath!=CHROMATIC_SINGLE && pathOneSupported) { renderPath=CHROMATIC_SINGLE; InitChromaticSingleStates(); } if(window.isKeyPressed('2') && renderPath!=SIMPLE_SINGLE) { renderPath=SIMPLE_SINGLE; InitSimpleSingleStates(); } if(window.isKeyPressed('3') && renderPath!=CHROMATIC_TWIN) { renderPath=CHROMATIC_TWIN; //Set States every pass, as it is a 2 pass algorithm } }
//Perform per frame updates void UpdateFrame() { window.Update(); camera.Update(); //Update the light's position lightPosition+=lightMovement; //reflect the velocity if necessary if(lightPosition.x>0.9f || lightPosition.x<-0.9f) lightMovement.x=-lightMovement.x; if(lightPosition.y>0.9f || lightPosition.y<-0.9f) lightMovement.y=-lightMovement.y; if(lightPosition.z>0.9f || lightPosition.z<-0.9f) lightMovement.z=-lightMovement.z; if(window.isKeyPressed('1') && codePath!=TEXTURE_ATTEN) { codePath=TEXTURE_ATTEN; SetTextureAttenStates(); } if( window.isKeyPressed('2') && codePath!=PASS_THROUGH_ATTEN && NV_texture_shader_supported) { codePath=PASS_THROUGH_ATTEN; SetPassThroughAttenStates(); } if( window.isKeyPressed('3') && codePath!=TEXTURE_3D_ATTEN && EXT_texture3D_supported) { codePath=TEXTURE_3D_ATTEN; SetTexture3DAttenStates(); } if( window.isKeyPressed('4') && codePath!=GAUSSIAN_ATTEN) { codePath=GAUSSIAN_ATTEN; SetGaussianAttenStates(); } if( window.isKeyPressed(' ')) { currentLightColor++; if(currentLightColor==4) currentLightColor=0; window.SetKeyReleased(' '); } }
//Perform per frame updates void UpdateFrame() { window.Update(); camera.Update(); //Change anisotropy level if( window.isKeyPressed(VK_UP) && EXT_texture_filter_anisotropic_supported && currentAnisotropy<maxAnisotropy) { window.MakeCurrent(); currentAnisotropy*=2; glBindTexture(GL_TEXTURE_2D, pbufferTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, currentAnisotropy); window.SetKeyReleased(VK_UP); } if( window.isKeyPressed(VK_DOWN) && EXT_texture_filter_anisotropic_supported && currentAnisotropy>1) { window.MakeCurrent(); currentAnisotropy/=2; glBindTexture(GL_TEXTURE_2D, pbufferTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, currentAnisotropy); window.SetKeyReleased(VK_DOWN); } //toggle mipmaps if( window.isKeyPressed('M') && useMipmapFilter==false && SGIS_generate_mipmap_supported) { window.MakeCurrent(); glBindTexture(GL_TEXTURE_2D, pbufferTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, true); useMipmapFilter=true; } if( window.isKeyPressed('L') && useMipmapFilter==true && SGIS_generate_mipmap_supported) { window.MakeCurrent(); glBindTexture(GL_TEXTURE_2D, pbufferTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, false); useMipmapFilter=false; } //Pause/unpause if(window.isKeyPressed('P')) timer.Pause(); if(window.isKeyPressed('U')) timer.Unpause(); //Swap between scenes in the pbuffer if(window.isKeyPressed('1') && drawTextured) { //Draw wire tori drawTextured=false; } if(window.isKeyPressed('2') && !drawTextured) { //draw textured sphere drawTextured=true; } }
//Perform per frame updates void UpdateFrame() { window.Update(); //update balls' position float c = 2.0f*(float)cos(timer.GetTime()/600); metaballs[0].position.x=-4.0f*(float)cos(timer.GetTime()/700) - c; metaballs[0].position.y=4.0f*(float)sin(timer.GetTime()/600) - c; metaballs[1].position.x=5.0f*(float)sin(timer.GetTime()/400) + c; metaballs[1].position.y=5.0f*(float)cos(timer.GetTime()/400) - c; metaballs[2].position.x=-5.0f*(float)cos(timer.GetTime()/400) - 0.2f*(float)sin(timer.GetTime()/600); metaballs[2].position.y=5.0f*(float)sin(timer.GetTime()/500) - 0.2f*(float)sin(timer.GetTime()/400); //increase or decrease density if(window.isKeyPressed(VK_UP) && gridSize<maxGridSize) { gridSize++; cubeGrid.Init(gridSize); } if(window.isKeyPressed(VK_DOWN) && gridSize>minGridSize) { gridSize--; cubeGrid.Init(gridSize); } //pause & unpause if(window.isKeyPressed('P')) { timer.Pause(); } if(window.isKeyPressed('U')) { timer.Unpause(); } //clear the field for(int i=0; i<cubeGrid.numVertices; i++) { cubeGrid.vertices[i].value=0.0f; cubeGrid.vertices[i].normal.LoadZero(); } //evaluate the scalar field at each point VECTOR3D ballToPoint; float squaredRadius; VECTOR3D ballPosition; float normalScale; for(int i=0; i<numMetaballs; i++) { squaredRadius=metaballs[i].squaredRadius; ballPosition=metaballs[i].position; //VC++6 standard does not inline functions //by inlining these maually, in this performance-critical area, //almost a 100% increase in speed is found for(int j=0; j<cubeGrid.numVertices; j++) { //ballToPoint=cubeGrid.vertices[j].position-ballPosition; ballToPoint.x=cubeGrid.vertices[j].position.x-ballPosition.x; ballToPoint.y=cubeGrid.vertices[j].position.y-ballPosition.y; ballToPoint.z=cubeGrid.vertices[j].position.z-ballPosition.z; //get squared distance from ball to point //float squaredDistance=ballToPoint.GetSquaredLength(); float squaredDistance= ballToPoint.x*ballToPoint.x + ballToPoint.y*ballToPoint.y + ballToPoint.z*ballToPoint.z; if(squaredDistance==0.0f) squaredDistance=0.0001f; //value = r^2/d^2 cubeGrid.vertices[j].value+=squaredRadius/squaredDistance; //normal = (r^2 * v)/d^4 normalScale=squaredRadius/(squaredDistance*squaredDistance); //cubeGrid.vertices[j].normal+=ballToPoint*normalScale; cubeGrid.vertices[j].normal.x+=ballToPoint.x*normalScale; cubeGrid.vertices[j].normal.y+=ballToPoint.y*normalScale; cubeGrid.vertices[j].normal.z+=ballToPoint.z*normalScale; } } //toggle wireframe if(window.isKeyPressed('W')) { glPolygonMode(GL_FRONT, GL_LINE); } if(window.isKeyPressed('F')) { glPolygonMode(GL_FRONT, GL_FILL); } //Change color if(window.isKeyPressed(VK_SPACE)) { currentDiffuseColor++; if(currentDiffuseColor==numDiffuseColors) currentDiffuseColor=0; glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseColors[currentDiffuseColor]); window.SetKeyReleased(VK_SPACE); } }