void user_idle(const example_state_view& state) override { if(state.user_idle_time() > seconds_(1)) { const float t = value(state.frame_duration())*60; scale *= std::pow(1.f+0.05f*t, scale_dir); if(scale < min_scale) { scale_dir *= -1.f; ofs_x_dir *= -1.f; ofs_y_dir *= ofs_x_dir; scale = min_scale; } if(scale > max_scale) { scale_dir *= -1.f; ofs_y_dir *= -1.f; ofs_x_dir *= ofs_y_dir; scale = max_scale; } offset_x += ofs_x_dir*t*scale/30; offset_y += ofs_y_dir*t*scale/30; gl.uniform(prog.offset_loc, offset_x, offset_y); gl.uniform(prog.scale_loc, scale*aspect, scale); } }
void render(const example_state_view& state) override { rad += radians_(0.5f*state.frame_duration().value()); current_buf = (current_buf+1)%2; gl.uniform( prog.light_pos, vec3(cos(rad)*4, sin(rad)*4, 8) ); gl.uniform( prog.modelview, matrix_rotation_x(rad*1)* matrix_rotation_y(rad*2)* matrix_rotation_z(rad*3) ); // draw into the texture gl.bind(GL.draw_framebuffer, rnd_tex.fbos[current_buf]); gl.viewport(tex_side, tex_side); GLfloat s = 0.5f; gl.uniform( prog.projection, oglplus::matrix_perspective(-s,+s, -s,+s, 1.0f, 5)* oglplus::matrix_translation(0,0,-2) ); gl.clear(GL.color_buffer_bit|GL.depth_buffer_bit); gl.draw_arrays(GL.triangles, 0, 6 * 2 * 3); // draw on screen gl.bind(GL.draw_framebuffer, default_framebuffer); gl.viewport(state.width(), state.height()); gl.uniform(prog.cube_tex, GLint(current_buf)); GLfloat h = 0.55f; GLfloat w = h*state.aspect(); gl.uniform( prog.projection, oglplus::matrix_perspective(-w,+w, -h,+h, 1, 3)* oglplus::matrix_translation(0,0,-2) ); gl.clear(GL.color_buffer_bit|GL.depth_buffer_bit); gl.draw_arrays(GL.triangles, 0, 6 * 2 * 3); }
void user_idle(const example_state_view& state) override { if(state.user_idle_time() > seconds_(1)) { const float s = state.frame_duration().value()/5; mod_cam_orbit(s*cam_dist_dir); mod_cam_turns(s*cam_turn_dir); mod_cam_pitch(s*cam_elev_dir); set_projection(state); } }
void user_idle(const example_state_view& state) override { if(state.user_idle_time() > seconds_(1)) { const float s = value(state.frame_duration())*60; const float dest_offset_x = -0.525929f; const float dest_offset_y = -0.668547f; const float c = 0.02f * s; offset_x = c*dest_offset_x + (1-c)*offset_x; offset_y = c*dest_offset_y + (1-c)*offset_y; scale *= (1-0.01f*s); if(scale < min_scale) scale = min_scale; gl.uniform(offset_loc, offset_x, offset_y); gl.uniform(scale_loc, scale*aspect, scale); } }
void render(const example_state_view& state) override { gl.use(erase_prog); gl.disable(GL.depth_test); background.use(); background.draw(); shp_turns += 0.1f*state.frame_duration().value(); gl.use(light_prog); gl.uniform( light_prog.modelview, matrix_rotation_x(turns_(shp_turns)/1)* matrix_rotation_y(turns_(shp_turns)/2)* matrix_rotation_z(turns_(shp_turns)/3) ); gl.clear(GL.depth_buffer_bit); gl.enable(GL.depth_test); shape.use(); shape.draw(); }