예제 #1
0
/** Draw a object at the location and orientation of the tracked vrpn object */
void drawObject(const int objectIndex, float viewMat[16])
{
	const char *vrpnObject = global_argv[objectIndex];
	const float scaleFactor = .5;
	
	float pos[4], orient[16];
	vrpn_get(vrpnObject, NULL, pos, orient);
	float modelMat[16],translate[16],scale[16];
	mat4f_scale_new(scale, scaleFactor, scaleFactor, scaleFactor);
	mat4f_translateVec_new(translate, pos);
	mat4f_mult_mat4f_many(modelMat, translate, orient, scale, NULL);

	float modelview[16];
	mat4f_mult_mat4f_new(modelview, viewMat, modelMat); // modelview = view * model

	/* Send the modelview matrix to the vertex program. */
	glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
	                   1, // number of 4x4 float matrices
	                   0, // transpose
	                   modelview); // value

	glUniform1i(kuhl_get_uniform("renderStyle"), 2);

	kuhl_errorcheck();
	kuhl_geometry_draw(modelgeom); /* Draw the model */
	kuhl_errorcheck();

	/* Transparency of labels may not appear right because we aren't
	 * sorting them by depth. */
	float labelScale[16];
	mat4f_scale_new(labelScale, 1, 1/labelAspectRatio[objectIndex-1], 1);
	mat4f_mult_mat4f_new(modelview, modelview, labelScale);
	glUniformMatrix4fv(kuhl_get_uniform("ModelView"), 1, 0, modelview);
	glUniform1i(kuhl_get_uniform("renderStyle"), 1);
	kuhl_geometry_texture(&quad, label[objectIndex-1], "tex", 1);
	kuhl_geometry_draw(&quad);

#if 0
	printf("%s is at\n", vrpnObject);
	vec3f_print(pos);
	mat4f_print(orient);
#endif
}
예제 #2
0
int main(int argc, char** argv)
{
	/* Initialize GLUT and GLEW */
	kuhl_ogl_init(&argc, argv, 512, 512, 32,
	              GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE, 4);

	// setup callbacks
	glutDisplayFunc(display);
	glutKeyboardFunc(keyboard);

	/* Compile and link a GLSL program composed of a vertex shader and
	 * a fragment shader. */
	program = kuhl_create_program("triangle.vert", "triangle.frag");
	glUseProgram(program);
	kuhl_errorcheck();
	/* Set the uniform variable in the shader that is named "red" to the value 1. */
	glUniform1i(kuhl_get_uniform("red"), 1);
	kuhl_errorcheck();
	/* Good practice: Unbind objects until we really need them. */
	glUseProgram(0);

	/* Create kuhl_geometry structs for the objects that we want to
	 * draw. */
	init_geometryTriangle(&triangle, program);
	init_geometryQuad(&quad, program);

	prerendProgram = kuhl_create_program("prerend.vert", "prerend.frag");
	init_geometryQuadPrerender(&prerendQuad, prerendProgram);	

	dgr_init();     /* Initialize DGR based on environment variables. */
	projmat_init(); /* Figure out which projection matrix we should use based on environment variables */

	float initCamPos[3]  = {0,0,3}; // location of camera
	float initCamLook[3] = {0,0,0}; // a point the camera is facing at
	float initCamUp[3]   = {0,1,0}; // a vector indicating which direction is up
	viewmat_init(initCamPos, initCamLook, initCamUp);
	
	/* Tell GLUT to start running the main loop and to call display(),
	 * keyboard(), etc callback methods as needed. */
	glutMainLoop();
    /* // An alternative approach:
    while(1)
       glutMainLoopEvent();
    */

	exit(EXIT_SUCCESS);
}
예제 #3
0
void setupCubemap(GLuint texId[6], kuhl_geometry q, const float origModelView[16])
{
	glUniformMatrix4fv(kuhl_get_uniform("ModelView"),1,0,origModelView);
	kuhl_geometry_texture(&q, texId[0], "tex", KG_WARN);
	kuhl_geometry_draw(&q); // negative Z (front)
	
	float rotation[16];
	float modelview[16];
	mat4f_rotateEuler_new(rotation, 0,180,0, "XYZ");
	mat4f_mult_mat4f_new(modelview, origModelView, rotation);
	glUniformMatrix4fv(kuhl_get_uniform("ModelView"),1,0,modelview);
	kuhl_geometry_texture(&q, texId[1], "tex", KG_WARN);
	kuhl_geometry_draw(&q); // positive Z (back)

	mat4f_rotateEuler_new(rotation, 0,90,0, "XYZ");
	mat4f_mult_mat4f_new(modelview, origModelView, rotation);
	glUniformMatrix4fv(kuhl_get_uniform("ModelView"),1,0,modelview);
	kuhl_geometry_texture(&q, texId[2], "tex", KG_WARN);
	kuhl_geometry_draw(&q); // negative X (left)

	mat4f_rotateEuler_new(rotation, 0,-90,0, "XYZ");
	mat4f_mult_mat4f_new(modelview, origModelView, rotation);
	glUniformMatrix4fv(kuhl_get_uniform("ModelView"),1,0,modelview);
	kuhl_geometry_texture(&q, texId[3], "tex", KG_WARN);
	kuhl_geometry_draw(&q); // positive X (right)

	mat4f_rotateEuler_new(rotation, -90,0,0, "XYZ");
	mat4f_mult_mat4f_new(modelview, origModelView, rotation);
	glUniformMatrix4fv(kuhl_get_uniform("ModelView"),1,0,modelview);
	kuhl_geometry_texture(&q, texId[4], "tex", KG_WARN);
	kuhl_geometry_draw(&q); // negative Y (down)
	
	mat4f_rotateEuler_new(rotation, 90,0,0, "XYZ");
	mat4f_mult_mat4f_new(modelview, origModelView, rotation);
	glUniformMatrix4fv(kuhl_get_uniform("ModelView"),1,0,modelview);
	kuhl_geometry_texture(&q, texId[5], "tex", KG_WARN);
	kuhl_geometry_draw(&q); // positive Y (up)
}
예제 #4
0
/* Called by GLUT whenever the window needs to be redrawn. This
 * function should not be called directly by the programmer. Instead,
 * we can call glutPostRedisplay() to request that GLUT call display()
 * at some point. */
void display()
{
	/* If we are using DGR, send or receive data to keep multiple
	 * processes/computers synchronized. */
	dgr_update();

	glClearColor(.2,.2,.2,0); // set clear color to grey
	// Clear the screen to black, clear the depth buffer
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST); // turn on depth testing
	kuhl_errorcheck();

	/* Render the scene once for each viewport. Frequently one
	 * viewport will fill the entire screen. However, this loop will
	 * run twice for HMDs (once for the left eye and once for the
	 * right. */
	for(int viewportID=0; viewportID<viewmat_num_viewports(); viewportID++)
	{
		/* Where is the viewport that we are drawing onto and what is its size? */
		int viewport[4]; // x,y of lower left corner, width, height
		viewmat_get_viewport(viewport, viewportID);
		glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);

		/* Get the frustum information which will be later used to generate a perspective projection matrix. */
		float f[6]; // left, right, top, bottom, near>0, far>0
		projmat_get_frustum(f, viewport[2], viewport[3]);
	    
		/* Get the view or camera matrix; update the frustum values if needed. */
		float viewMat[16];
		viewmat_get(viewMat, f, viewportID);

		/* Create a 4x4 perspective projection matrix from the frustum values. */
		float perspective[16];
		mat4f_frustum_new(perspective,f[0], f[1], f[2], f[3], f[4], f[5]);
	    
		/* Calculate an angle to rotate the
		 * object. glutGet(GLUT_ELAPSED_TIME) is the number of
		 * milliseconds since glutInit() was called. */
		int count = glutGet(GLUT_ELAPSED_TIME) % 10000; // get a counter that repeats every 10 seconds
		float angle = count / 10000.0 * 360; // rotate 360 degrees every 10 seconds
		/* Make sure all computers/processes use the same angle */
		dgr_setget("angle", &angle, sizeof(GLfloat));
		/* Create a 4x4 rotation matrix based on the angle we computed. */
		float rotateMat[16];
		mat4f_rotateAxis_new(rotateMat, angle, 0,1,0);

		/* Create a scale matrix. */
		float scaleMatrix[16];
		mat4f_scale_new(scaleMatrix, 3, 3, 3);

		// Modelview = (viewMatrix * scaleMatrix) * rotationMatrix
		float modelview[16];
		mat4f_mult_mat4f_new(modelview, viewMat, scaleMatrix);
		mat4f_mult_mat4f_new(modelview, modelview, rotateMat);

		kuhl_errorcheck();
		glUseProgram(program);
		kuhl_errorcheck();
		/* Send the perspective projection matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("Projection"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   perspective); // value
		/* Send the modelview matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   modelview); // value
		kuhl_errorcheck();
		/* Draw the geometry using the matrices that we sent to the
		 * vertex programs immediately above */
		kuhl_geometry_draw(&triangle);
		kuhl_geometry_draw(&quad);

		glUseProgram(0); // stop using a GLSL program.

	} // finish viewport loop

	/* Check for errors. If there are errors, consider adding more
	 * calls to kuhl_errorcheck() in your code. */
	kuhl_errorcheck();
    
	/* Display the buffer we just drew (necessary for double buffering). */
	glutSwapBuffers();

	/* Ask GLUT to call display() again. We shouldn't call display()
	 * ourselves recursively because it will not leave time for GLUT
	 * to call other callback functions for when a key is pressed, the
	 * window is resized, etc. */
	glutPostRedisplay();
}
예제 #5
0
int main(int argc, char** argv)
{
	/* set up our GLUT window */
	glutInit(&argc, argv);
	glutInitWindowSize(512, 512);
	/* Ask GLUT to for a double buffered, full color window that
	 * includes a depth buffer */
#ifdef __APPLE__
	glutInitDisplayMode(GLUT_3_2_CORE_PROFILE | GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
#else
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
	glutInitContextVersion(3,2);
	glutInitContextProfile(GLUT_CORE_PROFILE);
#endif
	glutCreateWindow(argv[0]); // set window title to executable name

	/* Initialize GLEW */
	glewExperimental = GL_TRUE;
	GLenum glewError = glewInit();
	if(glewError != GLEW_OK)
	{
		fprintf(stderr, "Error initializing GLEW: %s\n", glewGetErrorString(glewError));
		exit(EXIT_FAILURE);
	}
	/* When experimental features are turned on in GLEW, the first
	 * call to glGetError() or kuhl_errorcheck() may incorrectly
	 * report an error. So, we call glGetError() to ensure that a
	 * later call to glGetError() will only see correct errors. For
	 * details, see:
	 * http://www.opengl.org/wiki/OpenGL_Loading_Library */
	glGetError();

	// setup callbacks
	glutDisplayFunc(display);
	glutKeyboardFunc(keyboard);

	/* Compile and link a GLSL program composed of a vertex shader and
	 * a fragment shader. */
	program = kuhl_create_program("ogl3-triangle.vert", "ogl3-triangle.frag");
	glUseProgram(program);
	kuhl_errorcheck();
	/* Set the uniform variable in the shader that is named "red" to the value 1. */
	glUniform1i(kuhl_get_uniform("red"), 1);
	kuhl_errorcheck();
	/* Good practice: Unbind objects until we really need them. */
	glUseProgram(0);

	/* Create kuhl_geometry structs for the objects that we want to
	 * draw. */
	init_geometryTriangle(&triangle, program);
	init_geometryQuad(&quad, program);

	dgr_init();     /* Initialize DGR based on environment variables. */
	projmat_init(); /* Figure out which projection matrix we should use based on environment variables */

	float initCamPos[3]  = {0,0,10}; // location of camera
	float initCamLook[3] = {0,0,0}; // a point the camera is facing at
	float initCamUp[3]   = {0,1,0}; // a vector indicating which direction is up
	viewmat_init(initCamPos, initCamLook, initCamUp);
	
	/* Tell GLUT to start running the main loop and to call display(),
	 * keyboard(), etc callback methods as needed. */
	glutMainLoop();
    /* // An alternative approach:
    while(1)
       glutMainLoopEvent();
    */

	exit(EXIT_SUCCESS);
}
예제 #6
0
void display()
{
	/* If we are using DGR, send or receive data to keep multiple
	 * processes/computers synchronized. */
	dgr_update();

	/* Get current frames per second calculations. */
	float fps = kuhl_getfps(&fps_state);

	if(dgr_is_enabled() == 0 || dgr_is_master())
	{
		// If DGR is being used, only display dgr counter if we are
		// the master process.

		// Check if FPS value was just updated by kuhl_getfps()
		if(fps_state.frame == 0)
		{
			char label[1024];
			snprintf(label, 1024, "FPS: %0.1f", fps);

			/* Delete old label if it exists */
			if(fpsLabel != 0) 
				glDeleteTextures(1, &fpsLabel);

			/* Make a new label */
			float labelColor[3] = { 1,1,1 };
			float labelBg[4] = { 0,0,0,.3 };
			/* Change the last parameter (point size) to adjust the
			 * size of the texture that the text is rendered in to. */
			fpsLabelAspectRatio = kuhl_make_label(label,
			                                      &fpsLabel,
			                                      labelColor, labelBg, 24);

			if(fpsLabel != 0)
				kuhl_geometry_texture(&labelQuad, fpsLabel, "tex", 1);
		}
	}
	
	/* Ensure the slaves use the same render style as the master
	 * process. */
	dgr_setget("style", &renderStyle, sizeof(int));

	
	/* Render the scene once for each viewport. Frequently one
	 * viewport will fill the entire screen. However, this loop will
	 * run twice for HMDs (once for the left eye and once for the
	 * right. */
	viewmat_begin_frame();
	for(int viewportID=0; viewportID<viewmat_num_viewports(); viewportID++)
	{
		viewmat_begin_eye(viewportID);

		/* Where is the viewport that we are drawing onto and what is its size? */
		int viewport[4]; // x,y of lower left corner, width, height
		viewmat_get_viewport(viewport, viewportID);
		glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);

		/* Clear the current viewport. Without glScissor(), glClear()
		 * clears the entire screen. We could call glClear() before
		 * this viewport loop---but on order for all variations of
		 * this code to work (Oculus support, etc), we can only draw
		 * after viewmat_begin_eye(). */
		glScissor(viewport[0], viewport[1], viewport[2], viewport[3]);
		glEnable(GL_SCISSOR_TEST);
		glClearColor(.2,.2,.2,0); // set clear color to grey
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		glDisable(GL_SCISSOR_TEST);
		glEnable(GL_DEPTH_TEST); // turn on depth testing
		kuhl_errorcheck();

		/* Turn on blending (note, if you are using transparent textures,
		   the transparency may not look correct unless you draw further
		   items before closer items.). */
		glEnable(GL_BLEND);
		glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);

		/* Get the view or camera matrix; update the frustum values if needed. */
		float viewMat[16], perspective[16];
		viewmat_get(viewMat, perspective, viewportID);

		glUseProgram(program);
		kuhl_errorcheck();
		/* Send the perspective projection matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("Projection"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   perspective); // value

		float modelMat[16];
		get_model_matrix(modelMat);
		float modelview[16];
		mat4f_mult_mat4f_new(modelview, viewMat, modelMat); // modelview = view * model

		/* Send the modelview matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   modelview); // value

		glUniform1i(kuhl_get_uniform("renderStyle"), renderStyle);
		// Copy far plane value into vertex program so we can render depth buffer.
		float f[6]; // left, right, bottom, top, near>0, far>0
		projmat_get_frustum(f, viewport[2], viewport[3]);
		glUniform1f(kuhl_get_uniform("farPlane"), f[5]);

		kuhl_errorcheck();
		kuhl_geometry_draw(modelgeom); /* Draw the model */
		kuhl_errorcheck();
		if(showOrigin)
		{
			/* Save current line width */
			GLfloat origLineWidth;
			glGetFloatv(GL_LINE_WIDTH, &origLineWidth);
			glLineWidth(4); // make lines thick
			
			/* Object coordinate system origin */
			kuhl_geometry_draw(origingeom); /* Draw the origin marker */

			/* World coordinate origin */
			mat4f_copy(modelview, viewMat);
			glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
			                   1, // number of 4x4 float matrices
			                   0, // transpose
			                   modelview); // value
			kuhl_geometry_draw(origingeom); /* Draw the origin marker */

			/* Restore line width */
			glLineWidth(origLineWidth);
		}


		if(dgr_is_enabled() == 0 || dgr_is_master())
		{

			/* The shape of the frames per second quad depends on the
			 * aspect ratio of the label texture and the aspect ratio of
			 * the window (because we are placing the quad in normalized
			 * device coordinates). */
			int windowWidth, windowHeight;
			viewmat_window_size(&windowWidth, &windowHeight);
			float windowAspect = windowWidth / (float)windowHeight;
			
			float stretchLabel[16];
			mat4f_scale_new(stretchLabel, 1/8.0 * fpsLabelAspectRatio / windowAspect, 1/8.0, 1);

			/* Position label in the upper left corner of the screen */
			float transLabel[16];
			mat4f_translate_new(transLabel, -.9, .8, 0);
			mat4f_mult_mat4f_new(modelview, transLabel, stretchLabel);
			glUniformMatrix4fv(kuhl_get_uniform("ModelView"), 1, 0, modelview);

			/* Make sure we don't use a projection matrix */
			float identity[16];
			mat4f_identity(identity);
			glUniformMatrix4fv(kuhl_get_uniform("Projection"), 1, 0, identity);

			/* Don't use depth testing and make sure we use the texture
			 * rendering style */
			glDisable(GL_DEPTH_TEST);
			glUniform1i(kuhl_get_uniform("renderStyle"), 1);
			kuhl_geometry_draw(&labelQuad); /* Draw the quad */
			glEnable(GL_DEPTH_TEST);
			kuhl_errorcheck();
		}

		glUseProgram(0); // stop using a GLSL program.

	} // finish viewport loop
	viewmat_end_frame();
	
	/* Update the model for the next frame based on the time. We
	 * convert the time to seconds and then use mod to cause the
	 * animation to repeat. */
	int time = glutGet(GLUT_ELAPSED_TIME);
	dgr_setget("time", &time, sizeof(int));
	kuhl_update_model(modelgeom, 0, ((time%10000)/1000.0));

	/* Check for errors. If there are errors, consider adding more
	 * calls to kuhl_errorcheck() in your code. */
	kuhl_errorcheck();

	//kuhl_video_record("videoout", 30);
	
	/* Ask GLUT to call display() again. We shouldn't call display()
	 * ourselves recursively because it will not leave time for GLUT
	 * to call other callback functions for when a key is pressed, the
	 * window is resized, etc. */
	glutPostRedisplay();
}
예제 #7
0
/* Called by GLUT whenever the window needs to be redrawn. This
 * function should not be called directly by the programmer. Instead,
 * we can call glutPostRedisplay() to request that GLUT call display()
 * at some point. */
void display()
{
	/* If we are using DGR, send or receive data to keep multiple
	 * processes/computers synchronized. */
	dgr_update();

	/* Render the scene once for each viewport. Frequently one
	 * viewport will fill the entire screen. However, this loop will
	 * run twice for HMDs (once for the left eye and once for the
	 * right. */
	viewmat_begin_frame();
	for(int viewportID=0; viewportID<viewmat_num_viewports(); viewportID++)
	{
		viewmat_begin_eye(viewportID);

		/* Where is the viewport that we are drawing onto and what is its size? */
		int viewport[4]; // x,y of lower left corner, width, height
		viewmat_get_viewport(viewport, viewportID);
		glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);

		/* Clear the current viewport. Without glScissor(), glClear()
		 * clears the entire screen. We could call glClear() before
		 * this viewport loop---but on order for all variations of
		 * this code to work (Oculus support, etc), we can only draw
		 * after viewmat_begin_eye(). */
		glScissor(viewport[0], viewport[1], viewport[2], viewport[3]);
		glEnable(GL_SCISSOR_TEST);
		glClearColor(.2,.2,.2,0); // set clear color to grey
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		glDisable(GL_SCISSOR_TEST);
		glEnable(GL_DEPTH_TEST); // turn on depth testing
		kuhl_errorcheck();

		/* Turn on blending (note, if you are using transparent textures,
		   the transparency may not look correct unless you draw further
		   items before closer items. This program always draws the
		   geometry in the same order.). */
		glEnable(GL_BLEND);
		glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);

		/* Get the view or camera matrix; update the frustum values if needed. */
		float viewMat[16], perspective[16];
		viewmat_get(viewMat, perspective, viewportID);

		/* Calculate an angle to rotate the
		 * object. glutGet(GLUT_ELAPSED_TIME) is the number of
		 * milliseconds since glutInit() was called. */
		int count = glutGet(GLUT_ELAPSED_TIME) % 10000; // get a counter that repeats every 10 seconds
		float angle = count / 10000.0 * 360; // rotate 360 degrees every 10 seconds
		/* Make sure all computers/processes use the same angle */
		dgr_setget("angle", &angle, sizeof(GLfloat));
		/* Create a 4x4 rotation matrix based on the angle we computed. */
		float rotateMat[16];
		mat4f_rotateAxis_new(rotateMat, angle, 0,1,0);

		/* Create a scale matrix. */
		float scaleMatrix[16];
		mat4f_scale_new(scaleMatrix, 3, 3, 3);

		// Modelview = (viewMatrix * scaleMatrix) * rotationMatrix
		float modelview[16];
		mat4f_mult_mat4f_new(modelview, viewMat, scaleMatrix);
		mat4f_mult_mat4f_new(modelview, modelview, rotateMat);

		kuhl_errorcheck();
		glUseProgram(program);
		kuhl_errorcheck();
		/* Send the perspective projection matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("Projection"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   perspective); // value
		/* Send the modelview matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   modelview); // value
		kuhl_errorcheck();
		/* Draw the geometry using the matrices that we sent to the
		 * vertex programs immediately above */
		kuhl_geometry_draw(&triangle);

	} // finish viewport loop
	viewmat_end_frame();

	/* Check for errors. If there are errors, consider adding more
	 * calls to kuhl_errorcheck() in your code. */
	kuhl_errorcheck();

	/* Ask GLUT to call display() again. We shouldn't call display()
	 * ourselves recursively because it will not leave time for GLUT
	 * to call other callback functions for when a key is pressed, the
	 * window is resized, etc. */
	glutPostRedisplay();
}
예제 #8
0
/* Called by GLUT whenever the window needs to be redrawn. This
 * function should not be called directly by the programmer. Instead,
 * we can call glutPostRedisplay() to request that GLUT call display()
 * at some point. */
void display()
{
	/* If we are using DGR, send or receive data to keep multiple
	 * processes/computers synchronized. */
	dgr_update();

	/* Render the scene once for each viewport. Frequently one
	 * viewport will fill the entire screen. However, this loop will
	 * run twice for HMDs (once for the left eye and once for the
	 * right.) */
	viewmat_begin_frame();
	for(int viewportID=0; viewportID<viewmat_num_viewports(); viewportID++)
	{
		viewmat_begin_eye(viewportID);

		/* Where is the viewport that we are drawing onto and what is its size? */
		int viewport[4]; // x,y of lower left corner, width, height
		viewmat_get_viewport(viewport, viewportID);
		glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);

		/* Clear the current viewport. Without glScissor(), glClear()
		 * clears the entire screen. We could call glClear() before
		 * this viewport loop---but on order for all variations of
		 * this code to work (Oculus support, etc), we can only draw
		 * after viewmat_begin_eye(). */
		glScissor(viewport[0], viewport[1], viewport[2], viewport[3]);
		glEnable(GL_SCISSOR_TEST);
		glClearColor(.2,.2,.2,0); // set clear color to grey
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
		glDisable(GL_SCISSOR_TEST);
		glEnable(GL_DEPTH_TEST); // turn on depth testing
		kuhl_errorcheck();

		/* Get the view or camera matrix; update the frustum values if needed. */
		float viewMat[16], perspective[16];
		viewmat_get(viewMat, perspective, viewportID);

		/* Calculate an angle to rotate the
		 * object. glutGet(GLUT_ELAPSED_TIME) is the number of
		 * milliseconds since glutInit() was called. */
		int count = glutGet(GLUT_ELAPSED_TIME) % 10000; // get a counter that repeats every 10 seconds
		float angle = count / 10000.0 * 360; // rotate 360 degrees every 10 seconds
		/* Make sure all computers/processes use the same angle */
		dgr_setget("angle", &angle, sizeof(GLfloat));
		/* Create a 4x4 rotation matrix based on the angle we computed. */
		float rotateMat[16];
		mat4f_rotateAxis_new(rotateMat, angle, 0,1,0);

		/* Create a scale matrix. */
		float scaleMatrix[16];
		mat4f_scale_new(scaleMatrix, 3, 3, 3);

		// Modelview = (viewMatrix * scaleMatrix) * rotationMatrix
		float modelview[16];
		mat4f_mult_mat4f_new(modelview, viewMat, scaleMatrix);
		mat4f_mult_mat4f_new(modelview, modelview, rotateMat);

		kuhl_errorcheck();
		glUseProgram(program);
		kuhl_errorcheck();
		/* Send the perspective projection matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("Projection"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   perspective); // value
		/* Send the modelview matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   modelview); // value
		kuhl_errorcheck();

			/* Draw the geometry using the matrices that we sent to the
			 * vertex programs immediately above. Use the stencil buffer
			 * to keep track of which object appears on top. */
		if(viewportID == 0)
			glEnable(GL_STENCIL_TEST);
		glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
		glStencilFunc(GL_ALWAYS, 1, -1);
		kuhl_geometry_draw(&triangle);
		
		glStencilFunc(GL_ALWAYS, 2, -1);
		kuhl_geometry_draw(&quad);
		glDisable(GL_STENCIL_TEST);
		
		/* If we have multiple viewports, only draw cursor in the
		 * first viewport. */
		if(viewportID == 0)
		{
			/* Draw the cursor in normalized device coordinates. Don't
			 * use any matrices. */
			float identity[16];
			mat4f_identity(identity);
			glUniformMatrix4fv(kuhl_get_uniform("Projection"),
			                   1, 0, identity);
			glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
			                   1, 0, identity);

			/* Disable depth testing so the cursor isn't occluded by
			 * anything. */
			glDisable(GL_DEPTH_TEST);
			kuhl_geometry_draw(&cursor);
			glEnable(GL_DEPTH_TEST);

			/* When we render images on the Oculus, we are rendering
			 * into a multisampled framebuffer object, and we can't
			 * read from the multisample FBO until we have blitted it
			 * into a normal FBO. Here, we get the blitted FBO for the
			 * *previous* frame. */
			GLint fb =viewmat_get_blitted_framebuffer(viewportID);
			glBindFramebuffer(GL_FRAMEBUFFER, fb);
			
			GLuint stencilVal = 0;
			kuhl_errorcheck();
			glReadPixels(viewport[0]+viewport[2]/2, viewport[1]+viewport[3]/2,
			             1,1, // get data for 1x1 area (i.e., a pixel)
			             GL_STENCIL_INDEX, // query the stencil buffer
			             GL_UNSIGNED_INT,
			             &stencilVal);
			kuhl_errorcheck();
			if(stencilVal == 1)
				printf("Cursor is on triangle.\n");
			else if(stencilVal == 2)
				printf("Cursor is on quad.\n");
			else
				printf("Cursor isn't on anything.\n");
		}

		glUseProgram(0); // stop using a GLSL program.
		
	} // finish viewport loop
	viewmat_end_frame();

	/* Check for errors. If there are errors, consider adding more
	 * calls to kuhl_errorcheck() in your code. */
	kuhl_errorcheck();
    
	/* Ask GLUT to call display() again. We shouldn't call display()
	 * ourselves recursively because it will not leave time for GLUT
	 * to call other callback functions for when a key is pressed, the
	 * window is resized, etc. */
	glutPostRedisplay();
}
예제 #9
0
/* Called by GLUT whenever the window needs to be redrawn. This
 * function should not be called directly by the programmer. Instead,
 * we can call glutPostRedisplay() to request that GLUT call display()
 * at some point. */
void display()
{
	/* If we are using DGR, send or receive data to keep multiple
	 * processes/computers synchronized. */
	dgr_update();

	/* Render the scene once for each viewport. Frequently one
	 * viewport will fill the entire screen. However, this loop will
	 * run twice for HMDs (once for the left eye and once for the
	 * right. */
	viewmat_begin_frame();
	for(int viewportID=0; viewportID<viewmat_num_viewports(); viewportID++)
	{
		viewmat_begin_eye(viewportID);

		/* Where is the viewport that we are drawing onto and what is its size? */
		int viewport[4]; // x,y of lower left corner, width, height
		viewmat_get_viewport(viewport, viewportID);
		glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);

		/* Clear the current viewport. Without glScissor(), glClear()
		 * clears the entire screen. We could call glClear() before
		 * this viewport loop---but on order for all variations of
		 * this code to work (Oculus support, etc), we can only draw
		 * after viewmat_begin_eye(). */
		glScissor(viewport[0], viewport[1], viewport[2], viewport[3]);
		glEnable(GL_SCISSOR_TEST);
		glClearColor(.2,.2,.2,0); // set clear color to grey
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		glDisable(GL_SCISSOR_TEST);
		glEnable(GL_DEPTH_TEST); // turn on depth testing
		kuhl_errorcheck();

		/* Turn on blending (note, if you are using transparent textures,
		   the transparency may not look correct unless you draw further
		   items before closer items. This program always draws the
		   geometry in the same order.). */
		glEnable(GL_BLEND);
		glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);

		/* Get the view or camera matrix; update the frustum values if needed. */
		float viewMat[16], perspective[16];
		viewmat_eye eye = viewmat_get(viewMat, perspective, viewportID);

		/* Always put camera at origin (no translation, no
		 * interpupillary distance). */
		float noTranslation[4] = {0,0,0,1};
		mat4f_setColumn(viewMat, noTranslation, 3); // last column

		/* Create a scale matrix. */
		float scaleMatrix[16];
		mat4f_scale_new(scaleMatrix, 20, 20, 20);

		// Modelview = (viewMatrix * scaleMatrix) * rotationMatrix
		float modelview[16];
		mat4f_mult_mat4f_new(modelview, viewMat, scaleMatrix);

		kuhl_errorcheck();
		glUseProgram(program);
		kuhl_errorcheck();
		/* Send the perspective projection matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("Projection"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   perspective); // value
		/* Send the modelview matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   modelview); // value
		kuhl_errorcheck();

		if(texIdLeft != 0 && texIdRight != 0) // cylinder
		{
			/* Draw the cylinder with the appropriate texture */
			if(eye == VIEWMAT_EYE_RIGHT)
				kuhl_geometry_texture(&cylinder, texIdRight, "tex", KG_WARN);
			else
				kuhl_geometry_texture(&cylinder, texIdLeft, "tex", KG_WARN);
			kuhl_geometry_draw(&cylinder);
		}
		else // cubemap
		{
			if(eye == VIEWMAT_EYE_RIGHT)
				setupCubemap(cubemapRightTex, quad, modelview);
			else
				setupCubemap(cubemapLeftTex, quad, modelview);
		}
	} // finish viewport loop
	viewmat_end_frame();

	/* Check for errors. If there are errors, consider adding more
	 * calls to kuhl_errorcheck() in your code. */
	kuhl_errorcheck();

	/* Ask GLUT to call display() again. We shouldn't call display()
	 * ourselves recursively because it will not leave time for GLUT
	 * to call other callback functions for when a key is pressed, the
	 * window is resized, etc. */
	glutPostRedisplay();

	static int fps_state_init = 0;
	static kuhl_fps_state fps_state;
	if(fps_state_init == 0)
	{
		kuhl_getfps_init(&fps_state);
		fps_state_init = 1;
	}
	float fps = kuhl_getfps(&fps_state);
	if(fps_state.frame == 0)
		msg(INFO, "fps: %6.1f\n", fps);
}
예제 #10
0
void display()
{
	dgr_update();

	dgr_setget("style", &renderStyle, sizeof(int));

	// Clear the screen to black, clear the depth buffer
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST); // turn on depth testing
	kuhl_errorcheck();

	/* Turn on blending (note, if you are using transparent textures,
	   the transparency may not look correct unless you draw further
	   items before closer items.). */
	glEnable(GL_BLEND);
	glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
	glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
	
	/* Render the scene once for each viewport. Frequently one
	 * viewport will fill the entire screen. However, this loop will
	 * run twice for HMDs (once for the left eye and once for the
	 * right. */
	for(int viewportID=0; viewportID<viewmat_num_viewports(); viewportID++)
	{
		/* Where is the viewport that we are drawing onto and what is its size? */
		int viewport[4]; // x,y of lower left corner, width, height
		viewmat_get_viewport(viewport, viewportID);
		glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);

		/* Get the frustum information which will be later used to generate a perspective projection matrix. */
		float f[6]; // left, right, top, bottom, near>0, far>0
		projmat_get_frustum(f, viewport[2], viewport[3]);
	    
		/* Get the view or camera matrix; update the frustum values if needed. */
		float viewMat[16];
		viewmat_get(viewMat, f, viewportID);

		glUseProgram(program);
		/* Communicate matricies to OpenGL */
		float perspective[16];
		mat4f_frustum_new(perspective,f[0], f[1], f[2], f[3], f[4], f[5]);
		glUniformMatrix4fv(kuhl_get_uniform("Projection"),
		                   1, // count
		                   0, // transpose
		                   perspective); // value
		float modelMat[16];
		get_model_matrix(modelMat);
		
		// modelview = view * model
		float modelview[16];
		mat4f_mult_mat4f_new(modelview, viewMat, modelMat);

		glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
		                   1, // count
		                   0, // transpose
		                   modelview); // value

		glUniform1i(kuhl_get_uniform("renderStyle"), renderStyle);
		// Copy far plane value into vertex program so we can render depth buffer.
		glUniform1f(kuhl_get_uniform("farPlane"), f[5]);
		
		kuhl_errorcheck();

		kuhl_draw_model_file_ogl3(modelFilename, modelTexturePath, program);
		kuhl_errorcheck();

		glUseProgram(0); // stop using a GLSL program.

	} // finish viewport loop

	int time = glutGet(GLUT_ELAPSED_TIME);
	float fps = kuhl_getfps(time);
	if(time % 1000 == 0)
		printf("Frames per second: %0.1f\n", fps);
		
	
	/* Check for errors. If there are errors, consider adding more
	 * calls to kuhl_errorcheck() in your code. */
	kuhl_errorcheck();

	glFlush();
	glFinish();
	
	/* Display the buffer we just drew (necessary for double buffering). */
	glutSwapBuffers();

	// kuhl_video_record("videoout", 30);
	
	/* Ask GLUT to call display() again. We shouldn't call display()
	 * ourselves recursively because it will not leave time for GLUT
	 * to call other callback functions for when a key is pressed, the
	 * window is resized, etc. */
	glutPostRedisplay();
}
예제 #11
0
/** Initializes the vertex array object (VAO), vertex buffer object (VBO) and texture
	associated with this font_info and initializes other variables inside of the struct.

    @param info A font_info struct populated with the information necessary to draw text.

    @param program A GLSL program to be used when rendering this font.

    @param fontFile The file path to the TTF file you wish to load.

    @param pointSize The point size of the font.

    @param pixelsPerPoint The number of screen pixels per glyph pixel (2 is usually good).
	
	@return ok Returns 1 if there were no problems, 0 if something went wrong (i.e. bad 
	shader program, invalid font file, etc.).
*/
int font_info_new(font_info* info, const GLuint program, const char* fontFile, const unsigned int pointSize, const unsigned int pixelsPerPoint)
{	
	#ifndef KUHL_UTIL_USE_FREETYPE
	return 0;
	#else
	// Set up the shader program
	glUseProgram(program);
	kuhl_errorcheck();
	
	// Make sure it's got the right variables
	info->uniform_tex = kuhl_get_uniform("tex");
	kuhl_errorcheck();
	if (info->uniform_tex < 0) {
		fprintf(stderr, "Could not bind texture uniform\n");
		return 0;
	}
	info->attribute_coord = kuhl_get_attribute(program, "coord");
	kuhl_errorcheck();
	if (info->attribute_coord < 0) {
		fprintf(stderr, "Could not bind coord attribute\n");
		return 0;
	}

	glActiveTexture(GL_TEXTURE0);
	glGenTextures(1, &info->tex);
	glBindTexture(GL_TEXTURE_2D, info->tex);
	glUniform1i(info->uniform_tex, 0);
	kuhl_errorcheck();
	
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

	glGenVertexArrays(1, &info->vao);
	kuhl_errorcheck();
	glBindVertexArray(info->vao);
	kuhl_errorcheck();
	
	glGenBuffers(1, &info->vbo);
	kuhl_errorcheck();
	glEnableVertexAttribArray(info->attribute_coord);
	kuhl_errorcheck();
	glBindBuffer(GL_ARRAY_BUFFER, info->vbo);
	kuhl_errorcheck();
	glVertexAttribPointer(info->attribute_coord, 4, GL_FLOAT, GL_FALSE, 0, 0);
	kuhl_errorcheck();
	
	FT_Face face;
	if (!font_load(&face, fontFile, pointSize))
		return 0;
	
	info->face = face;
	info->program = program;
	info->pointSize = pointSize;
	info->pixelsPerPoint = pixelsPerPoint;
	
	return 1;
	#endif
}
예제 #12
0
/* Called by GLUT whenever the window needs to be redrawn. This
 * function should not be called directly by the programmer. Instead,
 * we can call glutPostRedisplay() to request that GLUT call display()
 * at some point. */
void display()
{
	/* If we are using DGR, send or receive data to keep multiple
	 * processes/computers synchronized. */
	dgr_update();


	/* Render the scene once for each viewport. Frequently one
	 * viewport will fill the entire screen. However, this loop will
	 * run twice for HMDs (once for the left eye and once for the
	 * right. */
	viewmat_begin_frame();
	for(int viewportID=0; viewportID<viewmat_num_viewports(); viewportID++)
	{
		viewmat_begin_eye(viewportID);

		/* Where is the viewport that we are drawing onto and what is its size? */
		int viewport[4]; // x,y of lower left corner, width, height
		viewmat_get_viewport(viewport, viewportID);
		glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);

		/* Clear the current viewport. Without glScissor(), glClear()
		 * clears the entire screen. We could call glClear() before
		 * this viewport loop---but on order for all variations of
		 * this code to work (Oculus support, etc), we can only draw
		 * after viewmat_begin_eye(). */
		glScissor(viewport[0], viewport[1], viewport[2], viewport[3]);
		glEnable(GL_SCISSOR_TEST);
		glClearColor(.2,.2,.2,0); // set clear color to grey
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		glDisable(GL_SCISSOR_TEST);
		glEnable(GL_DEPTH_TEST); // turn on depth testing
		kuhl_errorcheck();

		/* Get the view or camera matrix; update the frustum values if needed. */
		float viewMat[16], perspective[16];
		viewmat_get(viewMat, perspective, viewportID);

		/* Calculate an angle to rotate the
		 * object. glutGet(GLUT_ELAPSED_TIME) is the number of
		 * milliseconds since glutInit() was called. */
		int count = glutGet(GLUT_ELAPSED_TIME) % 10000; // get a counter that repeats every 10 seconds
		float angle = count / 10000.0 * 360; // rotate 360 degrees every 10 seconds
		/* Make sure all computers/processes use the same angle */
		dgr_setget("angle", &angle, sizeof(GLfloat));
		/* Create a 4x4 rotation matrix based on the angle we computed. */
		float rotateMat[16];
		mat4f_rotateAxis_new(rotateMat, angle, 0,1,0);

		/* Create a scale matrix. */
		float scaleMatrix[16];
		mat4f_scale_new(scaleMatrix, 3, 3, 3);

		// Modelview = (viewMatrix * scaleMatrix) * rotationMatrix
		float modelview[16];
		mat4f_mult_mat4f_new(modelview, viewMat, scaleMatrix);
		mat4f_mult_mat4f_new(modelview, modelview, rotateMat);

		kuhl_errorcheck();
		glUseProgram(program);
		kuhl_errorcheck();
		/* Send the perspective projection matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("Projection"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   perspective); // value
		/* Send the modelview matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   modelview); // value
		kuhl_errorcheck();

		/* Setup prerender directly to texture once (and reuse the
		 * framebuffer object for subsequent draw commands). */
		if(prerenderFrameBuffer == 0)
		{
#if USE_MSAA==1
			/* Generate a MSAA framebuffer + texture */
			GLuint prerenderTexIDAA;
			prerenderFrameBufferAA = kuhl_gen_framebuffer_msaa(viewport[2], viewport[3],
			                                                   &prerenderTexIDAA,
			                                                   NULL, 16);
#endif
			prerenderFrameBuffer = kuhl_gen_framebuffer(viewport[2], viewport[3],
			                                                   &prerenderTexID,
			                                                   NULL);
			/* Apply the texture to our geometry and draw the quad. */
			kuhl_geometry_texture(&prerendQuad, prerenderTexID, "tex", 1);
		}
		/* Switch to framebuffer and set the OpenGL viewport to cover
		 * the entire framebuffer. */
#if USE_MSAA==1
		glBindFramebuffer(GL_FRAMEBUFFER, prerenderFrameBufferAA);
#else
		glBindFramebuffer(GL_FRAMEBUFFER, prerenderFrameBuffer);
#endif
		glViewport(0,0,viewport[2], viewport[3]);
		kuhl_errorcheck();

		/* Clear the framebuffer and the depth buffer. */
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		/* Draw the geometry using the matrices that we sent to the
		 * vertex programs immediately above */
		kuhl_geometry_draw(&triangle);
		kuhl_geometry_draw(&quad);

		/* Stop rendering to texture */
		glBindFramebuffer(GL_FRAMEBUFFER, 0);
		glUseProgram(0);
		kuhl_errorcheck();
		
#if USE_MSAA==1
		/* Copy the MSAA framebuffer into the normal framebuffer */
		glBindFramebuffer(GL_READ_FRAMEBUFFER, prerenderFrameBufferAA);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prerenderFrameBuffer);
		glBlitFramebuffer(0,0,viewport[2],viewport[3],
		                  0,0,viewport[2],viewport[3],
		                  GL_COLOR_BUFFER_BIT, GL_NEAREST);
		glBindFramebuffer(GL_READ_FRAMEBUFFER,0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER,0);
		kuhl_errorcheck();
#endif

		/* Set up the viewport to draw on the screen */
		glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);


		kuhl_geometry_draw(&prerendQuad);
		
	} // finish viewport loop
	viewmat_end_frame();

	/* Check for errors. If there are errors, consider adding more
	 * calls to kuhl_errorcheck() in your code. */
	kuhl_errorcheck();

	/* Ask GLUT to call display() again. We shouldn't call display()
	 * ourselves recursively because it will not leave time for GLUT
	 * to call other callback functions for when a key is pressed, the
	 * window is resized, etc. */
	glutPostRedisplay();
}
예제 #13
0
/** Called by GLUT whenever the window needs to be redrawn. This
 * function should not be called directly by the programmer. Instead,
 * we can call glutPostRedisplay() to request that GLUT call display()
 * at some point. */
void display()
{
	/* If we are using DGR, send or receive data to keep multiple
	 * processes/computers synchronized. */
	dgr_update();

	/* Get current frames per second calculations. */
	float fps = kuhl_getfps(&fps_state);

	if(dgr_is_enabled() == 0 || dgr_is_master())
	{
		// If DGR is being used, only display dgr counter if we are
		// the master process.

		// Check if FPS value was just updated by kuhl_getfps()
		if(fps_state.frame == 0)
			msg(INFO, "FPS: %0.1f", fps);
	}
	
	/* Render the scene once for each viewport. Frequently one
	 * viewport will fill the entire screen. However, this loop will
	 * run twice for HMDs (once for the left eye and once for the
	 * right. */
	viewmat_begin_frame();
	for(int viewportID=0; viewportID<viewmat_num_viewports(); viewportID++)
	{
		viewmat_begin_eye(viewportID);

		/* Where is the viewport that we are drawing onto and what is its size? */
		int viewport[4]; // x,y of lower left corner, width, height
		viewmat_get_viewport(viewport, viewportID);
		glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);

		/* Clear the current viewport. Without glScissor(), glClear()
		 * clears the entire screen. We could call glClear() before
		 * this viewport loop---but on order for all variations of
		 * this code to work (Oculus support, etc), we can only draw
		 * after viewmat_begin_eye(). */
		glScissor(viewport[0], viewport[1], viewport[2], viewport[3]);
		glEnable(GL_SCISSOR_TEST);
		glClearColor(.2,.2,.2,0); // set clear color to grey
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		glDisable(GL_SCISSOR_TEST);
		glEnable(GL_DEPTH_TEST); // turn on depth testing
		kuhl_errorcheck();

		/* Turn on blending (note, if you are using transparent textures,
		   the transparency may not look correct unless you draw further
		   items before closer items.). */
		glEnable(GL_BLEND);
		glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);

		/* Get the view or camera matrix; update the frustum values if needed. */
		float viewMat[16], perspective[16];
		viewmat_get(viewMat, perspective, viewportID);

		glUseProgram(program);
		kuhl_errorcheck();
		/* Send the perspective projection matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("Projection"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   perspective); // value



		for(int i=1; i<global_argc; i++)
			drawObject(i, viewMat);

		glUseProgram(0); // stop using a GLSL program.

	} // finish viewport loop
	viewmat_end_frame();
	
	/* Update the model for the next frame based on the time. We
	 * convert the time to seconds and then use mod to cause the
	 * animation to repeat. */
	int time = glutGet(GLUT_ELAPSED_TIME);
	dgr_setget("time", &time, sizeof(int));
	kuhl_update_model(modelgeom, 0, ((time%10000)/1000.0));

	/* Check for errors. If there are errors, consider adding more
	 * calls to kuhl_errorcheck() in your code. */
	kuhl_errorcheck();

	//kuhl_video_record("videoout", 30);
	
	/* Ask GLUT to call display() again. We shouldn't call display()
	 * ourselves recursively because it will not leave time for GLUT
	 * to call other callback functions for when a key is pressed, the
	 * window is resized, etc. */
	glutPostRedisplay();
}
예제 #14
0
/* Called by GLUT whenever the window needs to be redrawn. This
 * function should not be called directly by the programmer. Instead,
 * we can call glutPostRedisplay() to request that GLUT call display()
 * at some point. */
void display()
{
	/* If we are using DGR, send or receive data to keep multiple
	 * processes/computers synchronized. */
	dgr_update();

	dgr_setget("style", &renderStyle, sizeof(int));

	
	/* Render the scene once for each viewport. Frequently one
	 * viewport will fill the entire screen. However, this loop will
	 * run twice for HMDs (once for the left eye and once for the
	 * right. */
	viewmat_begin_frame();
	for(int viewportID=0; viewportID<viewmat_num_viewports(); viewportID++)
	{
		viewmat_begin_eye(viewportID);

		/* Where is the viewport that we are drawing onto and what is its size? */
		int viewport[4]; // x,y of lower left corner, width, height
		viewmat_get_viewport(viewport, viewportID);
		glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);

		/* Clear the current viewport. Without glScissor(), glClear()
		 * clears the entire screen. We could call glClear() before
		 * this viewport loop---but on order for all variations of
		 * this code to work (Oculus support, etc), we can only draw
		 * after viewmat_begin_eye(). */
		glScissor(viewport[0], viewport[1], viewport[2], viewport[3]);
		glEnable(GL_SCISSOR_TEST);
		glClearColor(.2,.2,.2,0); // set clear color to grey
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		glDisable(GL_SCISSOR_TEST);
		glEnable(GL_DEPTH_TEST); // turn on depth testing
		kuhl_errorcheck();

		/* Turn on blending (note, if you are using transparent textures,
		   the transparency may not look correct unless you draw further
		   items before closer items.). */
		glEnable(GL_BLEND);
		glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);

		/* Get the view or camera matrix; update the frustum values if needed. */
		float viewMat[16], perspective[16];
		viewmat_get(viewMat, perspective, viewportID);

		glUseProgram(program);
		kuhl_errorcheck();
		/* Send the perspective projection matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("Projection"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   perspective); // value

		float modelMat[16];
		get_model_matrix(modelMat);
		float modelview[16];
		mat4f_mult_mat4f_new(modelview, viewMat, modelMat); // modelview = view * model

		/* Send the modelview matrix to the vertex program. */
		glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
		                   1, // number of 4x4 float matrices
		                   0, // transpose
		                   modelview); // value

		glUniform1i(kuhl_get_uniform("renderStyle"), renderStyle);
		// Copy far plane value into vertex program so we can render depth buffer.
		float f[6]; // left, right, bottom, top, near>0, far>0
		projmat_get_frustum(f, viewport[2], viewport[3]);
		glUniform1f(kuhl_get_uniform("farPlane"), f[5]);

		kuhl_errorcheck();

		kuhl_limitfps(60);
		update();
		kuhl_geometry_draw(modelgeom); /* Draw the model */
		kuhl_errorcheck();

		glUseProgram(0); // stop using a GLSL program.

	} // finish viewport loop
	viewmat_end_frame();
	

	/* Check for errors. If there are errors, consider adding more
	 * calls to kuhl_errorcheck() in your code. */
	kuhl_errorcheck();

	// kuhl_video_record("videoout", 30);
	
	/* Ask GLUT to call display() again. We shouldn't call display()
	 * ourselves recursively because it will not leave time for GLUT
	 * to call other callback functions for when a key is pressed, the
	 * window is resized, etc. */
	glutPostRedisplay();
}