예제 #1
0
void RenderScene(void) {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	glEnable( GL_DEPTH_TEST ) ;
	glUseProgram(shader);
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

	float angle = timer.GetElapsedSeconds();

	M3DVector3f eye = {cos(angle)*4.0f,sin(angle)*4.0,sin(angle)*4.0f}; 
	M3DVector3f at = {0,0,0}; 
	M3DVector3f up = {0.0f,0.0f,1.0f};

	GLFrame cameraFrame;
	LookAt(cameraFrame, eye, at, up);
	cameraFrame.GetCameraMatrix(cameraMatrix);
	
	m3dMatrixMultiply44(matrix, viewFrustum.GetProjectionMatrix(), cameraMatrix);

	M3DMatrix44f tMatrix;
	m3dTranslationMatrix44(tMatrix, 0, 0, 0);
	m3dMatrixMultiply44(matrix, tMatrix, matrix);

	if((sin(angle) < 0 && sin(angle-0.003) > 0) || (sin(angle) > 0 && sin(angle-0.003) < 0)) {
		debugMatrix44(matrix);
	}

	glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,matrix);

//	drawGrid(0.1);
	drawPyramid();

	glutSwapBuffers();
	glutPostRedisplay();
}
예제 #2
0
void GetViewProjectionMatrix(float *viewProjectionMatrix)
{	
	M3DMatrix44f viewMatrix;
	cameraFrame.GetCameraMatrix(viewMatrix);

	m3dMatrixMultiply44(viewProjectionMatrix, viewFrustum.GetProjectionMatrix(), viewMatrix);
}
예제 #3
0
void Transform::Scale( float xScale, float yScale, float zScale ) 
{
	M3DMatrix44f _scmatrix;
	m3dScaleMatrix44( _scmatrix, xScale, yScale, zScale );
	M3DMatrix44f _source;
	m3dCopyMatrix44(_source, _matrix);

	m3dMatrixMultiply44(_matrix, _source, _scmatrix);
}
예제 #4
0
void Transform::Rotate( float angle, float x, float y, float z ) 
{
	M3DMatrix44f _rotmatrix;
	m3dRotationMatrix44( _rotmatrix, angle, x, y, z );
	M3DMatrix44f _source;
	m3dCopyMatrix44(_source, _matrix);

	m3dMatrixMultiply44(_matrix, _source, _rotmatrix);
}
void RenderScence(void)
{

	static CStopWatch rotTimer;
	float yRot = rotTimer.GetElapsedSeconds() * 60.0f;//每秒旋转60度?

	//Clear the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	M3DMatrix44f mTranslate, mRotate, mModelView, mModelViewProjection;

	//生成一个平移矩阵,用于将花环移回视野中,有个问题,1.0f会是什么效果?1.0会看不见花托。有可能截头体是世界坐标1.0-1000.0f是指距离camera的。所以此矩阵是相对于摄像机的操作,移到摄像机面前2.5f深度距离处
	//即摄像机所在的地方为原点(0,0,0)
	m3dTranslationMatrix44(mTranslate, 0.0f, 0.0f, -2.5f);

	//生成旋转矩阵 以y为轴,旋转时间t产生的旋转角 yRot
	m3dRotationMatrix44(mRotate, m3dDegToRad(yRot), 0.0f, 1.0f, 0.0f);

	//组合为模型变换矩阵,而原模型矩阵在最右边,即先旋转再平移 ?
	m3dMatrixMultiply44(mModelView, mTranslate, mRotate);

	//组合成模型投影矩阵,而原模型矩阵在最右边,先做模型变换再投影 ?
	m3dMatrixMultiply44(mModelViewProjection, viewFrustum.GetProjectionMatrix(), mModelView);

	GLfloat vBlack[] = { 1.0f, 1.0f, 1.0f, 1.0f };

	//选择要配置的渲染操作类型,非smooth,每种模式对应的参数要熟悉才能正确使用
	shaderManger.UseStockShader(GLT_SHADER_FLAT, mModelViewProjection, vBlack);//黑色背景?不是,是设置当前画笔颜色

	torusBatch.Draw();

	glutSwapBuffers();

	glutPostRedisplay();

	//整个流程是:先旋转在平移,然后进行投影剪裁,最后光栅化。UseStockShader 和draw函数之前的变换管线还是不清晰
}
예제 #6
0
파일: piramida.cpp 프로젝트: Jerzu/piramida
void RenderScene(void) {
	M3DMatrix44f CameraMatrix;
    M3DMatrix44f ViewProjectionMatrix;
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
   
	glUseProgram(shader);

	cameraFrame.GetCameraMatrix(CameraMatrix);
	frame.GetMatrix(ProjectionMatrix);
	m3dMatrixMultiply44(ViewProjectionMatrix,ProjectionMatrix,CameraMatrix);
	glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,ViewProjectionMatrix);

	glBegin(GL_QUADS);
		glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.5, 0.5, 0.5);
		glVertex3f(-1.0f, 1.0f, 0.0f);
		glVertex3f(-1.0f,-1.0f, 0.0f);
		glVertex3f( 1.0f,-1.0f, 0.0f);
		glVertex3f( 1.0f, 1.0f, 0.0f);
	glEnd();

	glBegin(GL_TRIANGLES);
		glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0, 1.0, 0.0);
		glVertex3f(0.0, 0.0, 2.0);
		glVertex3f(-1.0, 1.0, 0.0);
		glVertex3f(-1.0, -1.0, 0.0);
		glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0, 0.0, 0.0);
		glVertex3f(0.0, 0.0, 2.0);
		glVertex3f(-1.0, -1.0, 0.0);
		glVertex3f(1.0, -1.0, 0.0);

		glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.0, 1.0, 0.0);
		glVertex3f(0.0, 0.0, 2.0);
		glVertex3f(1.0, -1.0, 0.0);
		glVertex3f(1.0, 1.0, 0.0);

		glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.0, 0.0, 1.0);
		glVertex3f(0.0, 0.0, 2.0);
		glVertex3f(1.0, 1.0, 0.0);
		glVertex3f(-1.0, 1.0, 0.0);
    glEnd();
	
	glutSwapBuffers();
	//cameraFrame.RotateLocalZ(0.01);  //Obrót kamery
	glutPostRedisplay();

}
예제 #7
0
파일: main.cpp 프로젝트: diunao/procesory
void renderScene(void) {
   float angle = timer.GetElapsedSeconds() * 3.14f;
   location[0] = 6.0f * cos(angle);
   location[1] = 6.0f * sin(angle);
   location[2] = 5.0f;
   lookAt(cameraFrame, location, target, upDir);
   cameraFrame.GetCameraMatrix(cameraMatrix);
   m3dMatrixMultiply44(MVPMatrix, viewFrustum.GetProjectionMatrix(), cameraMatrix);
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
   glUseProgram(shader);
   glUniformMatrix4fv(MVPMatrixLocation, 1, GL_FALSE, MVPMatrix);
   glBegin(GL_QUADS);
      glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0f, 0.0f, 0.0f);
      glVertex3f(-1.0f, -1.0f, 0.0f);
      glVertex3f(-1.0f, 1.0f, 0.0f);
      glVertex3f(1.0f, 1.0f, 0.0f);
      glVertex3f(1.0f, -1.0f, 0.0f);
   glEnd();
   glBegin(GL_TRIANGLES);
      glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0f, 1.0f, 0.0f);
      glVertex3f(1.0f, -1.0f, 0.0f);
      glVertex3f(1.0f, 1.0f, 0.0f);
      glVertex3f(0.0f, 0.0f, 2.0f);
      //--
      glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0f, 1.0f, 1.0f);
      glVertex3f(1.0f, 1.0f, 0.0f);
      glVertex3f(-1.0f, 1.0f, 0.0f);
      glVertex3f(0.0f, 0.0f, 2.0f);
      //--
      glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.0f, 1.0f, 1.0f);
      glVertex3f(-1.0f, -1.0f, 0.0f);
      glVertex3f(0.0f, 0.0f, 2.0f);
      glVertex3f(-1.0f, 1.0f, 0.0f);
      //--
      glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.0f, 0.0f, 1.0f);
      glVertex3f(1.0f, -1.0f, 0.0f);
      glVertex3f(0.0f, 0.0f, 2.0f);
      glVertex3f(-1.0f, -1.0f, 0.0f);
   glEnd();
   glutSwapBuffers();
   glutPostRedisplay();
}
예제 #8
0
파일: main.cpp 프로젝트: wdlove58/WcgCube
void MouseMoveEvent(int x, int y)
{

	if (isStartTrackBall)
	{
		GLfloat theta;
		M3DVector3f p1, p2, n;
		int width = glutGet(GLUT_WINDOW_WIDTH);
		int height = glutGet(GLUT_WINDOW_HEIGHT);

		MousePtToSphereVec(p1, mMouseX, mMouseY, width, height);
		MousePtToSphereVec(p2, x, y, width, height);

		mMouseX = x;
		mMouseY = y;

		m3dNormalizeVector3(p1);
		m3dNormalizeVector3(p2);
		theta = acos(m3dDotProduct3(p1, p2)) ;

		//theta = m3dGetAngleBetweenVectors3(p1, p2);

		m3dCrossProduct3(n, p1, p2);
		m3dNormalizeVector3(n);

		M3DMatrix44f tempRotation;
		m3dLoadIdentity44(tempRotation);
		GLfloat dis = m3dGetDistance3(p1, p2);
		if (dis != 0.0f)
		{
			m3dRotationMatrix44(tempRotation, theta, m3dGetVectorX(n), m3dGetVectorY(n), m3dGetVectorZ(n));
		}
		m3dMatrixMultiply44(mRotation, tempRotation, mRotation);

		glutPostRedisplay();

		
	}
	
}
예제 #9
0
// Called to regenerate the shadow map
void RegenerateShadowMap(void)
{
    GLfloat lightToSceneDistance, nearPlane, fieldOfView;
    GLfloat lightModelview[16], lightProjection[16];
    GLfloat sceneBoundingRadius = 95.0f; // based on objects in scene

    // Save the depth precision for where it's useful
    lightToSceneDistance = sqrt(lightPos[0] * lightPos[0] + 
                                lightPos[1] * lightPos[1] + 
                                lightPos[2] * lightPos[2]);
    nearPlane = lightToSceneDistance - sceneBoundingRadius;
    // Keep the scene filling the depth texture
    fieldOfView = (GLfloat)m3dRadToDeg(2.0f * atan(sceneBoundingRadius / lightToSceneDistance));

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(fieldOfView, 1.0f, nearPlane, nearPlane + (2.0f * sceneBoundingRadius));
    glGetFloatv(GL_PROJECTION_MATRIX, lightProjection);
    // Switch to light's point of view
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(lightPos[0], lightPos[1], lightPos[2], 
              0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
    glGetFloatv(GL_MODELVIEW_MATRIX, lightModelview);
    glViewport(0, 0, shadowWidth, shadowHeight);

    // Clear the depth buffer only
    glClear(GL_DEPTH_BUFFER_BIT);

    // All we care about here is resulting depth values
    glShadeModel(GL_FLAT);
    glDisable(GL_LIGHTING);
    glDisable(GL_COLOR_MATERIAL);
    glDisable(GL_NORMALIZE);
    glColorMask(0, 0, 0, 0);

    // Overcome imprecision
    glEnable(GL_POLYGON_OFFSET_FILL);

    // Draw objects in the scene except base plane
    // which never shadows anything
    DrawModels(GL_FALSE);

    // Copy depth values into depth texture
    glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 
                     0, 0, shadowWidth, shadowHeight, 0);

    // Restore normal drawing state
    glShadeModel(GL_SMOOTH);
    glEnable(GL_LIGHTING);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_NORMALIZE);
    glColorMask(1, 1, 1, 1);
    glDisable(GL_POLYGON_OFFSET_FILL);

    // Set up texture matrix for shadow map projection,
    // which will be rolled into the eye linear
    // texture coordinate generation plane equations
    M3DMatrix44f tempMatrix;
    m3dLoadIdentity44(tempMatrix);
    m3dTranslateMatrix44(tempMatrix, 0.5f, 0.5f, 0.5f);
    m3dScaleMatrix44(tempMatrix, 0.5f, 0.5f, 0.5f);
    m3dMatrixMultiply44(textureMatrix, tempMatrix, lightProjection);
    m3dMatrixMultiply44(tempMatrix, textureMatrix, lightModelview);
    // transpose to get the s, t, r, and q rows for plane equations
    m3dTransposeMatrix44(textureMatrix, tempMatrix);
}