void Render(double time) { static const Mat4f reflection( Vec4f( 1.0, 0.0, 0.0, 0.0), Vec4f( 0.0,-1.0, 0.0, 0.0), Vec4f( 0.0, 0.0, 1.0, 0.0), Vec4f( 0.0, 0.0, 0.0, 1.0) ); auto camera = CamMatrixf::Orbiting( Vec3f(), GLfloat(7.0 + SineWave(time / 12.0)*2.5), FullCircles(time / 10.0), Degrees(45.0 - SineWave(time / 7.0)*35.0) ); shape_prog.Use(); shape.Bind(); gl.Enable(Capability::CullFace); gl.FrontFace(make_shape.FaceWinding()); // render into the off-screen framebuffer fbo.Bind(Framebuffer::Target::Draw); gl.Viewport( (width - refl_tex_side) / 2, (height - refl_tex_side) / 2, refl_tex_side, refl_tex_side ); gl.Clear().ColorBuffer().DepthBuffer(); shape_camera_matrix.Set( camera * ModelMatrixf::Translation(0.0f, -1.0f, 0.0f) * reflection ); gl.CullFace(Face::Front); shape_instr.Draw(shape_indices); gl.Bind(Framebuffer::Target::Draw, DefaultFramebuffer()); gl.Viewport(width, height); gl.Clear().ColorBuffer().DepthBuffer(); shape_camera_matrix.Set(camera); gl.CullFace(Face::Back); shape_instr.Draw(shape_indices); gl.Disable(Capability::CullFace); // Render the plane plane_prog.Use(); plane.Bind(); plane_camera_matrix.Set(camera); plane_camera_position.Set(camera.Position()); plane_instr.Draw(plane_indices); }
void Render(double time) { gl.Clear().ColorBuffer().DepthBuffer(); // camera_matrix.Set( CamMatrixf::Orbiting( Vec3f(), 3.0f, Degrees(time * 50), Degrees(SineWave(time / 16.0) * 80) ) ); // the model matrix model_matrix.Set( ModelMatrixf::RotationY(Degrees(time * 25)) ); // draw 36 instances of the cube // first the back faces gl.CullFace(Face::Front); front_facing.Set(0); cube_instr.Draw(cube_indices, inst_count); // then the front faces gl.CullFace(Face::Back); front_facing.Set(1); cube_instr.Draw(cube_indices, inst_count); }
void Render(double time) { gl.Clear().ColorBuffer().DepthBuffer(); // // set the matrix for camera orbiting the origin camera_matrix.Set( CamMatrixf::Orbiting( Vec3f(), 4.5, Degrees(time * 35), Degrees(SineWave(time / 20.0) * 60) ) ); // set the model matrix model_matrix.Set( ModelMatrixf::RotationX(FullCircles(time * 0.25)) ); gl.PolygonMode(PolygonMode::Line); gl.CullFace(Face::Front); torus_instr.Draw(torus_indices); // gl.PolygonMode(PolygonMode::Fill); gl.CullFace(Face::Back); torus_instr.Draw(torus_indices); }
void Reshape(GLuint width, GLuint height) { gl.Viewport(width, height); auto projection = CamMatrixf::PerspectiveX(Degrees(70), float(width) / height, 1, 200); sky_box_projection_matrix.Set(projection); shape_projection_matrix.Set(projection); }
void Reshape(GLuint width, GLuint height) { gl.Viewport(width, height); Mat4f projection = CamMatrixf::PerspectiveX(Degrees(70), float(width) / height, 1, 40); shape_projection_matrix.Set(projection); plane_projection_matrix.Set(projection); halo_projection_matrix.Set(projection); }
void Render(double time) { gl.Clear().ColorBuffer().DepthBuffer(); // // set the matrix for camera orbiting the origin camera_matrix.Set( CamMatrixf::Orbiting( Vec3f(), 3.5, Degrees(time * 35), Degrees(SineWave(time / 60.0) * 80) ) ); // set the model matrix model_matrix.Set( ModelMatrixf::RotationX(FullCircles(time * 0.25)) ); torus_instr.Draw(torus_indices); }
void Reshape(GLuint width, GLuint height) { gl.Viewport(width, height); projection_matrix.Set( CamMatrixf::PerspectiveX( Degrees(70), width, height, 1, 100 ) ); }
void Reshape(GLuint width, GLuint height) { gl.Viewport(width, height); prog.Use(); projection_matrix.Set( CamMatrixf::PerspectiveX( Degrees(70), double(width)/height, 1, 20 ) ); }
void Render(double time) { gl.Clear().ColorBuffer().DepthBuffer(); auto camera = CamMatrixf::Orbiting( Vec3f(), 8.5, FullCircles(time / 5.0), Degrees(15 + (-SineWave(time/10.0)+1.0)* 0.5 * 75) ); ModelMatrixf model = ModelMatrixf::Translation(0.0f, 2.5f, 0.0) * ModelMatrixf::RotationA( Vec3f(1.0f, 1.0f, 1.0f), FullCircles(time / 7.0) ); plane_prog.Use(); plane_camera_matrix.Set(camera); plane.Bind(); gl.DrawArrays(PrimitiveType::TriangleStrip, 0, 4); shape_prog.Use(); shape_camera_matrix.Set(camera); shape_model_matrix.Set(model); shape.Bind(); shape_instr.Draw(shape_indices); halo_prog.Use(); halo_camera_matrix.Set(camera); halo_model_matrix.Set(model); gl.DepthMask(false); gl.Enable(Capability::Blend); shape_instr.Draw(shape_indices); gl.Disable(Capability::Blend); gl.DepthMask(true); }
void Render(double time) { const double day_duration = 67.0; auto sun = Vec3f(0.000, 1.000, 0.000) * 1e10 * SineWave(time / day_duration) + Vec3f(0.000, 0.000, -1.000) * 1e10 * CosineWave(time / day_duration); auto camera = CamMatrixf::Orbiting( Vec3f(), 5.0, FullCircles(-0.10 - time / 27.0), Degrees(-20 - SineWave(time / 17.0) * 30)); auto model = ModelMatrixf::RotationA( Vec3f(1.0, 1.0, 1.0), FullCircles(time / 13.0)); gl.Clear().ColorBuffer().DepthBuffer(); sky_box.Use(); sky_box_prog.Use(); sky_box_camera_matrix.Set(camera); sky_box_sun_position.Set(sun); sky_box.Draw(); shape.Use(); shape_prog.Use(); shape_model_matrix.Set(model); shape_camera_matrix.Set(camera); shape_camera_position.Set(camera.Position()); shape_sun_position.Set(sun); shape.Draw(); }
void Render(double time) { gl.Clear().ColorBuffer().DepthBuffer(); // Vec3f lightPos(-1.0f, 2.0f, 2.0f); lightPos *= (1.0f - SineWave(time/5.0f)*0.4f); light_pos.Set(lightPos); tex_projection_matrix.Set( CamMatrixf::PerspectiveX(Degrees(15), 1.0, 1, 20) * CamMatrixf::LookingAt(lightPos, Vec3f()) ); // set the model matrix model_matrix.Set( ModelMatrixf::RotationY(FullCircles(time * 0.1)) ); cube.Bind(); gl.CullFace(Face::Front); cube_instr.Draw(cube_indices); }
void Render(double time) { gl.Clear().ColorBuffer().DepthBuffer(); camera_matrix.Set( CamMatrixf::Orbiting( Vec3f(), GLfloat(30.0 - SineWave(time / 17.0)*25.0), Degrees(time * 47), Degrees(SineWave(time / 31.0) * 90) ) ); gl.DrawArrays(PrimitiveType::Patches, 0, 16); }