void Sphere::drawTransformedGeometry(MatrixStack &mv_s) { /// Update parent-to-child and local transforms parentChild.update(); local.update(); /// save state of matrixstack mv_s.PushMatrix(); /// Evaluate the affine transform mv_s.MultMatrix(parentChild.m); mv_s.MultMatrix(local.m); glLoadMatrixf(mv_s.last()); (Logger::Instance()).checkAndReportGLError("Failed to load matrix onto the openGL modelview matrixstack",'e',4,__LINE__,__FILE__); /// Render the object this->drawGeometry(); /// Restore state of matrixstack mv_s.PopMatrix(); }
void App::Render(const delta_t dt, const delta_t elapsed) { // clear buffer and save matrix state glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // position camera mat4 camera; cameraFrame.GetCameraMatrix(camera); mv.PushMatrix(camera); // create point light vec4 vLightPos(sin(elapsed) * 10, 5, -8 + (cos(elapsed) * 15), 1); vec4 vLightEyePos; vec4 vAmbientColor(0.1f, 0.1f, 0.1f, 1); vec4 vDiffuseColor(1, 1, 1, 1); vec4 vSpecularColor(1, 1, 1, 1); // use smoothstep to animate the cube movement static float xPos; xPos = ((float)sin(elapsed * 3.1) + 1.0f) / 2.0f; xPos = (xPos) * (xPos) * (3.0f - 2.0f * (xPos)); xPos = (-1.5f * xPos) + (1.5f * (1.0f - xPos)); // copy uniform information to shader GL_DEBUG(glUseProgram(phongShader)); vLightEyePos = mv.Transform(vLightPos); GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() )); GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() )); GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() )); GL_DEBUG(glUniform4fv(locAmbient, 1, &vAmbientColor[0])); GL_DEBUG(glUniform4fv(locDiffuse, 1, &vDiffuseColor[0])); GL_DEBUG(glUniform4fv(locSpecular, 1, &vSpecularColor[0])); GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0])); GL_DEBUG(glUniform1i(locTexture, 0)); // render the floor glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, baseTexture); base.Draw(); // transform modelview to rotate cube mv.PushMatrix(); mat4 cubePos = translate(mat4(), vec3(xPos, -0.5f, -15.f)); cubePos = rotate(cubePos, 100.0f * (float)sin(elapsed), vec3(1.0f, 0.0f, 0.0f)); cubePos = rotate(cubePos, 20.0f * (float)elapsed, vec3(0.0f, 1.0f, 0.0f)); mv.MultMatrix(cubePos); // copy uniform information to shader for cube vLightEyePos = mv.Transform(vLightPos); GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0])); GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() )); GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() )); GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() )); glBindTexture(GL_TEXTURE_2D, cubeTexture); // render geometry cube.Draw(); mv.PopMatrix(); // draw cube at light position mv.PushMatrix(); cubePos = translate(mat4(), vLightPos.xyz()); mv.MultMatrix(cubePos); vLightEyePos = mv.Transform(vLightPos); GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0])); GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() )); GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() )); GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() )); glBindTexture(GL_TEXTURE_2D, cubeTexture); cube.Draw(); mv.PopMatrix(); // draw a stationary cube mv.PushMatrix(); cubePos = translate(mat4(), vec3(-5, 0, 0)); cubePos = rotate(cubePos, 45.0f, vec3(1, 0, 0)); mv.MultMatrix(cubePos); vLightEyePos = mv.Transform(vLightPos); GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0])); GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() )); GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() )); GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() )); glBindTexture(GL_TEXTURE_2D, cubeTexture); cube.Draw(); mv.PopMatrix(); mv.PopMatrix(); // update blur frame textures blurTimer += (float)dt; if (blurTimer > BLUR_FRAME_DELAY) { // save frame buffer to pbo glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo); glReadPixels(0, 0, g_App.GetWidth(), g_App.GetHeight(), GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // save pixel buffer to texture and increment frame index glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo); glActiveTexture(GL_TEXTURE0 + GetBlurFrame0()); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_App.GetWidth(), g_App.GetHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); // reset iterator variables blurTimer = 0; AdvanceBlurFrame(); } // use stored blur textures to generate frame if (blurEnabled && moveBlur) { // render quad to the screen mat4 ortho = glm::ortho(0.0f, (float)g_App.GetWidth(), 0.0f, (float)g_App.GetHeight()); glDisable(GL_DEPTH_TEST); glUseProgram(blurShader); glUniformMatrix4fv(locBlurMVP, 1, GL_FALSE, value_ptr(ortho)); glUniform1i(glGetUniformLocation(blurShader, "blurFrame0"), GetBlurFrame0()); glUniform1i(glGetUniformLocation(blurShader, "blurFrame1"), GetBlurFrame1()); glUniform1i(glGetUniformLocation(blurShader, "blurFrame2"), GetBlurFrame2()); glUniform1i(glGetUniformLocation(blurShader, "blurFrame3"), GetBlurFrame3()); screen.Draw(); glEnable(GL_DEPTH_TEST); } }
void RageDisplay::PostMultMatrix( const RageMatrix &m ) { g_WorldStack.MultMatrix( m ); }