예제 #1
0
	//functia de afisare (lucram cu banda grafica)
	void notifyDisplayFrame() {
		// Deseneaza doar daca s-a modificat pozitia camerei sau perspectiva (a fost apasata o tasta).
		if (modified) {
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

			// Foloseste shaderul.
			glUseProgram(gl_program_shader);

			// Trimite variabile uniforme la shader.
			glUniformMatrix4fv(glGetUniformLocation(gl_program_shader, "projection_matrix"), 1, false, glm::value_ptr(projection_matrix));
			glUniform1i(glGetUniformLocation(gl_program_shader, "tps_color"), 0);
			glUniform3f(glGetUniformLocation(gl_program_shader, "light_position"),
				view1->getPosition().x, view1->getPosition().y, view1->getPosition().z);
			glUniform3f(glGetUniformLocation(gl_program_shader, "eye_position"),
				view1->getPosition().x, view1->getPosition().y, view1->getPosition().z);
			glUniform3f(glGetUniformLocation(gl_program_shader, "light_direction"),
				view1->getForward().x, view1->getForward().y, view1->getForward().z);
			glUniform1i(glGetUniformLocation(gl_program_shader, "material_shininess"), material_shininess);

			if (is_fps)
				vehicle->drawGeometry(gl_program_shader, textures.size());

			view_matrix = is_fps ? view1->getViewMatrix() : view2->getViewMatrix();
			glUniformMatrix4fv(glGetUniformLocation(gl_program_shader, "view_matrix"), 1, false, glm::value_ptr(view_matrix));
			glUniform1f(glGetUniformLocation(gl_program_shader, "material_kd"), is_fps ? material_kd : 0);
			glUniform1f(glGetUniformLocation(gl_program_shader, "material_ks"), is_fps ? material_ks : 0);

			std::vector<glm::vec4> plane_coefs;
			glm::mat4 pv = projection_matrix * view1->getViewMatrix();

			// Calculeaza coeficientii ecuatiilor pentru planurile frustumului.
			plane_coefs.push_back(glm::vec4(pv[0][3] + pv[0][0], pv[1][3] + pv[1][0], pv[2][3] + pv[2][0], pv[3][3] + pv[3][0])); // left
			plane_coefs.push_back(glm::vec4(pv[0][3] - pv[0][0], pv[1][3] - pv[1][0], pv[2][3] - pv[2][0], pv[3][3] - pv[3][0])); // right
			plane_coefs.push_back(glm::vec4(pv[0][3] + pv[0][1], pv[1][3] + pv[1][1], pv[2][3] + pv[2][1], pv[3][3] + pv[3][1])); // bottom
			plane_coefs.push_back(glm::vec4(pv[0][3] - pv[0][1], pv[1][3] - pv[1][1], pv[2][3] - pv[2][1], pv[3][3] - pv[3][1])); // top
			plane_coefs.push_back(glm::vec4(pv[0][3] + pv[0][2], pv[1][3] + pv[1][2], pv[2][3] + pv[2][2], pv[3][3] + pv[3][2])); // near
			plane_coefs.push_back(glm::vec4(pv[0][3] - pv[0][2], pv[1][3] - pv[1][2], pv[2][3] - pv[2][2], pv[3][3] - pv[3][2])); // far

			quad->drawGeometry(gl_program_shader, is_fps, plane_coefs);
			city->draw(gl_program_shader, is_fps, plane_coefs);
			modified = false;
		}
	}
예제 #2
0
	// Functia de afisare (lucram cu banda grafica)
	void notifyDisplayFrame() {
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glViewport(0, 0, screen_width, screen_height);
		glUseProgram(gl_program_shader);
				
		glUniformMatrix4fv(glGetUniformLocation(gl_program_shader, "view_matrix"), 1, false, glm::value_ptr(cams[cam_index]->getViewMatrix()));
		glUniformMatrix4fv(glGetUniformLocation(gl_program_shader, "projection_matrix"), 1, false, glm::value_ptr(projection_matrix));
		glUniform3f(glGetUniformLocation(gl_program_shader, "light_position"), light_position.x, light_position.y, light_position.z);
		glUniform3f(glGetUniformLocation(gl_program_shader, "eye_position"),
			cams[cam_index]->getPosition().x, cams[cam_index]->getPosition().y, cams[cam_index]->getPosition().z);
		glUniform1i(glGetUniformLocation(gl_program_shader, "material_shininess"), material_shininess);
		glUniform1f(glGetUniformLocation(gl_program_shader, "material_kd"), material_kd);
		glUniform1f(glGetUniformLocation(gl_program_shader, "material_ks"), material_ks);
		glUniform1f(glGetUniformLocation(gl_program_shader, "x_quake"), -1);

		quad->drawGeometry(gl_program_shader);
		
		if(x_quake > -1) {
			// In timpul unui cutremur trimit variabilele uniforme corespunzatoare
			// la shader.
			glUniform1f(glGetUniformLocation(gl_program_shader, "x_quake"), x_quake);
			float y_quake = amplitude * cos(frequency * x_quake),
				z_quake = amplitude * sin(frequency * x_quake);
			glUniform1f(glGetUniformLocation(gl_program_shader, "y_quake"), y_quake);
			glUniform1f(glGetUniformLocation(gl_program_shader, "z_quake"), z_quake);
		}
		
		main_character->drawGeometry(gl_program_shader);
		main_slope->drawGeometry(gl_program_shader);

		// Restul obiectelor nu tin cont de cutremur. 
		glUniform1f(glGetUniformLocation(gl_program_shader, "x_quake"), -1);
		for (int i = 0; i < characters.size(); ++i) {
			if (characters[i] != main_character)
				characters[i]->drawGeometry(gl_program_shader);
			if (characters[i] == main_character || characters[i] == second_character)
				characters[i]->drawGeometryCam(gl_program_shader);
		}
		second_slope->drawGeometry(gl_program_shader);
	}