void Demo::Display(float t) { glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); gWorld = Matrix4::rotationY(t * 60 * 3.14159f / 180.f); gWorld *= Matrix4::rotationX(-90.0f * 3.14159f / 180.f); gTime = t; gExplode = 0.5 * t; vLightDirs = Vector4(-0.577f, 0.577f, -0.577f, 1.0f); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); mExtrudeEffect.Enable(); gModel.Draw(*this); glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBlitFramebuffer(0, 0, WindowWidth, WindowHeight, 0, 0, WindowWidth, WindowHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); }
void display(void) { // Update our time static float t = 0.0f; static uint32_t dwTimeStart = 0; uint32_t dwTimeCur = GetTickCount(); if( dwTimeStart == 0 ) dwTimeStart = dwTimeCur; t = ( dwTimeCur - dwTimeStart ) / 1000.0f; gWorld = Matrix4::rotationY(t); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); mTessEffect.Enable(); gGlobals.InnerFactor = 1+t/2; gGlobals.OuterFactor = 1+t/2; SetFloatArray(gWorld, gGlobals.World); SetFloatArray(gView, gGlobals.View); SetFloatArray(gProjection, gGlobals.Projection); mTessEffect.SetVec4(std::string("Globals"), GlobalsVec4Count, (float*)&gGlobals); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gIndexBuffer); glBindBuffer(GL_ARRAY_BUFFER, gVertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SimpleVertex), 0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(SimpleVertex), (void*)(sizeof(float)*3)); glPatchParameteri(GL_PATCH_VERTICES, 4); glDrawElements(GL_PATCHES, 24, GL_UNSIGNED_INT, 0); glutSwapBuffers(); }
void Demo::Display(float t) { if(mComputeEnabled) { mCompute.Enable(); mCompute.SetFloat(std::string("GlobalsCS.Time"), 1, &gChangesEveryFrame.Time); glDispatchCompute(32, 32, 1); } glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); gWorld = Matrix4::rotationY(180.0f * 3.14159f / 180.f); gWorld *= Matrix4::rotationX(-90.0f * 3.14159f / 180.f); gTime = t; vLightDirs = Vector4(-0.577f, 0.577f, -0.577f, 1.0f); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); mEffect.Enable(); gModel.Draw(*this); glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); if(mPostFXEnabled) { glBindFramebuffer(GL_FRAMEBUFFER, 0); glDisable(GL_DEPTH_TEST); mPostProcessEffect.Enable(); //Make the colour and depth buffers available to shaders. glBindTexture(GL_TEXTURE_2D, mColTex); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); mPostProcessEffect.SetTexture("g_txColourBuffer", 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, mDepthTex); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glActiveTexture(GL_TEXTURE0); mPostProcessEffect.SetTexture("g_txDepthBuffer", 1); //Draw post processing quad. glBindVertexArray(mPostFXVAO); glEnableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mPostFXIndexBuffer); glBindBuffer(GL_ARRAY_BUFFER, mPostFXVertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PostProcessVertex), 0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); } else { glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBlitFramebuffer(0, 0, WindowWidth, WindowHeight, 0, 0, WindowWidth, WindowHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); } }
void display(void) { // Update our time static float t = 0.0f; static uint32_t dwTimeStart = 0; uint32_t dwTimeCur = GetTickCount(); if( dwTimeStart == 0 ) dwTimeStart = dwTimeCur; t = ( dwTimeCur - dwTimeStart ) / 1000.0f; gWorld = Matrix4::rotationY(t); Vector4 vLightDirs[2] = { Vector4(-0.577f, 0.577f, -0.577f, 1.0f), Vector4(0.0f, 0.0f, -1.0f, 1.0f), }; Vector4 vLightColors[2] = { Vector4(0.5f, 0.5f, 0.5f, 1.0f), Vector4(0.5f, 0.0f, 0.0f, 1.0f), }; Matrix3 rotate; Vector4 vOutDir; rotate = Matrix3::rotationY(-2.0f * t); vLightDirs[1].setXYZ(rowMul (vLightDirs[1].getXYZ(), rotate)); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); mLambertLitEffect.Enable(); SetFloatArray(gWorld, gGlobals.World); SetFloatArray(gView, gGlobals.View); SetFloatArray(gProjection, gGlobals.Projection); SetFloatArray(vLightDirs[0], &gGlobals.vLightDir[0]); SetFloatArray(vLightDirs[1], &gGlobals.vLightDir[4]); SetFloatArray(vLightColors[0], &gGlobals.vLightColor[0]); SetFloatArray(vLightColors[1], &gGlobals.vLightColor[4]); #if UBO glBindBuffer(GL_UNIFORM_BUFFER, ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(gGlobals), &gGlobals); mLambertLitEffect.SetUniformBlock(std::string("SharedConsts"), 0, ubo); #else mLambertLitEffect.SetVec4(std::string("SharedConsts"), GlobalsVec4Count, (float*)&gGlobals); #endif glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gIndexBuffer); glBindBuffer(GL_ARRAY_BUFFER, gVertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SimpleVertex), 0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(SimpleVertex), (void*)(sizeof(float)*3)); glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); mSolidColour.Enable(); for(int m = 0; m < 2; m++) { Matrix4 light; Matrix4 lightScale; Vector4 vLightPos = vLightDirs[m] * 5.0f; light = Matrix4::translation(vLightPos.getXYZ()); lightScale = Matrix4::scale(Vector3(2.0f, 2.0f, 2.0f)); light = lightScale * light; SetFloatArray(light, gGlobals.World); SetFloatArray(vLightColors[m], &gGlobals.vOutputColor[0]); #if UBO glBindBuffer(GL_UNIFORM_BUFFER, ubo2); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(gGlobals), &gGlobals); mSolidColour.SetUniformBlock(std::string("SharedConsts"), 1, ubo2); #else mSolidColour.SetVec4(std::string("SharedConsts"), GlobalsVec4Count, (float*)&gGlobals); #endif glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); } glutSwapBuffers(); }
void Init(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glewInit(); glutInitContextVersion (3, 1); #ifdef _DEBUG glutInitContextFlags (GLUT_DEBUG); #endif glutInitWindowSize (WindowWidth, WindowHeight); glutInitWindowPosition (50, 50); glutCreateWindow (argv[0]); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc (keyboard); glutIdleFunc(display); glewInit(); #ifdef _DEBUG SetupOpenGLDebugCallback(); #endif glFrontFace(GL_CCW); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glClearColor(0.0f, 0.125f, 0.3f, 1.0f); GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); mLambertLitEffect.Create(); #if UBO mLambertLitEffect.AddCompileFlags(HLSLCC_FLAG_UNIFORM_BUFFER_OBJECT); #endif mLambertLitEffect.FromByteFile(std::string("shaders/LambertLitVS.o")); mLambertLitEffect.FromByteFile(std::string("shaders/LambertLitPS.o")); mSolidColour.Create(); #if UBO mSolidColour.AddCompileFlags(HLSLCC_FLAG_UNIFORM_BUFFER_OBJECT); #endif mSolidColour.FromByteFile(std::string("shaders/LambertLitVS.o")); mSolidColour.FromByteFile(std::string("shaders/LambertLitSolidPS.o")); #if UBO mLambertLitEffect.Enable();//Must be linked in order to call CreateUniformBlock. mLambertLitEffect.CreateUniformBlock(std::string("SharedConsts"), ubo); mLambertLitEffect.SetUniformBlock(std::string("SharedConsts"), 0, ubo); mSolidColour.Enable(); mSolidColour.CreateUniformBlock(std::string("SharedConsts"), ubo2); mSolidColour.SetUniformBlock(std::string("SharedConsts"), 1, ubo2); #endif gWorld = Matrix4::identity(); Point3 Eye( 0.0f, 4.0f, -10.0f ); Point3 At( 0.0f, 1.0f, 0.0f ); Vector3 Up( 0.0f, 1.0f, 0.0f ); gView = Matrix4::lookAt(Eye, At, Up); gProjection = Matrix4::perspective(3.14159f * 0.25f, WindowWidth / ( float )WindowHeight, 0.1f, 100.0f); uint32_t indices[] = { 3,1,0, 2,1,3, 6,4,5, 7,4,6, 11,9,8, 10,9,11, 14,12,13, 15,12,14, 19,17,16, 18,17,19, 22,20,21, 23,20,22 }; glGenBuffers(1, &gIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * 36, indices, GL_STATIC_DRAW); SimpleVertex vertices[] = { { { -1.0f, 1.0f, -1.0f }, { 0.0f, 1.0f, 0.0f } }, { { 1.0f, 1.0f, -1.0f }, { 0.0f, 1.0f, 0.0f } }, { { 1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 0.0f } }, { { -1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 0.0f } }, { { -1.0f, -1.0f, -1.0f }, { 0.0f, -1.0f, 0.0f } }, { { 1.0f, -1.0f, -1.0f }, { 0.0f, -1.0f, 0.0f } }, { { 1.0f, -1.0f, 1.0f }, { 0.0f, -1.0f, 0.0f } }, { { -1.0f, -1.0f, 1.0f }, { 0.0f, -1.0f, 0.0f } }, { { -1.0f, -1.0f, 1.0f }, { -1.0f, 0.0f, 0.0f } }, { { -1.0f, -1.0f, -1.0f }, { -1.0f, 0.0f, 0.0f } }, { { -1.0f, 1.0f, -1.0f }, { -1.0f, 0.0f, 0.0f } }, { { -1.0f, 1.0f, 1.0f }, { -1.0f, 0.0f, 0.0f } }, { { 1.0f, -1.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } }, { { 1.0f, -1.0f, -1.0f }, { 1.0f, 0.0f, 0.0f } }, { { 1.0f, 1.0f, -1.0f }, { 1.0f, 0.0f, 0.0f } }, { { 1.0f, 1.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } }, { { -1.0f, -1.0f, -1.0f }, { 0.0f, 0.0f, -1.0f } }, { { 1.0f, -1.0f, -1.0f }, { 0.0f, 0.0f, -1.0f } }, { { 1.0f, 1.0f, -1.0f }, { 0.0f, 0.0f, -1.0f } }, { { -1.0f, 1.0f, -1.0f }, { 0.0f, 0.0f, -1.0f } }, { { -1.0f, -1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f } }, { { 1.0f, -1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f } }, { { 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f } }, { { -1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f } }, }; glGenBuffers(1, &gVertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, gVertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(SimpleVertex) * 24, vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SimpleVertex), 0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(SimpleVertex), (void*)(sizeof(float)*3)); }