void StarsApp::draw() { gl::clear( Color::black() ); gl::pushMatrices(); gl::setMatrices( mCamera.getCamera() ); { // draw background mBackground.draw(); // draw grid if(mIsGridVisible) mGrid.draw(); // draw stars mStars.draw(); } gl::popMatrices(); // draw user interface mUserInterface.draw(); // fade in at start of application gl::enableAlphaBlending(); double t = math<double>::clamp( mTimer.getSeconds() / 3.0, 0.0, 1.0 ); float a = ci::lerp<float>(1.0f, 0.0f, (float) t); if( a > 0.0f ) { gl::color( ColorA(0,0,0,a) ); gl::drawSolidRect( getWindowBounds() ); } gl::disableAlphaBlending(); }
void StarsApp::draw() { int w = getWindowWidth(); int h = getWindowHeight(); gl::clear( Color::black() ); if(mIsStereoscopic) { glPushAttrib( GL_VIEWPORT_BIT ); gl::pushMatrices(); // render left eye mCamera.enableStereoLeft(); gl::setViewport( Area(0, 0, w / 2, h) ); gl::setMatrices( mCamera.getCamera() ); render(); // draw user interface mUserInterface.draw("Stereoscopic Projection"); // render right eye mCamera.enableStereoRight(); gl::setViewport( Area(w / 2, 0, w, h) ); gl::setMatrices( mCamera.getCamera() ); render(); // draw user interface mUserInterface.draw("Stereoscopic Projection"); gl::popMatrices(); glPopAttrib(); } else if(mIsCylindrical) { // make sure we have a frame buffer to render to createFbo(); // determine correct aspect ratio and vertical field of view for each of the 3 views w = mFbo.getWidth() / 3; h = mFbo.getHeight(); const float aspect = float(w) / float(h); const float hFoV = 60.0f; const float vFoV = toDegrees( 2.0f * math<float>::atan( math<float>::tan( toRadians(hFoV) * 0.5f ) / aspect ) ); // for values smaller than 1.0, this will cause each view to overlap the other ones const float overlap = 1.0f; // bind the frame buffer object mFbo.bindFramebuffer(); // store viewport, camera and matrices, so we can restore later glPushAttrib( GL_VIEWPORT_BIT ); CameraStereo original = mCamera.getCamera(); gl::pushMatrices(); // setup camera CameraStereo cam = mCamera.getCamera(); cam.disableStereo(); cam.setAspectRatio(aspect); cam.setFov( vFoV ); Vec3f right, up; cam.getBillboardVectors(&right, &up); Vec3f forward = up.cross(right); // render left side gl::setViewport( Area(0, 0, w, h) ); cam.setViewDirection( Quatf(up, overlap * toRadians(hFoV)) * forward ); cam.setWorldUp( up ); gl::setMatrices( cam ); render(); // render front side gl::setViewport( Area(w, 0, w*2, h) ); cam.setViewDirection( forward ); cam.setWorldUp( up ); gl::setMatrices( cam ); render(); // draw user interface mUserInterface.draw( (boost::format("Cylindrical Projection (%d degrees)") % int( (1.0f + 2.0f * overlap) * hFoV ) ).str() ); // render right side gl::setViewport( Area(w*2, 0, w*3, h) ); cam.setViewDirection( Quatf(up, -overlap * toRadians(hFoV)) * forward ); cam.setWorldUp( up ); gl::setMatrices( cam ); render(); // unbind the frame buffer object mFbo.unbindFramebuffer(); // restore states gl::popMatrices(); mCamera.setCurrentCam(original); glPopAttrib(); // draw frame buffer and perform cylindrical projection using a fragment shader if(mShader) { float sides = 3; float radians = sides * toRadians( hFoV ); float reciprocal = 0.5f / sides; mShader.bind(); mShader.uniform("texture", 0); mShader.uniform("sides", sides); mShader.uniform("radians", radians ); mShader.uniform("reciprocal", reciprocal ); } Rectf centered = Rectf(mFbo.getBounds()).getCenteredFit( getWindowBounds(), false ); gl::draw( mFbo.getTexture(), centered ); if(mShader) mShader.unbind(); } else { mCamera.disableStereo(); gl::pushMatrices(); gl::setMatrices( mCamera.getCamera() ); render(); gl::popMatrices(); // draw user interface mUserInterface.draw("Perspective Projection"); } // fade in at start of application gl::enableAlphaBlending(); double t = math<double>::clamp( mTimer.getSeconds() / 3.0, 0.0, 1.0 ); float a = ci::lerp<float>(1.0f, 0.0f, (float) t); if( a > 0.0f ) { gl::color( ColorA(0,0,0,a) ); gl::drawSolidRect( getWindowBounds() ); } gl::disableAlphaBlending(); }
void StarsApp::draw() { float w = 0.5f * getWindowWidth(); float h = 1.0f * getWindowHeight(); gl::clear( Color::black() ); if(mIsStereoscopic) { glPushAttrib( GL_VIEWPORT_BIT ); // render left eye gl::setViewport( Area(0, 0, w, h) ); mCamera.enableStereoLeft(); gl::pushMatrices(); gl::setMatrices( mCamera.getCamera() ); { // draw background mBackground.draw(); // draw grid if(mIsGridVisible) mGrid.draw(); // draw stars mStars.draw(); // draw constellations if(mIsConstellationsVisible) { mConstellations.draw(); mConstellationLabels.draw(); } // draw labels if(mIsLabelsVisible) mLabels.draw(); } gl::popMatrices(); // draw user interface mUserInterface.draw(); // render right eye gl::setViewport( Area(w, 0, w * 2.0f, h) ); mCamera.enableStereoRight(); gl::pushMatrices(); gl::setMatrices( mCamera.getCamera() ); { // draw background mBackground.draw(); // draw grid if(mIsGridVisible) mGrid.draw(); // draw stars mStars.draw(); // draw constellations if(mIsConstellationsVisible) { mConstellations.draw(); mConstellationLabels.draw(); } // draw labels if(mIsLabelsVisible) mLabels.draw(); } gl::popMatrices(); // draw user interface mUserInterface.draw(); glPopAttrib(); } else { mCamera.disableStereo(); gl::pushMatrices(); gl::setMatrices( mCamera.getCamera() ); { // draw background mBackground.draw(); // draw grid if(mIsGridVisible) mGrid.draw(); // draw stars mStars.draw(); // draw constellations if(mIsConstellationsVisible) { mConstellations.draw(); mConstellationLabels.draw(); } // draw labels if(mIsLabelsVisible) mLabels.draw(); } gl::popMatrices(); // draw user interface mUserInterface.draw(); } // fade in at start of application gl::enableAlphaBlending(); double t = math<double>::clamp( mTimer.getSeconds() / 3.0, 0.0, 1.0 ); float a = ci::lerp<float>(1.0f, 0.0f, (float) t); if( a > 0.0f ) { gl::color( ColorA(0,0,0,a) ); gl::drawSolidRect( getWindowBounds() ); } gl::disableAlphaBlending(); }