void ExampleVrApp::drawGraphics(int threadId, MinVR::AbstractCameraRef camera, MinVR::WindowRef window) { GLenum err; while((err = glGetError()) != GL_NO_ERROR) { std::cout << "GLERROR: "<<err<<std::endl; } glBindBufferARB(GL_ARRAY_BUFFER_ARB, _vboId[threadId]); // enable vertex arrays glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // before draw, specify vertex and index arrays with their offsets glNormalPointer(GL_FLOAT, 0, (void*)(sizeof(GLfloat)*108)); glColorPointer(3, GL_FLOAT, 0, (void*)((sizeof(GLfloat)*108)+(sizeof(GLfloat)*108))); glVertexPointer(3, GL_FLOAT, 0, 0); glm::dmat4 translate = glm::translate(glm::dmat4(1.0f), glm::dvec3(0.0f, 0.0f, -5.0f)); glm::dvec2 rotAngles(-20.0, 45.0); glm::dmat4 rotate1 = glm::rotate(translate, rotAngles.y, glm::dvec3(0.0,1.0,0.0)); camera->setObjectToWorldMatrix(glm::rotate(rotate1, rotAngles.x, glm::dvec3(1.0,0,0))); glDrawArrays(GL_TRIANGLES, 0, 36); glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); /* camera->setObjectToWorldMatrix(glm::mat4(1.0)); glBegin(GL_TRIANGLES); glColor3f(1.f, 0.f, 0.f); glVertex3f(-0.3f, -0.2f, -1.f); glColor3f(0.f, 1.0f, 0.f); glVertex3f(0.3f, -0.2f, -1.0f); glColor3f(0.f, 0.f, 1.f); glVertex3f(0.f, 0.3f, -1.f); glEnd(); */ }
// transMat really means a transform, given by ExperimentMgr void Tetrahedron::draw(int threadId, MinVR::AbstractCameraRef camera, MinVR::WindowRef window, std::string textureName, glm::dmat4 transMat, std::string color1, std::string color2, std::string color3, std::string color4, std::string color5){ const int numCylinderIndices = (int)(cylinderMesh->getFilledIndexByteSize()/sizeof(int)); const int numSphereIndices = (int)(sphereMesh->getFilledIndexByteSize()/sizeof(int)); tetraShader->use(); tetraShader->setUniform("projection_mat", offAxisCamera->getLastAppliedProjectionMatrix()); tetraShader->setUniform("view_mat", offAxisCamera->getLastAppliedViewMatrix()); //glm::dvec3 eye_world = glm::dvec3(glm::column(glm::inverse(offAxisCamera->getLastAppliedViewMatrix()), 3)); //tetraShader->setUniform("eye_world", eye_world); /////////////////////////////// // Binding Textures // /////////////////////////////// texMan->getTexture(threadId, textureName)->bind(6); texMan->getTexture(threadId, color1)->bind(7); texMan->getTexture(threadId, color2)->bind(8); texMan->getTexture(threadId, color3)->bind(9); texMan->getTexture(threadId, color4)->bind(10); texMan->getTexture(threadId, color5)->bind(11); tetraShader->setUniform("textureSampler", 6); //////////////////////// // static tetrahedron // //////////////////////// glBindVertexArray(cylinderMesh->getVAOID()); //glm::dmat4 tetraPosition = glm::translate(glm::dmat4(1.0),glm::dvec3(0.0, 0.0, 0.0)); camera->setObjectToWorldMatrix(glm::dmat4(1.0)); // center it at origin tetraShader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix()); tetraShader->setUniform("textureSampler", 6); for(int c = 0; c < 6 ; c++) { //std::cout << "The indexes for drawing: " << c * GPUCylinderOffset << ", " << (c+1) * GPUCylinderOffset << std::endl; //std::cout << 0 << ", " << numCylinderIndices << std::endl; if (c > 3) { tetraShader->setUniform("textureSampler", 11); } glDrawArrays(GL_TRIANGLE_STRIP, c*GPUCylinderOffset, GPUCylinderOffset); } /////////////////////////////// // transformable tetrahedron // /////////////////////////////// camera->setObjectToWorldMatrix(cFrameMgr->getVirtualToRoomSpaceFrame()); tetraShader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix()*transMat); tetraShader->setUniform("textureSampler", 6); for(int c = 0; c < numTetraEdges ; c++) { //std::cout << "The indexes for drawing: " << c * GPUCylinderOffset << ", " << (c+1) * GPUCylinderOffset << std::endl; //std::cout << 0 << ", " << numCylinderIndices << std::endl; if (c > 3) { tetraShader->setUniform("textureSampler", 11); } glDrawArrays(GL_TRIANGLE_STRIP, c*GPUCylinderOffset, GPUCylinderOffset); } /////////////////////////////////////////// // Draw Alignment Guide Cylinders // //animates with transformable tetrahedron /////////////////////////////////////////// // these are variables needed for these cylinders and the spheres below glm::dmat4 sphereTransMat1 = glm::translate(glm::dmat4(1.0), pointA); glm::dmat4 sphereTransMat2 = glm::translate(glm::dmat4(1.0), pointB); glm::dmat4 sphereTransMat3 = glm::translate(glm::dmat4(1.0), pointC); glm::dmat4 sphereTransMat4 = glm::translate(glm::dmat4(1.0), pointD); //cylinder VBO is still bound. glm::dmat4 cylinderAlignX = glm::rotate(glm::dmat4(1.0), 0.0, glm::dvec3(1.0, 0.0, 0.0)); glm::dmat4 cylinderAlignY = glm::rotate(glm::dmat4(1.0), 90.0, glm::dvec3(0.0, 1.0, 0.0)); glm::dmat4 cylinderAlignZ = glm::rotate(glm::dmat4(1.0), 90.0, glm::dvec3(0.0, 0.0, 1.0)); // change numSphereIndices // cylinders for point A tetraShader->setUniform("textureSampler", 7); tetraShader->setUniform("model_mat", sphereTransMat1 * cylinderAlignX); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // x tetraShader->setUniform("model_mat", sphereTransMat1 * cylinderAlignY); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // y tetraShader->setUniform("model_mat", sphereTransMat1 * cylinderAlignZ); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // z // cylinders for point B tetraShader->setUniform("textureSampler", 8); tetraShader->setUniform("model_mat", sphereTransMat2 * cylinderAlignX); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // x tetraShader->setUniform("model_mat", sphereTransMat2 * cylinderAlignY); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // y tetraShader->setUniform("model_mat", sphereTransMat2 * cylinderAlignZ); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // z // cylinders for point C tetraShader->setUniform("textureSampler", 9); tetraShader->setUniform("model_mat", sphereTransMat3 * cylinderAlignX); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // x tetraShader->setUniform("model_mat", sphereTransMat3 * cylinderAlignY); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // y tetraShader->setUniform("model_mat", sphereTransMat3 * cylinderAlignZ); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // z // cylinders for point D tetraShader->setUniform("textureSampler", 10); tetraShader->setUniform("model_mat", sphereTransMat4 * cylinderAlignX); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // x tetraShader->setUniform("model_mat", sphereTransMat4 * cylinderAlignY); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // y tetraShader->setUniform("model_mat", sphereTransMat4 * cylinderAlignZ); glDrawArrays(GL_TRIANGLE_STRIP, 6*GPUCylinderOffset, GPUCylinderOffset); // z /////////////////////////////////////////// // Draw Static Tetrahedron spheres // /////////////////////////////////////////// glBindVertexArray(sphereMesh->getVAOID()); tetraShader->setUniform("textureSampler", 7); tetraShader->setUniform("model_mat", sphereTransMat1); glDrawArrays(GL_TRIANGLE_STRIP, 0, numSphereIndices); tetraShader->setUniform("textureSampler", 8); tetraShader->setUniform("model_mat", sphereTransMat2); glDrawArrays(GL_TRIANGLE_STRIP, 0, numSphereIndices); tetraShader->setUniform("textureSampler", 9); tetraShader->setUniform("model_mat", sphereTransMat3); glDrawArrays(GL_TRIANGLE_STRIP, 0, numSphereIndices); tetraShader->setUniform("textureSampler", 10); tetraShader->setUniform("model_mat", sphereTransMat4); glDrawArrays(GL_TRIANGLE_STRIP, 0, numSphereIndices); /////////////////////////////////////////// // Draw Transformed Tetrahedron spheres // /////////////////////////////////////////// tetraShader->setUniform("textureSampler", 7); tetraShader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix() * transMat * sphereTransMat1); glDrawArrays(GL_TRIANGLE_STRIP, 0, numSphereIndices); tetraShader->setUniform("textureSampler", 8); tetraShader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix()* transMat * sphereTransMat2); glDrawArrays(GL_TRIANGLE_STRIP, 0, numSphereIndices); tetraShader->setUniform("textureSampler", 9); tetraShader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix()* transMat * sphereTransMat3); glDrawArrays(GL_TRIANGLE_STRIP, 0, numSphereIndices); tetraShader->setUniform("textureSampler", 10); tetraShader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix()* transMat * sphereTransMat4); glDrawArrays(GL_TRIANGLE_STRIP, 0, numSphereIndices); // 4 spheres //for (int t = 0; t < 4; t++) { // glm::dmat4 sphereTransMat1 = glm::translate(glm::dmat4(1.0), pointA); // //tetraShader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix()*sphereTransMat1); // glDrawArrays(GL_TRIANGLES, 0, numSphereIndices); //} }
void Feedback::draw(int threadId, MinVR::AbstractCameraRef camera, MinVR::WindowRef window) { //turn on blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); shader->use(); shader->setUniform("projection_mat", offAxisCamera->getLastAppliedProjectionMatrix()); shader->setUniform("view_mat", offAxisCamera->getLastAppliedViewMatrix()); const int numQuadIndices = (int)(quadMesh->getFilledIndexByteSize()/sizeof(int)); const int numTouchIndices = (int)(touchMesh->getFilledIndexByteSize()/sizeof(int)); const int numBetweenIndices = (int)(touchMesh->getFilledIndexByteSize()/sizeof(int)); // if we are in some mode, displayText should be fine // displayText is modified through HCIs if (displayText != "") { //std::cout << "Display Text: " << displayText << std::endl; texMan->getTexture(threadId, displayText)->bind(1); shader->setUniform("textureSampler", 1); glm::dvec4 quadTranslate(0.0, 0.0, 0.0, 1.0); // draw text here, remember to mess with the shader with the alpha value glm::dmat4 quadAtCorner = glm::dmat4(1.0); quadAtCorner[3] = quadTranslate; camera->setObjectToWorldMatrix(quadAtCorner); shader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix()); glBindVertexArray(quadMesh->getVAOID()); glDrawArrays(GL_TRIANGLE_STRIP, 0, numQuadIndices); } if (displayText == "between") { texMan->getTexture(threadId, displayText)->bind(1); shader->setUniform("textureSampler", 1); glm::dvec4 quadTranslate(0.0, 1.0, 0.0, 1.0); // draw text here, remember to mess with the shader with the alpha value glm::dmat4 quadAtCorner = glm::dmat4(1.0); quadAtCorner[3] = quadTranslate; camera->setObjectToWorldMatrix(quadAtCorner); shader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix()); glBindVertexArray(betweenMesh->getVAOID()); glDrawArrays(GL_TRIANGLE_STRIP, 0, numBetweenIndices); } if (displayPractice) { texMan->getTexture(threadId, "practice")->bind(1); shader->setUniform("textureSampler", 1); glm::dvec4 quadTranslate(2.5, 0.0, 0.0, 1.0); // draw text here, remember to mess with the shader with the alpha value glm::dmat4 quadAtCorner = glm::dmat4(1.0); quadAtCorner[3] = quadTranslate; camera->setObjectToWorldMatrix(quadAtCorner); shader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix()); glBindVertexArray(quadMesh->getVAOID()); glDrawArrays(GL_TRIANGLE_STRIP, 0, numQuadIndices); } // draw the touch texture // somehow need the room position of the touch glBindVertexArray(touchMesh->getVAOID()); texMan->getTexture(threadId, "touch2")->bind(2); shader->setUniform("textureSampler", 2); std::map<int, TouchDataRef>::iterator it; glm::dvec3 roomCoord; for(it = registeredTouchData.begin(); it != registeredTouchData.end(); ++it) { TouchDataRef event = it->second; roomCoord = event->getCurrRoomPos(); // new matrix for each triangle camera->setObjectToWorldMatrix(glm::translate(glm::dmat4(1.0f), roomCoord)); shader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix()); // draw quad glDrawArrays(GL_TRIANGLE_STRIP, 0, numTouchIndices); } // draw center of rotation point for XZRotMode, if there is one. // logic controlled by the HCI // uses same VBO as touch if (centOfRot.x != DBL_MAX) { texMan->getTexture(threadId, "centOfRot")->bind(3); shader->setUniform("textureSampler", 3); camera->setObjectToWorldMatrix(glm::translate(glm::dmat4(1.0f), centOfRot)); shader->setUniform("model_mat", offAxisCamera->getLastAppliedModelMatrix()); // draw quad glDrawArrays(GL_TRIANGLE_STRIP, 0, numTouchIndices); } // turn off blending glBlendFunc(GL_ONE, GL_ZERO); glDisable(GL_BLEND); }