void drawOverlay() { // Draw Overlay glColor4f(1.0, 1.0, 1.0, 1.0); glPushAttrib(GL_LIGHTING_BIT); glDisable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, 1.0, 0.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRasterPos2f(0.01, 0.01); char* intstr; switch (theJello.GetIntegrationType()) { case JelloMesh::EULER: intstr = "Euler"; break; case JelloMesh::MIDPOINT: intstr = "Midpoint"; break; case JelloMesh::RK4: intstr = "RK4"; break; } char info[1024]; sprintf(info, "Framerate: %3.1f %s %s", theFpsTracker.fpsAverage(), intstr, isRecording? "(Recording ON)" : ""); for (unsigned int i = 0; i < strlen(info); i++) { glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, info[i]); } glPopAttrib(); }
void display() { if(lastTime == 0) { lastTime = glutGet(GLUT_ELAPSED_TIME); } now = glutGet(GLUT_ELAPSED_TIME); delta_t = (now - lastTime) / 1000.0f; //lastTime = now; //1 / delta_t here means the frame rate. fpsTracker.timestamp(); //update camera information per frame updateCamera(); checkClear(); if(moved) lastTime = now; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //do raytrace raytrace(); //render result as texture displayTexture(); //draw tool bar TwDraw(); drawFps(); glutSwapBuffers(); glutPostRedisplay(); }
void drawOverlay() { // Draw Overlay glColor4f(1.0, 1.0, 1.0, 1.0); glPushAttrib(GL_LIGHTING_BIT); glDisable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, 1.0, 0.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRasterPos2f(0.01, 0.01); char info[1024]; sprintf(info, "Framerate: %3.1f | Frame: %u | %s", theFpsTracker.fpsAverage(), theSmokeSim.getTotalFrames(), theSmokeSim.isRecording()? "Recording..." : ""); for (unsigned int i = 0; i < strlen(info); i++) { glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, info[i]); } glPopAttrib(); }
void onDrawCb() { // Keep track of time theFpsTracker.timestamp(); // Draw Scene and overlay glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); theCamera.draw(); theSmokeSim.draw(theCamera); drawOverlay(); glutSwapBuffers(); }
void drawFps() { glColor4f(1.0, 1.0, 0.0, 1.0); glPushAttrib(GL_LIGHTING_BIT); glDisable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, 1.0, 0.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRasterPos2f(0.01, 0.01); char info[1024]; sprintf(info, "Render Frame Rate: %3.1f", frame_num / delta_t);//fpsTracker.fpsAverage() for (unsigned int i = 0; i < strlen(info); i++) { glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, info[i]); } glRasterPos2f(0.01, 0.03); sprintf(info, "Display Frame Rate: %3.1f", fpsTracker.fpsAverage());// for (unsigned int i = 0; i < strlen(info); i++) { glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, info[i]); } glRasterPos2f(0.01, 0.05); sprintf(info, "Total Frames: %3d", frame_num);// for (unsigned int i = 0; i < strlen(info); i++) { glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, info[i]); } glRasterPos2f(0.01, 0.07); sprintf(info, "Total Time: %3.1f", delta_t);// for (unsigned int i = 0; i < strlen(info); i++) { glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, info[i]); } glPopAttrib(); }
void display(){ theFpsTracker.timestamp(); cudaEvent_t start, stop; float time; // Keep track of time cudaEventCreate(&start); cudaEventCreate(&stop); cudaEventRecord( start, 0 ); runCuda(); cudaEventRecord( stop, 0 ); cudaEventSynchronize( stop ); cudaEventElapsedTime( &time, start, stop ); cudaEventDestroy( start ); cudaEventDestroy( stop ); char info[1024]; sprintf(info, "565Raytracer | %i Iterations | Framerate : %3.1f fps | GPU Elapsed Time : %3.1f ms", iterations, theFpsTracker.fpsAverage(), time); string title(info); glutSetWindowTitle(title.c_str()); glBindBuffer( GL_PIXEL_UNPACK_BUFFER, pbo); glBindTexture(GL_TEXTURE_2D, displayImage); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glClear(GL_COLOR_BUFFER_BIT); // VAO, shader program, and texture already bound glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); glutPostRedisplay(); glutSwapBuffers(); }
void onDrawCb() { // Keep track of time theFpsTracker.timestamp(); // Draw Scene and overlay glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); theCamera.draw(); //drawAxes(); vec3 cpos = theCamera.getPosition(); float pos[4] = {cpos[0], cpos[1]+2.0, cpos[2],0.0}; glLightfv(GL_LIGHT0, GL_POSITION, pos); theWorld.Draw(); theJello.Draw(cpos); //drawOverlay(); glutSwapBuffers(); }