void mirrorclamp_app::render(double T) { glViewport(0, 0, info.windowWidth, info.windowHeight); glClearBufferfv(GL_COLOR, 0, sb7::color::Black); Sleep(1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, input_texture); glBindVertexArray(dummy_vao); glUseProgram(render_program); switch (display_mode) { case CLAMP_TO_BORDER: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); break; case MIRROR_CLAMP_TO_EDGE: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRROR_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRROR_CLAMP_TO_EDGE); break; } glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); overlay.clear(); overlay.drawText(display_mode == CLAMP_TO_BORDER ? "Mode = GL_CLAMP_TO_BORDER (M toggles)" : "Mode = GL_MIRROR_CLAMP_TO_EDGE (M toggles)", 0, 0); overlay.draw(); }
void cullindirect_app::updateOverlay() { char buffer[256]; overlay.clear(); sprintf(buffer, "%2.2fms / frame (%4.2f FPS)", 1000.0f / fps, fps); overlay.drawText(buffer, 0, 0); overlay.draw(); }
void pmbstreaming_app::updateOverlay() { char buffer[256]; static const char * modenames[] = { "BRAK_SYNCHRONIZACJI", "FUNKCJA_FINISH", "POJEDYNCZA_SYNCHRONIZACJA", "WIELE_SYNCHRONIZACJI" }; overlay.clear(); sprintf(buffer, "%2.2fms / klatka (%4.2f FPS)", 1000.0f / fps, fps); overlay.drawText(buffer, 0, 0); sprintf(buffer, "TRYB: %s", modenames[mode]); overlay.drawText(buffer, 0, 1); if (stalled) { overlay.drawText("BLOKOWANIE", 0, 2); } overlay.draw(); }
void pmbstreaming_app::updateOverlay() { char buffer[256]; static const char * modenames[] = { "NO_SYNC", "FINISH", "ONE_SYNC", "RINGED_SYNC" }; overlay.clear(); sprintf(buffer, "%2.2fms / frame (%4.2f FPS)", 1000.0f / fps, fps); overlay.drawText(buffer, 0, 0); sprintf(buffer, "MODE: %s", modenames[mode]); overlay.drawText(buffer, 0, 1); if (stalled) { overlay.drawText("STALLED", 0, 2); } overlay.draw(); }
void dof_app::startup() { load_shaders(); int i; static const char * const object_names[] = { "media/objects/dragon.sbm", "media/objects/sphere.sbm", "media/objects/cube.sbm", "media/objects/cube.sbm", "media/objects/cube.sbm", }; static const vmath::vec4 object_colors[] = { vmath::vec4(1.0f, 0.7f, 0.8f, 1.0f), vmath::vec4(0.7f, 0.8f, 1.0f, 1.0f), vmath::vec4(0.3f, 0.9f, 0.4f, 1.0f), vmath::vec4(0.6f, 0.4f, 0.9f, 1.0f), vmath::vec4(0.8f, 0.2f, 0.1f, 1.0f), }; for (i = 0; i < OBJECT_COUNT; i++) { objects[i].obj.load(object_names[i]); objects[i].diffuse_albedo = object_colors[i]; } glGenFramebuffers(1, &depth_fbo); glBindFramebuffer(GL_FRAMEBUFFER, depth_fbo); glGenTextures(1, &depth_tex); glBindTexture(GL_TEXTURE_2D, depth_tex); glTexStorage2D(GL_TEXTURE_2D, 11, GL_DEPTH_COMPONENT32F, FBO_SIZE, FBO_SIZE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glGenTextures(1, &color_tex); glBindTexture(GL_TEXTURE_2D, color_tex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, FBO_SIZE, FBO_SIZE); glGenTextures(1, &temp_tex); glBindTexture(GL_TEXTURE_2D, temp_tex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, FBO_SIZE, FBO_SIZE); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_tex, 0); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, color_tex, 0); glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); glEnable(GL_DEPTH_TEST); glGenVertexArrays(1, &quad_vao); glBindVertexArray(quad_vao); overlay.init(80, 50); overlay.clear(); overlay.drawText("Q: Increas focal distance", 0, 0); overlay.drawText("A: Decrease focal distance", 0, 1); overlay.drawText("W: Increase focal depth", 0, 2); overlay.drawText("S: Decrease focal depth", 0, 3); overlay.drawText("P: Pause", 0, 4); }