Exemplo n.º 1
0
/*Main Loop*/
void mainLoop() {
  double oldTime = glfwGetTime(), oldFrameTime = glfwGetTime();
  double currentTime, deltaFrame;

  while (!glfwWindowShouldClose(window)) {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    /*Delta*/
    currentTime = glfwGetTime();
    delta = (currentTime-oldTime);
    deltaFrame = (currentTime-oldFrameTime);
    nFrames++;

    /* Update scene elements */
    world.update();

    /*Draw*/
    renderReflection();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    renderScene(true);

    world.camera.calcMovement(keyState);
    world.camera.move(delta, world.sea.seaLevel + 1.0f);

    glfwSwapBuffers(window);
    glfwPollEvents();

    oldTime = currentTime;
  }
}
Exemplo n.º 2
0
void LLDrawPoolWater::render(S32 pass)
{
	LLFastTimer ftm(FTM_RENDER_WATER);
	if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1)
	{
		return;
	}

	//do a quick 'n dirty depth sort
	for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
			 iter != mDrawFace.end(); iter++)
	{
		LLFace* facep = *iter;
		facep->mDistance = -facep->mCenterLocal.mV[2];
	}

	std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater());

	LLGLEnable blend(GL_BLEND);

	if ((mVertexShaderLevel > 0) && !sSkipScreenCopy)
	{
		shade();
		return;
	}

	LLVOSky *voskyp = gSky.mVOSkyp;

	stop_glerror();

	if (!gGLManager.mHasMultitexture)
	{
		// Ack!  No multitexture!  Bail!
		return;
	}

	LLFace* refl_face = voskyp->getReflFace();

	gPipeline.disableLights();
	
	LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);

	LLGLDisable cullFace(GL_CULL_FACE);
	
	// Set up second pass first
	mWaterImagep->addTextureStats(1024.f*1024.f);
	gGL.getTexUnit(1)->activate();
	gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
	gGL.getTexUnit(1)->bind(mWaterImagep) ;

	LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
	F32 up_dot = camera_up * LLVector3::z_axis;

	LLColor4 water_color;
	if (LLViewerCamera::getInstance()->cameraUnderWater())
	{
		water_color.setVec(1.f, 1.f, 1.f, 0.4f);
	}
	else
	{
		water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
	}

	glColor4fv(water_color.mV);

	// Automatically generate texture coords for detail map
	glEnable(GL_TEXTURE_GEN_S); //texture unit 1
	glEnable(GL_TEXTURE_GEN_T); //texture unit 1
	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);

	// Slowly move over time.
	F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f);
	F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f};
	F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f};
	glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
	glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);

	gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
	gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);

	gGL.getTexUnit(0)->activate();
	
	glClearStencil(1);
	glClear(GL_STENCIL_BUFFER_BIT);
	LLGLEnable gls_stencil(GL_STENCIL_TEST);
	glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
	glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);

	for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
		 iter != mDrawFace.end(); iter++)
	{
		LLFace *face = *iter;
		if (voskyp->isReflFace(face))
		{
			continue;
		}
		gGL.getTexUnit(0)->bind(face->getTexture());
		face->renderIndexed();
	}

	// Now, disable texture coord generation on texture state 1
	gGL.getTexUnit(1)->activate();
	gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
	gGL.getTexUnit(1)->disable();
	glDisable(GL_TEXTURE_GEN_S); //texture unit 1
	glDisable(GL_TEXTURE_GEN_T); //texture unit 1

	// Disable texture coordinate and color arrays
	gGL.getTexUnit(0)->activate();
	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

	stop_glerror();
	
	if (gSky.mVOSkyp->getCubeMap())
	{
		gSky.mVOSkyp->getCubeMap()->enable(0);
		gSky.mVOSkyp->getCubeMap()->bind();

		glMatrixMode(GL_TEXTURE);
		glLoadIdentity();
		LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
		LLMatrix4 camera_rot(camera_mat.getMat3());
		camera_rot.invert();

		glLoadMatrixf((F32 *)camera_rot.mMatrix);

		glMatrixMode(GL_MODELVIEW);
		LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f,  0.5f*up_dot);

		gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);

		for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
			 iter != mDrawFace.end(); iter++)
		{
			LLFace *face = *iter;
			if (voskyp->isReflFace(face))
			{
				//refl_face = face;
				continue;
			}

			if (face->getGeomCount() > 0)
			{					
				face->renderIndexed();
			}
		}

		gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);

		gSky.mVOSkyp->getCubeMap()->disable();
		
		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
		gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
		glMatrixMode(GL_TEXTURE);
		glLoadIdentity();
		glMatrixMode(GL_MODELVIEW);
		
	}

	glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

    if (refl_face)
	{
		glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
		renderReflection(refl_face);
	}

	gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}