float Trans_Mesh::Ray_Tri_Intersect(const vec3& rayorig, const vec3& raydir, mat4& world, uint16_t startindex, uint16_t numindices) const{
	world.inverse();
	vec3 org(rayorig*world), di(raydir);// transform these to the mesh's space so the checks are in object space, not world space
	TransformNormal(di, world);
	// do all checks in OBJECT SPACE!!!
	di*=20000.0f;//make sure the ray is long enough
	return RayTriangleIntersect(org, di, &Vertices[0], &Indices[startindex],numindices);
}
void opengl_display()
{
	static double start = get_time();
	float current_time = get_time()-start;

	light_dir.x = sin(current_time * 0.6f);
	light_dir.z = cos(current_time * 0.6f);

	light_pos.x = -light_dir.x * 100.f;
	light_pos.z = -light_dir.z * 100.f;
	light_pos.y = 10.f * sin(current_time * 0.5f);

	/* background and object ******************************************************************/

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	

	//-------------------------------------------------------------------
	view_matrix.look_at(vec3(0,0,distance_z), vec3(0,0,0), vec3(0,1,0));
	world_view_matrix = view_matrix * world_matrix;
	world_view_proj_matrix = proj_matrix * world_view_matrix;

	vec3 viewpos  = world_view_matrix.inverse() * vec3(0,0,0);
	view_pos = vec4(viewpos.x, viewpos.y, viewpos.z, 1.0);

	glUseProgram(object_program.p_program->get_program());

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, texture_bump);
	glUniform1i(object_program.texs_locs[0], 0);

	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, texture_obj);
	glUniform1i(object_program.texs_locs[1], 1);

	glUniformMatrix4fv(object_program.loc_world_view_proj, 1, GL_FALSE, &world_view_proj_matrix[0]);
	glUniform4fv(object_program.loc_light_pos, 1, &light_pos.x);
	glUniform4fv(object_program.loc_light_dir, 1, &light_dir.x);
	glUniform4fv(object_program.loc_view_pos, 1, &view_pos.x);

	draw(&object_program, &object_mesh);
}
Exemplo n.º 3
0
transform3d(const mat4& m) : mat(m), inv(m.inverse()) {}
void opengl_display()
{
	static double start = get_time();
	float t = get_time()-start;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	

	
	t *= 25.f;


	
	background_world.rotate_y(t);

	vec3 eye = vec3(0,0,distance_z);
	view.look_at(eye, vec3(0,0,0), vec3(0,1,0));

	
	//render background
	wvp = projection * background_world;

	if(background_mesh.program != NULL)
	{
		glDisable(GL_CULL_FACE);
		glUseProgram(background_mesh.program->get_program());
		glUniformMatrix4fv(background_mesh.wvp_loc, 1, GL_FALSE, &wvp[0]);

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_CUBE_MAP, background_mesh.texs_idxs[0]);
		glUniform1i(background_mesh.texs_locs[0], 0);

		glUniformMatrix4fv(background_mesh.wvp_loc, 1, GL_FALSE, &wvp[0]);

		background_mesh.draw();
	}

	//render statue

	env_inv_world = background_world.inverse();
	wvp = projection * view;
	wvp *= statue_world;
	eye = env_inv_world * eye;


	if(statue_mesh.program != NULL)
	{
		glEnable(GL_CULL_FACE);
		glUseProgram(statue_mesh.program->get_program());
		glUniformMatrix4fv(statue_mesh.wvp_loc, 1, GL_FALSE, &wvp[0]);
		glUniformMatrix4fv(statue_mesh.world_loc, 1, GL_FALSE, &statue_world[0]);
		glUniformMatrix4fv(statue_mesh.env_inv_world_loc, 1,GL_FALSE, &env_inv_world[0]);
		glUniform3fv(statue_mesh.eye_loc, 1, &eye.x);

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, statue_mesh.texs_idxs[0]);
		glUniform1i(statue_mesh.texs_locs[0], 0);

		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_CUBE_MAP, statue_mesh.texs_idxs[1]);
		glUniform1i(statue_mesh.texs_locs[1], 1);

		statue_mesh.draw();

	}
}