float AppCameraSplinePlaybackWrapper::GetHeadingDegrees() const { const Eegeo::m44 view = m_splinePlaybackController.GetCameraState().ViewMatrix(); const Eegeo::v3 forward = Eegeo::v3(view.GetRow(0).z, view.GetRow(1).z, view.GetRow(2).z).Norm(); const float headingRadians = Eegeo::Camera::CameraHelpers::GetAbsoluteBearingRadians(m_splinePlaybackController.GetRenderCamera().GetEcefLocation(), forward); return Eegeo::Math::Rad2Deg(headingRadians); }
void AccuracyRingRenderable::RenderSpheres(Eegeo::Rendering::GLState &glState) const { glState.BindTexture2D(0); glState.ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glState.DepthMask(GL_FALSE); glState.DepthTest.Enable(); glState.DepthFunc(GL_LESS); glState.CullFace.Disable(); glState.StencilTest.Enable(); glState.StencilFunc(GL_ALWAYS, 1, 0xFF); glState.StencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); glState.StencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); Eegeo::m44 transform; Eegeo::m44 mvp; transform.Scale(m_outerRingRadius*2); transform.SetRow(3, Eegeo::v4(m_cameraRelativePosition, 1.0f)); Eegeo::m44::Mul(mvp, m_viewProjection, transform); m_sphereRenderable.SetModelViewProjection(mvp); m_sphereRenderable.Render(glState); transform.Scale(m_innerRingRadius*2); transform.SetRow(3, Eegeo::v4(m_cameraRelativePosition, 1.0f)); Eegeo::m44::Mul(mvp, m_viewProjection, transform); m_sphereRenderable.SetModelViewProjection(mvp); m_sphereRenderable.Render(glState); }
Eegeo::m44 ExampleMeshRenderable::CalcModelViewProjection(const Eegeo::dv3& ecefCameraPosition, const Eegeo::m44& viewProjection, const float environmentFlatteningScale) const { const Eegeo::dv3& flattenedEcefPosition = m_environmentFlattenTranslate ? Eegeo::Rendering::EnvironmentFlatteningService::GetScaledPointEcef(GetEcefPosition(), environmentFlatteningScale) : GetEcefPosition(); const Eegeo::v3& cameraRelativeModelOrigin = (flattenedEcefPosition - ecefCameraPosition).ToSingle(); Eegeo::m44 translateRotate; translateRotate.SetFromBasis(m_orientationEcef.GetRow(0), m_orientationEcef.GetRow(1), m_orientationEcef.GetRow(2), cameraRelativeModelOrigin); Eegeo::m44 scale; if (m_environmentFlattenScale) { scale.Scale(Eegeo::v3(1.0f, environmentFlatteningScale, 1.0f)); } else { scale.Identity(); } Eegeo::m44 orientedCameraRelativeModel; Eegeo::m44::Mul(orientedCameraRelativeModel, translateRotate, scale); Eegeo::m44 modelViewProjection; Eegeo::m44::Mul(modelViewProjection, viewProjection, orientedCameraRelativeModel); return modelViewProjection; }
void BoundsVisualiser::Draw(const Eegeo::v3& minExtents, const Eegeo::v3& maxExtents) { Build(minExtents, maxExtents); Eegeo_GL(glUseProgram(m_pShader->m_programHandle)); Eegeo::m44 mvp; Eegeo::m44 w; w.Identity(); Eegeo::m44::Mul(mvp, renderContext.GetViewProjectionMatrix(), w); Eegeo_GL(glUniformMatrix4fv(m_pShader->m_mvpUniform, 1, 0, (const GLfloat*)&mvp)); Eegeo_GL(glEnableVertexAttribArray(m_pShader->m_positionSlot)); Eegeo_GL(glBindBuffer(GL_ARRAY_BUFFER, m_glVertexBuffer)); Eegeo_GL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_glIndexBuffer)); Eegeo_GL(glVertexAttribPointer(m_pShader->m_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0)); for(u32 j = 0; j < NumIndices; j+=3) { Eegeo_GL(glDrawElements(GL_LINE_LOOP, 3, GL_UNSIGNED_SHORT, (void*)(j * 2))); } Eegeo_GL(glBindBuffer (GL_ARRAY_BUFFER, 0)); Eegeo_GL(glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0)); DestroyGeometry(); }
void LoadModelExample::Update(float dt) { //let's put the vehicle in the air m_interestLocation.SetAltitude(100.0f); //set some big scale value so we can see the vehicle - vary between x20 and x70 float scale = 20.0f + ((Eegeo::Math::Sin(m_elapsedTime)/ 2.0f + 0.5f) * 50.0f); Eegeo::m44 scaleMatrix; scaleMatrix.Scale(scale); Eegeo::Rendering::SceneModels::SceneModelTransformHelpers::PositionOnEarthSurface(*m_pModel, m_interestLocation, 0.f, scaleMatrix); // pulse the opacity of the disk material up and down over time. m_pDiscMaterialResource->GetMaterial()->SetAlpha(std::abs(Eegeo::Math::Sin(m_elapsedTime * 2))); m_elapsedTime += dt; }
void PinOverModelExample::MyModelRenderable::Render(Eegeo::Rendering::GLState& glState) const { Eegeo::m44 transform; Eegeo::dv3 location = Eegeo::Space::LatLong::FromDegrees(37.7858,-122.401).ToECEF(); Eegeo::v3 up(location.Norm().ToSingle()); Eegeo::v3 forward = (location - Eegeo::v3(0.f, 1.f, 0.f)).Norm().ToSingle(); Eegeo::v3 right(Eegeo::v3::Cross(up, forward).Norm()); forward = Eegeo::v3::Cross(up, right); Eegeo::v3 cameraRelativePos = (location - m_renderContext.GetCameraOriginEcef()).ToSingle(); Eegeo::m44 scaleMatrix; scaleMatrix.Scale(1.f); Eegeo::m44 cameraRelativeTransform; cameraRelativeTransform.SetFromBasis(right, up, forward, cameraRelativePos); Eegeo::m44::Mul(transform, cameraRelativeTransform, scaleMatrix); transform.SetRow(3, Eegeo::v4(cameraRelativePos, 1.f)); glState.DepthTest.Enable(); glState.DepthFunc(GL_LEQUAL); //loaded model faces are ccw glState.FrontFace(GL_CCW); m_model.GetRootNode()->SetVisible(true); m_model.GetRootNode()->SetLocalMatrix(transform); m_model.GetRootNode()->UpdateRecursive(); m_model.GetRootNode()->UpdateSphereRecursive(); m_model.GetRootNode()->DrawRecursive(m_renderContext, m_globalFogging, NULL, true, false); glState.FrontFace(GL_CW); Eegeo::EffectHandler::Reset(); }
void PODAnimationExample::Draw() { //create basis around a known location off coast of SF Eegeo::m44 transform; Eegeo::dv3 location = Eegeo::dv3(4256955.9749164,3907407.6184668,-2700108.75541722); Eegeo::v3 up(location.Norm().ToSingle()); Eegeo::v3 forward = (location - Eegeo::v3(0.f, 1.f, 0.f)).Norm().ToSingle(); Eegeo::v3 right(Eegeo::v3::Cross(up, forward).Norm()); forward = Eegeo::v3::Cross(up, right); Eegeo::v3 cameraRelativePos = (location - cameraModel.GetWorldPosition()).ToSingle(); Eegeo::m44 scaleMatrix; scaleMatrix.Scale(1.f); Eegeo::m44 cameraRelativeTransform; cameraRelativeTransform.SetFromBasis(right, up, forward, cameraRelativePos); Eegeo::m44::Mul(transform, cameraRelativeTransform, scaleMatrix); transform.SetRow(3, Eegeo::v4(cameraRelativePos, 1.f)); //loaded model faces are ccw renderContext.GetGLState().FrontFace(GL_CCW); pModel->GetRootNode()->SetVisible(true); pModel->GetRootNode()->SetLocalMatrix(transform); pModel->GetRootNode()->UpdateRecursive(); pModel->GetRootNode()->UpdateSphereRecursive(); pModel->GetRootNode()->DrawRecursive(renderContext, globalFogging, NULL, true, false); renderContext.GetGLState().FrontFace(GL_CW); }
void LoadModelExample::Draw() { //form basis Eegeo::v3 up(mesh.up); Eegeo::v3 forward = -mesh.forward; //model is facing reverse (-ve z) Eegeo::v3 right(Eegeo::v3::Cross(up, forward).Norm()); up = Eegeo::v3::Cross(forward, right); //compute a camera local position Eegeo::v3 cameraRelativePos = (mesh.positionEcef - renderContext.GetCameraOriginEcef()).ToSingle(); //generate a transform from this basis and position... Eegeo::m44 cameraRelativeTransform; cameraRelativeTransform.SetFromBasis(right, up, forward, cameraRelativePos); Eegeo::m44 scaleMatrix; scaleMatrix.Scale(mesh.scale); //...and scale Eegeo::m44 transform; Eegeo::m44::Mul(transform, cameraRelativeTransform, scaleMatrix); transform.SetRow(3, Eegeo::v4(cameraRelativePos, 1.0f)); //update the mesh instance with the transform mesh.node->SetLocalMatrix(transform); mesh.node->UpdateRecursive(); mesh.node->UpdateSphereRecursive(); mesh.node->UpdateBBRecursive(); // Enable z buffering. Eegeo::Rendering::GLState& glState = renderContext.GetGLState(); glState.DepthTest.Enable(); glState.DepthFunc(GL_LEQUAL); glState.DepthMask(GL_TRUE); //draw the mesh mesh.node->DrawRecursive(renderContext, globalFogging, NULL, true, true); Eegeo::v3 min, max; mesh.node->GetMinExtent(min); mesh.node->GetMaxExtent(max); boundsVisualiser.Draw(min, max); }