static void render_scene(struct flag_attributes const *attributes) { enable_mesh_vertex_attributes(attributes); render_mesh(&g_resources.flag, attributes); render_mesh(&g_resources.background, attributes); disable_mesh_vertex_attributes(attributes); }
static int ffi_draw_mesh(lua_State *L) { struct transform *tra = luaL_checkudata(L, 1, "mio.transform"); struct mesh *mesh = checktag(L, 2, TAG_MESH); render_mesh(tra, mesh); return 0; }
void Window::render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(shader->program); glActiveTexture(GL_TEXTURE0); //set uniform vars glUniform1i(shader->texture, 0); glUniformMatrix4fv(shader->p_matrix, 1, GL_FALSE, p_matrix); glUniformMatrix4fv(shader->v_matrix, 1, GL_FALSE, v_matrix); //set lighting glUniform4fv(shader->lightPos, 1 , lightpos); glUniform4fv(shader->specCol, 1 , specularcolor); glUniform4fv(shader->diffuseCol, 1 , diffusecolor); glUniform4fv(shader->light_ambient, 1 , ambientcolor); //set attrib vars glEnableVertexAttribArray(shader->position); glEnableVertexAttribArray(shader->normal); glEnableVertexAttribArray(shader->texcoord); glEnableVertexAttribArray(shader->shininess); glEnableVertexAttribArray(shader->specular); render_mesh(); glDisableVertexAttribArray(shader->position); glDisableVertexAttribArray(shader->normal); glDisableVertexAttribArray(shader->texcoord); glDisableVertexAttribArray(shader->shininess); glDisableVertexAttribArray(shader->specular); glutSwapBuffers(); }
void render(void) { render_begin(); const PfxVector3 colorWhite(1.0f); const PfxVector3 colorGray(0.7f); for(int i=0;i<physics_get_num_rigidbodies();i++) { const PfxRigidState &state = physics_get_state(i); const PfxCollidable &coll = physics_get_collidable(i); PfxVector3 color = state.isAsleep()?colorGray:colorWhite; PfxTransform3 rbT(state.getOrientation(), state.getPosition()); PfxShapeIterator itrShape(coll); for(PfxUInt32 j=0;j<coll.getNumShapes();j++,++itrShape) { const PfxShape &shape = *itrShape; PfxTransform3 offsetT = shape.getOffsetTransform(); PfxTransform3 worldT = rbT * offsetT; switch(shape.getType()) { case kPfxShapeSphere: render_sphere( worldT, color, PfxFloatInVec(shape.getSphere().m_radius)); break; case kPfxShapeBox: render_box( worldT, color, shape.getBox().m_half); break; case kPfxShapeCapsule: render_capsule( worldT, color, PfxFloatInVec(shape.getCapsule().m_radius), PfxFloatInVec(shape.getCapsule().m_halfLen)); break; case kPfxShapeCylinder: render_cylinder( worldT, color, PfxFloatInVec(shape.getCylinder().m_radius), PfxFloatInVec(shape.getCylinder().m_halfLen)); break; case kPfxShapeConvexMesh: render_mesh( worldT, color, convexMeshId); break; case kPfxShapeLargeTriMesh: render_mesh( worldT, color, landscapeMeshId); break; default: break; } } } render_debug_begin(); #ifdef ENABLE_DEBUG_DRAW_CONTACT for(int i=0;i<physics_get_num_contacts();i++) { const PfxContactManifold &contact = physics_get_contact(i); const PfxRigidState &stateA = physics_get_state(contact.getRigidBodyIdA()); const PfxRigidState &stateB = physics_get_state(contact.getRigidBodyIdB()); for(int j=0;j<contact.getNumContacts();j++) { const PfxContactPoint &cp = contact.getContactPoint(j); PfxVector3 pA = stateA.getPosition()+rotate(stateA.getOrientation(),pfxReadVector3(cp.m_localPointA)); const float w = 0.05f; render_debug_line(pA+PfxVector3(-w,0.0f,0.0f),pA+PfxVector3(w,0.0f,0.0f),PfxVector3(0,0,1)); render_debug_line(pA+PfxVector3(0.0f,-w,0.0f),pA+PfxVector3(0.0f,w,0.0f),PfxVector3(0,0,1)); render_debug_line(pA+PfxVector3(0.0f,0.0f,-w),pA+PfxVector3(0.0f,0.0f,w),PfxVector3(0,0,1)); } } #endif #ifdef ENABLE_DEBUG_DRAW_AABB for(int i=0;i<physics_get_num_rigidbodies();i++) { const PfxRigidState &state = physics_get_state(i); const PfxCollidable &coll = physics_get_collidable(i); PfxVector3 center = state.getPosition() + coll.getCenter(); PfxVector3 half = absPerElem(PfxMatrix3(state.getOrientation())) * coll.getHalf(); render_debug_box(center,half,PfxVector3(1,0,0)); } #endif #ifdef ENABLE_DEBUG_DRAW_ISLAND const PfxIsland *island = physics_get_islands(); if(island) { for(PfxUInt32 i=0;i<pfxGetNumIslands(island);i++) { PfxIslandUnit *islandUnit = pfxGetFirstUnitInIsland(island,i); PfxVector3 aabbMin(SCE_PFX_FLT_MAX); PfxVector3 aabbMax(-SCE_PFX_FLT_MAX); for(;islandUnit!=NULL;islandUnit=pfxGetNextUnitInIsland(islandUnit)) { const PfxRigidState &state = physics_get_state(pfxGetUnitId(islandUnit)); const PfxCollidable &coll = physics_get_collidable(pfxGetUnitId(islandUnit)); PfxVector3 center = state.getPosition() + coll.getCenter(); PfxVector3 half = absPerElem(PfxMatrix3(state.getOrientation())) * coll.getHalf(); aabbMin = minPerElem(aabbMin,center-half); aabbMax = maxPerElem(aabbMax,center+half); } render_debug_box((aabbMax+aabbMin)*0.5f,(aabbMax-aabbMin)*0.5f,PfxVector3(0,1,0)); } } #endif for(int i=0;i<physics_get_num_rays();i++) { const PfxRayInput& rayInput = physics_get_rayinput(i); const PfxRayOutput& rayOutput = physics_get_rayoutput(i); if(rayOutput.m_contactFlag) { render_debug_line( rayInput.m_startPosition, rayOutput.m_contactPoint, PfxVector3(1.0f,0.0f,1.0f)); render_debug_line( rayOutput.m_contactPoint, rayOutput.m_contactPoint+rayOutput.m_contactNormal, PfxVector3(1.0f,0.0f,1.0f)); } else { render_debug_line(rayInput.m_startPosition, rayInput.m_startPosition+rayInput.m_direction, PfxVector3(0.5f,0.0f,0.5f)); } } extern bool doAreaRaycast; extern PfxVector3 areaCenter; extern PfxVector3 areaExtent; if(doAreaRaycast) { render_debug_box(areaCenter,areaExtent,PfxVector3(0,0,1)); } render_debug_end(); render_end(); }
void render(void) { render_begin(); for(int i=0;i<physics_get_num_rigidbodies();i++) { const PfxRigidState &state = physics_get_state(i); const PfxCollidable &coll = physics_get_collidable(i); PfxTransform3 rbT(state.getOrientation(), state.getPosition()); PfxShapeIterator itrShape(coll); for(int j=0;j<coll.getNumShapes();j++,++itrShape) { const PfxShape &shape = *itrShape; PfxTransform3 offsetT = shape.getOffsetTransform(); PfxTransform3 worldT = rbT * offsetT; switch(shape.getType()) { case kPfxShapeSphere: render_sphere( worldT, PfxVector3(1,1,1), PfxFloatInVec(shape.getSphere().m_radius)); break; case kPfxShapeBox: render_box( worldT, PfxVector3(1,1,1), shape.getBox().m_half); break; case kPfxShapeCapsule: render_capsule( worldT, PfxVector3(1,1,1), PfxFloatInVec(shape.getCapsule().m_radius), PfxFloatInVec(shape.getCapsule().m_halfLen)); break; case kPfxShapeCylinder: render_cylinder( worldT, PfxVector3(1,1,1), PfxFloatInVec(shape.getCylinder().m_radius), PfxFloatInVec(shape.getCylinder().m_halfLen)); break; case kPfxShapeConvexMesh: render_mesh( worldT, PfxVector3(1,1,1), convexMeshId); break; case kPfxShapeLargeTriMesh: render_mesh( worldT, PfxVector3(1,1,1), landscapeMeshId); break; default: break; } } } render_end(); }