Пример #1
0
void drawRadar(){
		//Set up orthographic projection for radar
		mat4 projection1 = perspective(45.0f, window.window_aspect, 0.01f, 10.0f);
		glm::mat4 Projection2 = glm::ortho( -10.0f, 10.0f, -10.0f, 00.0f,1.0f, 10.0f);
		glm::mat4 View       = glm::lookAt(
			glm::vec3(0,0,5), // Camera is at (0,0,5), in World Space
			glm::vec3(0,0,0), // and looks at the origin
			glm::vec3(0,1,0)  // Head is up (set to 0,-1,0 to look upside-down)
		);  
			
		mat4 another = View;
		mat4 healthBarMatrix = View;
		another = translate(another, vec3(8.5,-8.5,0));
		
		another = rotate(another, 90.0f, vec3(0,1,0));
		another = rotate(another, 90.0f, vec3(0,0,1));

		healthBarMatrix = translate(healthBarMatrix, vec3(-9.5,-0.5,0));
		
		//healthBarMatrix = rotate(healthBarMatrix, 90.0f, vec3(0,1,0));
		healthBarMatrix = rotate(healthBarMatrix, -90.0f, vec3(0,0,1));
		healthBarMatrix = scale(healthBarMatrix, vec3(0.05f, userTeam.soldiers[0].health/10.f, 0.05f));

		if(userTeam.soldiers[0].health < 50){
			healthBar.color = vec3(1.f, userTeam.soldiers[0].health/50.f, 0.f);
		}
		else{
			healthBar.color = vec3(1.f - (userTeam.soldiers[0].health-50.f)/50.f, 1.f, 0.f);
		}
		healthBar.Draw(Projection2, healthBarMatrix, tod, 0);

		mat4 radar = another;

		//Radar display
		
		int radarBlipTime = current_timeDisplay * 1000;
		float radarBlip = 0.0015 * (radarBlipTime%1000);
		radar = scale(radar, vec3(radarBlip, radarBlip, radarBlip));
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		disc.color = vec3(0,1,0);
		disc.Draw(Projection2, radar, tod, 0);

		another = scale(another, vec3(1.5, 1.5, 1.5));
		disc.Draw(Projection2, another, tod, 0);

		

		glPolygonMode(GL_FRONT_AND_BACK, window.wireframe ? GL_LINE : GL_FILL);
		disc.color = vec3(0,0.25,0);
		disc.Draw(Projection2, another, tod, 0);

		another = translate(View, vec3(8.5 - ((3/104.6)*transX),-8.6 + ((3/104.6)*transZ),0));
		usr.Draw(Projection2, another, tod, 0);

		stringstream ammo (stringstream::in | stringstream::out);
		ammo << userTeam.soldiers[0].ammo;
		activeTextDisplay(("Ammo: " + ammo.str()).c_str(), -0.95f, -0.85f, 16);
}
Пример #2
0
void DisplayDisc()
{
	Window * window = Window::FindCurrentWindow(windows);
	if (window->handle == BAD_GL_VALUE)
		return;

	glViewport(0, 0, window->size.x, window->size.y);
	vec4 crimson(0.6f , 0.0f , 0.0f , 1.0f);
	vec3 ambient = vec3(0.0f , 0.0f , 0.0f);
	vec3 specular = vec3(0.0f , 0.0f , 0.3f);
	vec3 diffuse = vec3(0.0f , 0.0f , 0.9f);

	glClearColor(crimson.r , crimson.g , crimson.b , crimson.a);
	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST);

	mat4 model_matrix = rotate(mat4() , radians(window->LocalTime() * 30.0f) , vec3(0.0f , 1.0f , 0.0f));
	model_matrix = scale(model_matrix , vec3(3.0f , 3.0f , 3.0f));

	mat4 view_matrix = lookAt(vec3(0.0f , 0.0f , 8.0f) , vec3(0.0f , 0.0f , 0.0f) , vec3(0.0f , 1.0f , 0.0f));
	
	mat4 projection_matrix = perspective(radians(window->fovy) , window->aspect , window->near_distance , window->far_distance);
	
	phong_shader.Use(model_matrix , view_matrix , projection_matrix);
	phong_shader.SetMaterial(diffuse , specular , 128.0f , ambient);
	phong_shader.SetLightPosition(vec3(0.0f , 0.0f , 1000.0f));
	phong_shader.SelectSubroutine(PhongShader::PHONG_WITH_TEXTURE);
	phong_shader.EnableTexture(textures[2] , 0);
	disc3.Draw(false);
	phong_shader.UnUse();

	if (window->draw_normals)
	{
		constant_shader.Use(model_matrix , view_matrix , projection_matrix);
		constant_shader.SetMaterial(diffuse , specular , 32.0f , vec3(1.0f , 1.0f , 1.0f));
		disc3.Draw(true);
		constant_shader.UnUse();
	}
	glutSwapBuffers();
	disc3.UpdateValues(TestUpdateDisc , window->LocalTime(), nullptr);
}
Пример #3
0
void DrawScene(Window * window)
{
	phong_shader.GLReturnedError("DrawScene() - entering");
#ifdef MOVE
	mat4 m = rotate(mat4() , radians(window->LocalTime() * 30.0f) , vec3(0.0f , 1.0f , 0.2f));
	m = translate(m, vec3(0.0f, 11.5f * cos(window->LocalTime() * 0.5f) + 2.0f, 11.5f * sin(window->LocalTime() * 0.5f) + 2.0f));
#else
	mat4 m;
#endif // MOVE

	mat4 view_matrix = lookAt(vec3(m * vec4(eye, 1.0f)), cop, up);
	mat4 model_matrix;
	mat4 projection_matrix = perspective(radians(window->fovy), window->aspect, window->near_distance, window->far_distance);

	vec3 z_axis = vec3(0.0f, 0.0f, 1.0f);
	vec3 y_axis = vec3(0.0f, 1.0f, 0.0f);
	vec3 ambient = vec3(0.1f, 0.1f, 0.1f);
	vec3 specular = vec3(1.0f, 1.0f, 1.0f);
	float c_offset = radians(45.0f);

	glViewport(0, 0, window->size.x, window->size.y);

	const int count_of_shapes = 4;

	for (unsigned int i = 0; i < instances.size(); i++)
	{
		model_matrix = translate(mat4(), instances[i].position);
		model_matrix = rotate(model_matrix, radians(window->LocalTime() * instances[i].rate) + instances[i].offset, y_axis);
		if (i % count_of_shapes == 3)
			model_matrix = scale(model_matrix, vec3(0.25f, 0.25f, 0.25f));

		phong_shader.Use(model_matrix, view_matrix, projection_matrix);
		phong_shader.SetMaterial(instances[i].diffuse, specular, 32.0f, ambient);
		phong_shader.SetLightPosition(vec3(0.0f, 0.0f, 1000.0f));

		switch (i % count_of_shapes)
		{
		case 0:
			disc1.Draw(false);
			break;
		case 1:
			disc3.Draw(false);
			break;
		case 2:
			plane2.Draw(false);
			break;
		case 3:
			cube.Draw(false);
			break;
		}
		phong_shader.UnUse();

		#ifdef SHOW_NORMALS
		if (i == 0)
		{
			constant_shader.Use(model_matrix, view_matrix, projection_matrix);
			constant_shader.SetMaterial(vec3(0.0f, 0.0f, 0.8f), specular, 128.0f, vec3(1.0f, 0.0f, 0.0f));
			disc1.Draw(true);
			constant_shader.UnUse();
		}
		#endif
	}

	model_matrix = mat4();
	mat4 mz = model_matrix;
	model_matrix = scale(model_matrix, vec3(0.5f, 0.5f, 16.0f));

	phong_shader.Use(model_matrix, view_matrix, projection_matrix);
	phong_shader.SetMaterial(vec3(0.0f, 0.0f, 0.8f), specular, 128.0f, ambient);
	phong_shader.SetLightPosition(vec3(0.0f, 1000.0f, 0.0f));
	cylinder1.Draw(false);
	phong_shader.UnUse();

#ifdef SHOW_NORMALS
	constant_shader.Use(model_matrix, view_matrix, projection_matrix);
	constant_shader.SetMaterial(vec3(0.0f, 0.0f, 0.8f), specular, 128.0f, vec3(1.0f, 1.0f, 1.0f));
	cylinder.Draw(true);
	constant_shader.UnUse();
#endif

	model_matrix = rotate(mz, radians(90.0f), y_axis);
	model_matrix = scale(model_matrix, vec3(0.5f, 0.5f, 16.0f));
	phong_shader.Use(model_matrix, view_matrix, projection_matrix);
	phong_shader.SetMaterial(vec3(1.0f, 0.0f, 0.0f), specular, 128.0f, ambient);
	phong_shader.SetLightPosition(vec3(0.0f, 1000.0f, 0.0f));
	cylinder1.Draw(false);
	phong_shader.UnUse();

	model_matrix = rotate(mz, radians(-90.0f), vec3(1.0f, 0.0f, 0.0f));
	model_matrix = scale(model_matrix, vec3(0.5f, 0.5f, 16.0f));
	phong_shader.Use(model_matrix, view_matrix, projection_matrix);
	phong_shader.SetMaterial(vec3(0.0f, 1.0f, 0.0f), specular, 128.0f, ambient);
	phong_shader.SetLightPosition(vec3(0.0f, 1000.0f, 0.0f));
	cylinder1.Draw(false);
	phong_shader.UnUse();

	cylinder1.UpdateValues(TestUpdate, window->LocalTime(), nullptr);
}