void BubbleChamberApp::drawIntoRoomFbo()
{
	mRoomFbo.bindFramebuffer();
	gl::clear( ColorA( 0.0f, 0.0f, 0.0f, 0.0f ), true );
	
	gl::setMatricesWindow( mRoomFbo.getSize(), false );
	gl::setViewport( mRoomFbo.getBounds() );
	gl::disableAlphaBlending();
	gl::enable( GL_TEXTURE_2D );
	glEnable( GL_CULL_FACE );
	glCullFace( GL_BACK );
	Matrix44f m;
	m.setToIdentity();
	m.scale( mRoom.getDims() );

	mRoomShader.bind();
	mRoomShader.uniform( "mvpMatrix", mActiveCam.mMvpMatrix );
	mRoomShader.uniform( "mMatrix", m );
	mRoomShader.uniform( "eyePos", mActiveCam.mCam.getEyePoint() );
	mRoomShader.uniform( "roomDims", mRoom.getDims() );
	mRoomShader.uniform( "power", mRoom.getPower() );
	mRoomShader.uniform( "lightPower", mRoom.getLightPower() );
	mRoomShader.uniform( "timePer", mRoom.getTimePer() * 1.5f + 0.5f );
	mRoom.draw();
	mRoomShader.unbind();
	
	mRoomFbo.unbindFramebuffer();
	glDisable( GL_CULL_FACE );
}
Пример #2
0
void ShadedSphereApp::drawIntoRoomFbo()
{
	mRoomFbo.bindFramebuffer();
	gl::clear( ColorA( 0.0f, 0.0f, 0.0f, 0.0f ), true );
	
	gl::setMatricesWindow( mRoomFbo.getSize(), false );
	gl::setViewport( mRoomFbo.getBounds() );
	gl::disableAlphaBlending();
	gl::enable( GL_TEXTURE_2D );
	glEnable( GL_CULL_FACE );
	glCullFace( GL_BACK );
	Matrix44f m;
	m.setToIdentity();
	m.scale( mRoom.getDims() );
	
	//	mLightsTex.bind( 0 );
	mRoomShader.bind();
	mRoomShader.uniform( "mvpMatrix", mSpringCam.mMvpMatrix );
	mRoomShader.uniform( "mMatrix", m );
	mRoomShader.uniform( "eyePos", mSpringCam.getEye() );
	mRoomShader.uniform( "roomDims", mRoom.getDims() );
	mRoomShader.uniform( "mainPower", mRoom.getPower() );
	mRoomShader.uniform( "lightPower", mRoom.getLightPower() );
	mRoom.draw();
	mRoomShader.unbind();
	
	mRoomFbo.unbindFramebuffer();
	glDisable( GL_CULL_FACE );
}
Пример #3
0
	ci::Matrix44f CollisionObject::getTransformMatrix() const 
	{ 
		Matrix44f worldTransform;
		if ( mSoftBody != 0 ) {
			worldTransform = getTransformMatrix( mSoftBody ); 
		} else if ( mRigidBody != 0 ) {
			worldTransform = getTransformMatrix( mRigidBody );
		}
		worldTransform.scale( mScale );
		return worldTransform;
	}
Пример #4
0
void MeshViewApp::setup()
{
	loadConfig("configs/gaztank.ini");

	setupCamera();

	// Create lights
	m_light1 = new gl::Light(gl::Light::DIRECTIONAL, 0);
	m_light1->setDirection(Vec3f(0, 0, 1).normalized());
	m_light1->setAmbient(Color(0.0f, 0.0f, 0.1f));
	m_light1->setDiffuse(Color(0.9f, 0.6f, 0.3f));
	m_light1->setSpecular(Color(0.9f, 0.6f, 0.3f));

	m_light2 = new gl::Light(gl::Light::DIRECTIONAL, 1);
	m_light2->setDirection(Vec3f(0, 0, -1).normalized());
	m_light2->setAmbient(Color(0.0f, 0.0f, 0.0f));
	m_light2->setDiffuse(Color(0.2f, 0.6f, 1.0f));
	m_light2->setSpecular(Color(0.2f, 0.2f, 0.2f));

	// Setup matrix
	m_matrix.setToIdentity();
	m_matrix.translate(Vec3f::zero());
	m_matrix.rotate(Vec3f::zero());
	m_matrix.scale(Vec3f::one());

	m_rotateMesh = false;

	// Create a parameter window
	m_params = params::InterfaceGl::create(getWindow(), "Properties", Vec2i(180, 240));
	m_params->addText("LMB + drag - rotate");
	m_params->addText("RMB + drag - zoom");
	m_params->addSeparator();
	m_params->addButton("Full screen", [&] { setFullScreen(!isFullScreen()); });
	m_params->addParam("Auto rotate", &m_rotateMesh);
	m_params->addSeparator();
	m_params->addParam("Diffuse", &m_diffuseEnabled);
	m_params->addParam("Normal", &m_normalEnabled);
	m_params->addParam("Specular", &m_specularEnabled);
	m_params->addParam("AO", &m_aoEnabled);
	m_params->addParam("Emissive", &m_emissiveEnabled);
	m_params->addSeparator();
	m_params->addParam("Gamma", &m_gamma, "min=0.0 max=10.0 step=0.1");

	m_time = (float)getElapsedSeconds();
}