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); }
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(); } }