//Trees are 3x3 in X/Z, and fTrunkHeight+fConeHeight in the Y. void DrawTree(glutil::MatrixStack &modelMatrix, float trunkHeight = 2.0f, float coneHeight = 3.0f) { //Draw trunk. { glutil::PushStack push(modelMatrix); modelMatrix.Scale(glm::vec3(1.0f, trunkHeight, 1.0f)); modelMatrix.Translate(glm::vec3(0.0f, 0.5f, 0.0f)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.694f, 0.4f, 0.106f, 1.0f); cylinderMesh->Render(); glUseProgram(0); } //Draw the treetop { glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(0.0f, trunkHeight, 0.0f)); modelMatrix.Scale(glm::vec3(3.0f, coneHeight, 3.0f)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.0f, 1.0f, 0.0f, 1.0f); coneMesh->Render(); glUseProgram(0); } }
void DrawCarLight(glutil::MatrixStack &modelMatrix, float moveRight, float yScale, glm::vec4 color) { glutil::PushStack push(modelMatrix); modelMatrix.Translate(car->x(), 5.0f, car->z()); modelMatrix.RotateY(glm::degrees(car->degree())); modelMatrix.Translate(moveRight, 0, 0); modelMatrix.RotateZ(90); modelMatrix.Scale(1.0f, yScale, 1.0f); glUseProgram(ColorProvided.theProgram); glUniformMatrix4fv(ColorProvided.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(ColorProvided.baseColorUnif, color.r, color.g, color.b, color.a); g_pCylinderMesh->Render(); glUseProgram(0); }
//Columns are 1x1 in the X/Z, and fHieght units in the Y. void DrawColumn(glutil::MatrixStack &modelMatrix, float height = 5.0f) { //Draw the bottom of the column. { glutil::PushStack push(modelMatrix); modelMatrix.Scale(glm::vec3(1.0f, columnBaseHeight, 1.0f)); modelMatrix.Translate(glm::vec3(0.0f, 0.5f, 0.0f)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 1.0f, 1.0f, 1.0f, 1.0f); cubeTintMesh->Render(); glUseProgram(0); } //Draw the top of the column. { glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(0.0f, height - columnBaseHeight, 0.0f)); modelMatrix.Scale(glm::vec3(1.0f, columnBaseHeight, 1.0f)); modelMatrix.Translate(glm::vec3(0.0f, 0.5f, 0.0f)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f); cubeTintMesh->Render(); glUseProgram(0); } //Draw the main column. { glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(0.0f, columnBaseHeight, 0.0f)); modelMatrix.Scale(glm::vec3(0.8f, height - (columnBaseHeight * 2.0f), 0.8f)); modelMatrix.Translate(glm::vec3(0.0f, 0.5f, 0.0f)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f); cylinderMesh->Render(); glUseProgram(0); } }
void DrawTetrahedron(glutil::MatrixStack &modelMatrix) { glutil::PushStack push(modelMatrix); g_TetrahedronTimer.Update(); glm::mat4 worldToCamera = modelMatrix.Top(); modelMatrix.SetIdentity(); modelMatrix.Translate(40.0f, 2.0f, 75.0f); modelMatrix.RotateY(360.0f * g_TetrahedronTimer.GetAlpha()); modelMatrix.Translate(1.0f, 1.0f + sqrtf(2.0f) * 10, 1.0f); modelMatrix.Scale(10); modelMatrix.Rotate(glm::vec3(-0.707f, 0.0f, -0.707f), 54.735f); glUseProgram(ReflectorsAndLightProgram.reflectorsProgramData.theProgram); glUniform1f(ReflectorsAndLightProgram.reflectorsProgramData.shininess, 2.3f); glUniform3f(ReflectorsAndLightProgram.reflectorsProgramData.ks, 0.5f, 0.5f, 0.5f); glUniform3f(ReflectorsAndLightProgram.reflectorsProgramData.ka, 0.2f, 0.2f, 0.2f); glUniform3f(ReflectorsAndLightProgram.reflectorsProgramData.kd, 0.3f, 0.3f, 0.3f); glUniform1f(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.cutoffUnif, 73.0f); glUniform1f(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.exponentUnif, 3.0f); glUniform3fv(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.directionUnif, 1, glm::value_ptr(car->reflectorDirection())); glUniform3fv(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.intensityUnif, 1, glm::value_ptr(glm::vec3(0.8f, 0.8f, 0.8f))); SendReflectorPosition(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.positionLeftReflectorUnif, -0.2f, 0.2f, -0.5f); SendReflectorPosition(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.positionRightReflectorUnif, 0.2f, 0.2f, -0.5f); glUniformMatrix4fv(ReflectorsAndLightProgram.reflectorsProgramData.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniformMatrix4fv(ReflectorsAndLightProgram.reflectorsProgramData.worldToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(worldToCamera)); glUniform4fv(ReflectorsAndLightProgram.lightIntensityUnif, 1, glm::value_ptr(glm::vec4(0.7f, 0.7f, 0.7f, 1.0f))); glm::vec3 worldLightPos(CalcLightPosition()); glUniform3fv(ReflectorsAndLightProgram.worldSpaceLightPosUnif, 1, glm::value_ptr(worldLightPos)); g_pTetrahedronMesh->Render(); glUseProgram(0); }
void DrawForest(glutil::MatrixStack &modelMatrix) { for(int tree = 0; tree < ARRAY_COUNT(forest); tree++) { const TreeData &currTree = forest[tree]; glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(currTree.xPos, 0.0f, currTree.zPos)); DrawTree(modelMatrix, currTree.trunkHeight, currTree.coneHeight); } }
void DrawForest(glutil::MatrixStack &modelMatrix) { for(unsigned int iTree = 0; iTree < g_forest.size(); iTree++) { const TreeData &currTree = g_forest[iTree]; glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(currTree.fXPos, 0.0f, currTree.fZPos)); DrawTree(modelMatrix, currTree.fTrunkHeight, currTree.fConeHeight); } }
// Rysuje jedno œwiat³o samochodu void drawLight(glutil::MatrixStack &modelMatrix, glm::vec4 lightPos) { glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(lightPos)); modelMatrix.Scale(0.1f, 0.1f, 0.1f); glUseProgram(flatShader.theProgram); glUniformMatrix4fv(flatShader.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(flatShader.objectColorUnif, 0.9078f, 0.9706f, 0.1922f, 1.0f); g_pCubeMesh->Render("flat"); }
void DrawTrunk(glutil::MatrixStack &modelMatrix, float fTrunkHeight) { glutil::PushStack push(modelMatrix); modelMatrix.Scale(glm::vec3(1.0f, fTrunkHeight, 1.0f)); modelMatrix.Translate(glm::vec3(0.0f, 0.5f, 0.0f)); glUseProgram(ColorProvided.theProgram); glUniformMatrix4fv(ColorProvided.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(ColorProvided.baseColorUnif, 0.55f, 0.35f, 0.056f, 1.0f); g_pCylinderMesh->Render(); glUseProgram(0); }
void DrawArmchair2(glutil::MatrixStack &modelMatrix) { //Draw armchair 2 glutil::PushStack push(modelMatrix); modelMatrix.Scale(glm::vec3(g_fArmchair2Width, g_fArmchair2Height, g_fArmchair2Length)); modelMatrix.Translate(glm::vec3(-8.0f, 0.5f, 0.0f)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f); g_pCylinderMesh->Render(); glUseProgram(0); }
void DrawWall2(glutil::MatrixStack &modelMatrix) { //Draw wall 2 glutil::PushStack push(modelMatrix); modelMatrix.Scale(glm::vec3(g_fWall2Width, g_fWall2Height, g_fWall2Length)); modelMatrix.Translate(glm::vec3(0.0f, 0.5f, -9.5f)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f); g_pCubeTintMesh->Render(); glUseProgram(0); }
void DrawPlant1(glutil::MatrixStack &modelMatrix) { //Draw plant 1 glutil::PushStack push(modelMatrix); modelMatrix.Scale(glm::vec3(g_fPlant1Width, g_fPlant1Height, g_fPlant1Length)); modelMatrix.Translate(glm::vec3(-2.8f, 1.0f, 2.5f)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f); g_pCubeTintMesh->Render(); glUseProgram(0); }
void DrawCar(glutil::MatrixStack &modelMatrix) { glutil::PushStack push(modelMatrix); modelMatrix.Translate(car->x(), 0, car->z()); modelMatrix.Scale(car->scale()); modelMatrix.RotateY(glm::degrees(car->degree())); glUseProgram(UniformColor.theProgram); glUniformMatrix4fv(UniformColor.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColor.baseColorUnif, 0.2f, 0.2f, 0.7f, 1.0f); car->Render(); glUseProgram(0); }
void DrawLookAtPoint(glutil::MatrixStack &modelMatrix) { glDisable(GL_DEPTH_TEST); glutil::PushStack push(modelMatrix); modelMatrix.SetIdentity(); modelMatrix.Translate(glm::vec3(0.0f, 0.0f, -g_viewPole.GetView().radius)); glUseProgram(UniformColor.theProgram); glUniformMatrix4fv(UniformColor.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); g_pCylinderMesh->Render(); glUseProgram(0); glEnable(GL_DEPTH_TEST); }
void DrawCarpet(glutil::MatrixStack &modelMatrix) { //Draw carpet glutil::PushStack push(modelMatrix); float fElapsedTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f; modelMatrix.Scale(glm::vec3(g_fCarpetWidth, g_fCarpetHeight, g_fCarpetLength)); modelMatrix.Translate(BottomCircleOffset(fElapsedTime)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f); g_pCylinderMesh->Render(); glUseProgram(0); }
void DrawTableLegsInLoop(glutil::MatrixStack &modelMatrix) { for (int i = 0; i < ARRAY_COUNT(g_tableLegs); i++) { const TableLegsData &currLeg = g_tableLegs[i]; glutil::PushStack push(modelMatrix); modelMatrix.Scale(glm::vec3(g_fTableLegWidth, g_fTableLegHeight, g_fTableLegLength)); modelMatrix.Translate(glm::vec3(currLeg.fXPos, currLeg.fYPos, currLeg.fZPos)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f); g_pCubeTintMesh->Render(); glUseProgram(0); } }
void DrawPlant3InLoop(glutil::MatrixStack &modelMatrix) { for (int i = 0; i < ARRAY_COUNT(g_leaves); i++) { const LeavesData &currLeaf = g_leaves[i]; glutil::PushStack push(modelMatrix); modelMatrix.Scale(glm::vec3(g_fPlant3Width, g_fPlant3Height, g_fPlant3Length)); modelMatrix.Translate(glm::vec3(currLeaf.fXPos, currLeaf.fYPos, currLeaf.fZPos)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f); g_pCylinderMesh->Render(); glUseProgram(0); } }
void DrawRoad(glutil::MatrixStack &modelMatrix) { glutil::PushStack push(modelMatrix); glDisable(GL_DEPTH_TEST); glm::mat4 worldToCamera = modelMatrix.Top(); modelMatrix.SetIdentity(); modelMatrix.Scale(glm::vec3(30.0f, 1.0f, 100.0f)); modelMatrix.Translate(0.0f, 0.0f, -0.5f); glUseProgram(UniformColorAndLightProgram.theProgram); glUniformMatrix4fv(UniformColorAndLightProgram.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform3f(UniformColorAndLightProgram.ka, 0.3f, 0.3f, 0.3f); glUniform1f(UniformColorAndLightProgram.spotLight.cutoffUnif, 73.0); glUniform1f(UniformColorAndLightProgram.spotLight.exponentUnif, 3.0); glUniform3fv(UniformColorAndLightProgram.spotLight.directionUnif, 1, glm::value_ptr(car->reflectorDirection())); glUniform3fv(UniformColorAndLightProgram.spotLight.intensityUnif, 1, glm::value_ptr(glm::vec3(1.0, 1.0, 1.0))); SendReflectorPosition(UniformColorAndLightProgram.spotLight.positionLeftReflectorUnif, -0.2f, 0.2f, 0.5f); SendReflectorPosition(UniformColorAndLightProgram.spotLight.positionRightReflectorUnif, 0.2f, 0.2f, 0.5f); glUniformMatrix4fv(UniformColorAndLightProgram.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniformMatrix4fv(UniformColorAndLightProgram.worldToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(worldToCamera)); glUniformMatrix4fv(UniformColorAndLightProgram.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorAndLightProgram.baseColorUnif, 0.72f, 0.71f, 0.35f, 1.0f); glUniform4fv(UniformColorAndLightProgram.lightIntensityUnif, 1, glm::value_ptr(glm::vec4(0.3f, 0.3f, 0.3f, 1.0f))); glm::vec3 worldLightPos(CalcLightPosition()); glUniform3fv(UniformColorAndLightProgram.worldSpaceLightPosUnif, 1, glm::value_ptr(worldLightPos)); g_pPlaneMesh->Render(); glUseProgram(0); glEnable(GL_DEPTH_TEST); }
// Rysuje kolorow¹ siatkê na danej pozycji i z danym parametrem shine void drawColoredMesh(glutil::MatrixStack &modelMatrix, glm::vec4 &lightPos, Framework::Mesh *mesh, glm::vec3 position, float shine) { glutil::PushStack push(modelMatrix); modelMatrix.Translate(position); glm::mat4 invTransform = glm::inverse(modelMatrix.Top()); glm::vec4 lightPosModelSpace = invTransform * lightPosCameraSpace; glm::vec3 directionModelSpace = direction * glm::vec3(lightPosCameraSpace); glUseProgram(adsShader.theProgram); glUniformMatrix4fv(adsShader.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform3fv(adsShader.position, 1, glm::value_ptr(lightPosModelSpace)); glUniform3f(adsShader.position2, lightPosModelSpace[0], lightPosModelSpace[1], lightPosModelSpace[2] + nextLight); glUniform1f(adsShader.Shininess, shine); glUniform3f(adsShader.Kd, strength*0.3f, strength*0.3f, strength*0.3f); glUniform3f(adsShader.Ks, 0.1f, 0.1f, 0.1f); mesh->Render("lit-color"); glUseProgram(0); }
// Rysuje samochód, zaczynaj¹c od œwiate³ void drawCar(glutil::MatrixStack &modelMatrix, glm::vec4 &lightPos) { drawLight(modelMatrix, lightPos); drawLight(modelMatrix, lightPos + glm::vec4(0.0, 0.0, nextLight, 0.0)); glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(carPosition) + glm::vec3(1.55f, 0.0, 0.75)); modelMatrix.Scale(3.0f, 0.8f, 2.1f); glm::mat4 invTransform = glm::inverse(modelMatrix.Top()); glm::vec4 lightPosModelSpace = invTransform * lightPosCameraSpace; glm::vec3 directionModelSpace = direction * glm::vec3(lightPosCameraSpace); glUseProgram(adsShader.theProgram); glUniformMatrix4fv(adsShader.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform3fv(adsShader.position, 1, glm::value_ptr(lightPosModelSpace)); glUniform3f(adsShader.position2, lightPosModelSpace[0], lightPosModelSpace[1], lightPosModelSpace[2] + nextLight); g_pCubeMesh->Render("color"); }
void DrawShip(glutil::MatrixStack &modelMatrix) { glutil::PushStack push(modelMatrix); glm::mat4 worldToCamera = modelMatrix.Top(); modelMatrix.SetIdentity(); modelMatrix.Translate(glm::vec3(0.0f, 2.0f, 50.0f)); modelMatrix.Scale(3); modelMatrix.Rotate(glm::vec3(0, 1.0f, 0), -34); modelMatrix.Rotate(glm::vec3(0.5, 0.0, 0.5), 10); glUseProgram(ReflectorsAndLightProgram.reflectorsProgramData.theProgram); glUniform1f(ReflectorsAndLightProgram.reflectorsProgramData.shininess, 2.3f); glUniform3f(ReflectorsAndLightProgram.reflectorsProgramData.ks, 0.5f, 0.5f, 0.5f); glUniform3f(ReflectorsAndLightProgram.reflectorsProgramData.ka, 0.3f, 0.3f, 0.3f); glUniform3f(ReflectorsAndLightProgram.reflectorsProgramData.kd, 0.3f, 0.3f, 0.3f); glUniform1f(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.cutoffUnif, 73.0); glUniform1f(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.exponentUnif, 3.0); glUniform3fv(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.directionUnif, 1, glm::value_ptr(car->reflectorDirection())); glUniform3fv(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.intensityUnif, 1, glm::value_ptr(glm::vec3(0.8, 0.8, 0.8))); SendReflectorPosition(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.positionLeftReflectorUnif, -0.2f, 0.2f, 0.5f); SendReflectorPosition(ReflectorsAndLightProgram.reflectorsProgramData.spotLight.positionRightReflectorUnif, 0.2f, 0.2f, 0.5f); glUniformMatrix4fv(ReflectorsAndLightProgram.reflectorsProgramData.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniformMatrix4fv(ReflectorsAndLightProgram.reflectorsProgramData.worldToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(worldToCamera)); glm::vec3 worldLightPos(CalcLightPosition()); glUniform3fv(ReflectorsAndLightProgram.worldSpaceLightPosUnif, 1, glm::value_ptr(worldLightPos)); g_pShip->Render(); glUseProgram(0); }
void DrawCandlesInLoop(glutil::MatrixStack &modelMatrix) { for (int i = 0; i < ARRAY_COUNT(g_candles); i++) { const CandlesData &currCandle = g_candles[i]; glutil::PushStack push(modelMatrix); float fElapsedTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f; modelMatrix.Scale(glm::vec3(g_fCandleWidth, currCandle.fCandleHeight, g_fCandleLength)); modelMatrix.Translate(MoveCandlesUpAndDown(fElapsedTime, currCandle)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f); g_pCylinderMesh->Render(); glUseProgram(0); } }
void DrawSphere(glutil::MatrixStack &modelMatrix) { glutil::PushStack push(modelMatrix); g_SphereTimer.Update(); float fCurrTimeThroughLoop = g_SphereTimer.GetAlpha(); glm::vec3 pos(0.0f); pos.x = cosf(fCurrTimeThroughLoop * (3.14159f * 2.0f)) * g_fSphereRadius; pos.z = sinf(fCurrTimeThroughLoop * (3.14159f * 2.0f)) * g_fSphereRadius - 50.0f; pos.y = g_fSphereBaseHeight + sinf(fCurrTimeThroughLoop * (3.14159f * 2.0f)) * g_SphereDiffHeight; modelMatrix.Translate(pos); modelMatrix.Scale(10); glUseProgram(UniformColor.theProgram); glUniformMatrix4fv(UniformColor.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColor.baseColorUnif, 0.8f, 0.8f, 0.7f, 1.0f); g_pSphereMesh->Render(); glUseProgram(0); }
void DrawParthenon(glutil::MatrixStack &modelMatrix) { //Draw base. { glutil::PushStack push(modelMatrix); modelMatrix.Scale(glm::vec3(parthenonWidth, parthenonBaseHeight, parthenonLength)); modelMatrix.Translate(glm::vec3(0.0f, 0.5f, 0.0f)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f); cubeTintMesh->Render(); glUseProgram(0); } //Draw top. { glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(0.0f, parthenonColumnHeight + parthenonBaseHeight, 0.0f)); modelMatrix.Scale(glm::vec3(parthenonWidth, parthenonTopHeight, parthenonLength)); modelMatrix.Translate(glm::vec3(0.0f, 0.5f, 0.0f)); glUseProgram(UniformColorTint.theProgram); glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f); cubeTintMesh->Render(); glUseProgram(0); } //Draw columns. const float frontZVal = (parthenonLength / 2.0f) - 1.0f; const float rightXVal = (parthenonWidth / 2.0f) - 1.0f; for(int columnNum = 0; columnNum < int(parthenonWidth / 2.0f); columnNum++) { { glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3((2.0f * columnNum) - (parthenonWidth / 2.0f) + 1.0f, parthenonBaseHeight, frontZVal)); DrawColumn(modelMatrix, parthenonColumnHeight); } { glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3((2.0f * columnNum) - (parthenonWidth / 2.0f) + 1.0f, parthenonBaseHeight, -frontZVal)); DrawColumn(modelMatrix, parthenonColumnHeight); } } //Don't draw the first or last columns, since they've been drawn already. for(int columnNum = 1; columnNum < int((parthenonLength - 2.0f) / 2.0f); columnNum++) { { glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(rightXVal, parthenonBaseHeight, (2.0f * columnNum) - (parthenonLength / 2.0f) + 1.0f)); DrawColumn(modelMatrix, parthenonColumnHeight); } { glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(-rightXVal, parthenonBaseHeight, (2.0f * columnNum) - (parthenonLength / 2.0f) + 1.0f)); DrawColumn(modelMatrix, parthenonColumnHeight); } } //Draw interior. { glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(0.0f, 1.0f, 0.0f)); modelMatrix.Scale(glm::vec3(parthenonWidth - 6.0f, parthenonColumnHeight, parthenonLength - 6.0f)); modelMatrix.Translate(glm::vec3(0.0f, 0.5f, 0.0f)); glUseProgram(ObjectColor.theProgram); glUniformMatrix4fv(ObjectColor.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); cubeColorMesh->Render(); glUseProgram(0); } //Draw headpiece. { glutil::PushStack push(modelMatrix); modelMatrix.Translate(glm::vec3(0.0f, parthenonColumnHeight + parthenonBaseHeight + (parthenonTopHeight / 2.0f), parthenonLength / 2.0f)); modelMatrix.RotateX(-135.0f); modelMatrix.RotateY(45.0f); glUseProgram(ObjectColor.theProgram); glUniformMatrix4fv(ObjectColor.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top())); cubeColorMesh->Render(); glUseProgram(0); } }
void Scene::Draw( glutil::MatrixStack &modelMatrix, int materialBlockIndex, float alphaTetra ) { //Render the ground plane. { glutil::PushStack push(modelMatrix); modelMatrix.RotateX(-90); DrawObject(m_pTerrainMesh.get(), GetProgram(LP_VERT_COLOR_DIFFUSE), materialBlockIndex, 0, modelMatrix); } //Render the tetrahedron object. { glutil::PushStack push(modelMatrix); modelMatrix.Translate(75.0f, 5.0f, 75.0f); modelMatrix.RotateY(360.0f * alphaTetra); modelMatrix.Scale(10.0f, 10.0f, 10.0f); modelMatrix.Translate(0.0f, sqrtf(2.0f), 0.0f); modelMatrix.Rotate(glm::vec3(-0.707f, 0.0f, -0.707f), 54.735f); DrawObject(m_pTetraMesh.get(), "lit-color", GetProgram(LP_VERT_COLOR_DIFFUSE_SPECULAR), materialBlockIndex, 1, modelMatrix); } //Render the monolith object. { glutil::PushStack push(modelMatrix); modelMatrix.Translate(88.0f, 5.0f, -80.0f); modelMatrix.Scale(4.0f, 4.0f, 4.0f); modelMatrix.Scale(4.0f, 9.0f, 1.0f); modelMatrix.Translate(0.0f, 0.5f, 0.0f); DrawObject(m_pCubeMesh.get(), "lit", GetProgram(LP_MTL_COLOR_DIFFUSE_SPECULAR), materialBlockIndex, 2, modelMatrix); } //Render the cube object. { glutil::PushStack push(modelMatrix); modelMatrix.Translate(-52.5f, 14.0f, 65.0f); modelMatrix.RotateZ(50.0f); modelMatrix.RotateY(-10.0f); modelMatrix.Scale(20.0f, 20.0f, 20.0f); DrawObject(m_pCubeMesh.get(), "lit-color", GetProgram(LP_VERT_COLOR_DIFFUSE_SPECULAR), materialBlockIndex, 3, modelMatrix); } //Render the cylinder. { glutil::PushStack push(modelMatrix); modelMatrix.Translate(-7.0f, 30.0f, -14.0f); modelMatrix.Scale(15.0f, 55.0f, 15.0f); modelMatrix.Translate(0.0f, 0.5f, 0.0f); DrawObject(m_pCylMesh.get(), "lit-color", GetProgram(LP_VERT_COLOR_DIFFUSE_SPECULAR), materialBlockIndex, 4, modelMatrix); } //Render the sphere. { glutil::PushStack push(modelMatrix); modelMatrix.Translate(-83.0f, 14.0f, -77.0f); modelMatrix.Scale(20.0f, 20.0f, 20.0f); DrawObject(m_pSphereMesh.get(), "lit", GetProgram(LP_MTL_COLOR_DIFFUSE_SPECULAR), materialBlockIndex, 5, modelMatrix); } }