int tick(float winwidth, float winheight, float pixratio, float seconds) { resolution = pixratio * winwidth; const float RADIANS_PER_SECOND = 3.14; float theta = seconds * RADIANS_PER_SECOND; model = M4MakeRotationY(theta); return 1; }
void PezUpdate(float seconds) { const float RadiansPerSecond = 0.5f; Globals.Theta += seconds * RadiansPerSecond; // Create the model-view matrix: Globals.Transforms.Model = M4MakeRotationY(Globals.Theta); Point3 eye = {0, 0, 4}; Point3 target = {0, 0, 0}; Vector3 up = {0, 1, 0}; Globals.Transforms.View = M4MakeLookAt(eye, target, up); Globals.Transforms.Modelview = M4Mul(Globals.Transforms.View, Globals.Transforms.Model); Globals.Transforms.Normal = M4GetUpper3x3(Globals.Transforms.Modelview); for (int i = 0; i < 9; ++i) { Globals.Transforms.PackedNormal[i] = M3GetElem(Globals.Transforms.Normal, i/3, i%3); } }
void SetUniforms() { glUniformMatrix4fv(u("ViewMatrix"), 1, 0, pf(Scene.ViewMatrix)); glUniformMatrix4fv(u("Projection"), 1, 0, pf(Scene.Projection)); Matrix4 spinMatrix = M4MakeRotationY(Scene.Theta); Matrix4 scaleMatrix = M4MakeScale(V3MakeFromScalar(2.0f)); Matrix4 modelMatrix = M4Mul(scaleMatrix, spinMatrix); Matrix4 modelview = M4Mul(Scene.ViewMatrix, modelMatrix); Matrix3 normalMatrix = M4GetUpper3x3(modelview); glUniformMatrix4fv(u("ModelMatrix"), 1, 0, pf(modelMatrix)); glUniformMatrix4fv(u("Modelview"), 1, 0, pf(modelview)); glUniformMatrix3fv(u("NormalMatrix"), 1, 0, pf(normalMatrix)); glUniform1f(u("YScale"), YScale); glUniform1f(u("YOffset"), YOffset); glUniform4f(u("Color"), 1, 1, 1, 1); glUniform1f(u("TessLevelInner"), TessLevel); glUniform1f(u("TessLevelOuter"), TessLevel); }
void PezRender() { #define Instances 7 Matrix4 Model[Instances]; Model[0] = M4MakeRotationY(Globals.Theta); Model[1] = M4Mul(M4Mul( M4MakeTranslation((Vector3){0, 0, 0.6}), M4MakeScale(V3MakeFromScalar(0.25))), M4MakeRotationX(Pi/2) ); Model[2] = Model[3] = Model[4] = Model[1]; Model[1] = M4Mul(M4MakeRotationY(Globals.Theta), Model[1]); Model[2] = M4Mul(M4MakeRotationY(Globals.Theta + Pi/2), Model[2]); Model[3] = M4Mul(M4MakeRotationY(Globals.Theta - Pi/2), Model[3]); Model[4] = M4Mul(M4MakeRotationY(Globals.Theta + Pi), Model[4]); Model[5] = M4Mul(M4Mul( M4MakeScale(V3MakeFromScalar(0.5)), M4MakeTranslation((Vector3){0, 1.25, 0})), M4MakeRotationY(-Globals.Theta) ); Model[6] = M4Mul(M4Mul( M4MakeScale(V3MakeFromScalar(0.5)), M4MakeTranslation((Vector3){0, -1.25, 0})), M4MakeRotationY(-Globals.Theta) ); Vector3 LightPosition = {0.5, 0.25, 1.0}; // world space Vector3 EyePosition = {0, 0, 1}; // world space Matrix4 MVP[Instances]; Vector3 Lhat[Instances]; Vector3 Hhat[Instances]; for (int i = 0; i < Instances; i++) { Matrix4 mv = M4Mul(Globals.View, Model[i]); MVP[i] = M4Mul(Globals.Projection, mv); Matrix3 m = M3Transpose(M4GetUpper3x3(Model[i])); Lhat[i] = M3MulV3(m, V3Normalize(LightPosition)); // object space Vector3 Eye = M3MulV3(m, V3Normalize(EyePosition)); // object space Hhat[i] = V3Normalize(V3Add(Lhat[i], Eye)); } int instanceCount = Instances; MeshPod* mesh = &Globals.Cylinder; glBindFramebuffer(GL_FRAMEBUFFER, Globals.FboHandle); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glUseProgram(Globals.LitProgram); glUniform3f(u("SpecularMaterial"), 0.4, 0.4, 0.4); glUniform4f(u("FrontMaterial"), 0, 0, 1, 1); glUniform4f(u("BackMaterial"), 0.5, 0.5, 0, 1); glUniform3fv(u("Hhat"), Instances, &Hhat[0].x); glUniform3fv(u("Lhat"), Instances, &Lhat[0].x); glUniformMatrix4fv(u("ModelviewProjection"), Instances, 0, (float*) &MVP[0]); glBindVertexArray(mesh->FillVao); glDrawElementsInstanced(GL_TRIANGLES, mesh->FillIndexCount, GL_UNSIGNED_SHORT, 0, instanceCount); glUseProgram(Globals.SimpleProgram); glUniform4f(u("Color"), 0, 0, 0, 1); glUniformMatrix4fv(u("ModelviewProjection"), Instances, 0, (float*) &MVP[0]); glDepthMask(GL_FALSE); glBindVertexArray(mesh->LineVao); glDrawElementsInstanced(GL_LINES, mesh->LineIndexCount, GL_UNSIGNED_SHORT, 0, instanceCount); glDepthMask(GL_TRUE); glDisable(GL_DEPTH_TEST); glBindFramebuffer(GL_FRAMEBUFFER, 0); glUseProgram(Globals.QuadProgram); glBindTexture(GL_TEXTURE_2D, Globals.FboTexture); glBindVertexArray(Globals.Grid.FillVao); glDrawElements(GL_TRIANGLES, Globals.Grid.FillIndexCount, GL_UNSIGNED_SHORT, 0); if (1) { glUseProgram(Globals.GridProgram); glBindVertexArray(Globals.Grid.LineVao); glDrawElements(GL_LINES, Globals.Grid.LineIndexCount, GL_UNSIGNED_SHORT, 0); } glBindTexture(GL_TEXTURE_2D, 0); }