示例#1
0
void draw()
{
    Matrix4 view;
    Matrix4 projection;
    parg_zcam_matrices(&projection, &view);
    Matrix4 model = M4MakeIdentity();
    Matrix4 modelview = M4Mul(view, model);
    Matrix4 mvp = M4Mul(projection, modelview);
    parg_draw_clear();
    parg_shader_bind(P_SIMPLE);
    parg_uniform_matrix4f(U_MVP, &mvp);
    parg_varray_enable(
        parg_mesh_coord(trimesh), A_POSITION, 2, PARG_FLOAT, 0, 0);
    parg_draw_triangles(0, parg_mesh_ntriangles(trimesh));
}
示例#2
0
文件: zooming.c 项目: JaapSuter/parg
void draw()
{
    Matrix4 view;
    Matrix4 projection;
    parg_zcam_matrices(&projection, &view);
    Matrix4 model = M4MakeIdentity();
    Matrix4 modelview = M4Mul(view, model);
    Matrix4 mvp = M4Mul(projection, modelview);
    parg_draw_clear();
    parg_shader_bind(P_SIMPLE);
    parg_texture_bind(palmstexture, 0);
    parg_uniform_matrix4f(U_MVP, &mvp);
    parg_varray_enable(
        parg_mesh_coord(rectmesh), A_POSITION, 2, PARG_FLOAT, 0, 0);
    parg_varray_enable(parg_mesh_uv(rectmesh), A_TEXCOORD, 2, PARG_FLOAT, 0, 0);
    parg_draw_one_quad();
}
示例#3
0
void PezUpdate(unsigned int elapsedMicroseconds)
{
    const float RadiansPerMicrosecond = 0.0000005f;
    static float Theta = 0;
    Theta += elapsedMicroseconds * RadiansPerMicrosecond;
    
    Vector3 offset = V3MakeFromElems(0, 0, 0);
    Matrix4 model = M4MakeRotationZ(Theta);
    model = M4Mul(M4MakeTranslation(offset), model);
    model = M4Mul(model, M4MakeTranslation(V3Neg(offset)));

    Point3 eyePosition = P3MakeFromElems(0, 10, 0);
    Point3 targetPosition = P3MakeFromElems(0, 0, 0);
    Vector3 upVector = V3MakeFromElems(0, 0, 1);
    Matrix4 view = M4MakeLookAt(eyePosition, targetPosition, upVector);
    
    ModelviewMatrix = M4Mul(view, model);
}
示例#4
0
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);
}
示例#5
0
void PezUpdate(float seconds)
{
    const float RadiansPerSecond = 0.5f;
    Globals.Theta += seconds * RadiansPerSecond;
    Globals.Time += seconds;
    
    // Create the model-view matrix:
    Globals.ModelMatrix = M4MakeRotationZYX((Vector3){Globals.Theta, Globals.Theta, Globals.Theta});
    Point3 eye = {0, 0, -80};
    Point3 target = {0, 0, 0};
    Vector3 up = {0, 1, 0};
    Globals.ViewMatrix = M4MakeLookAt(eye, target, up);
    Globals.Modelview = M4Mul(Globals.ViewMatrix, Globals.ModelMatrix);
    Globals.NormalMatrix = M4GetUpper3x3(Globals.Modelview);
}
示例#6
0
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);
    }
}
示例#7
0
文件: klein.c 项目: JaapSuter/parg
void draw()
{
    Matrix4 modelview = view;
    Matrix4 mvp = M4Mul(projection, view);

    // Draw the background.
    parg_draw_clear();
    parg_shader_bind(P_TEXTURE);
    parg_texture_bind(abstract, 0);
    parg_uniform_matrix4f(U_MVP, &mvp);
    parg_varray_enable(
        parg_mesh_coord(backdrop), A_POSITION, 3, PARG_FLOAT, 0, 0);
    parg_varray_enable(parg_mesh_uv(backdrop), A_TEXCOORD, 2, PARG_FLOAT, 0, 0);
    parg_varray_bind(parg_mesh_index(backdrop));
    parg_draw_triangles_u16(0, parg_mesh_ntriangles(backdrop));
    parg_varray_disable(A_TEXCOORD);

    // Prep for the scene.
    modelview = M4Mul(view, model);
    mvp = M4Mul(projection, modelview);
    parg_texture_bind(kleintex, 0);
    parg_uniform_matrix4f(U_MVP, &mvp);
    parg_varray_enable(
        parg_mesh_coord(kleingeo), A_POSITION, 3, PARG_FLOAT, 0, 0);
    parg_varray_enable(parg_mesh_uv(kleingeo), A_TEXCOORD, 2, PARG_FLOAT, 0, 0);
    parg_varray_bind(parg_mesh_index(kleingeo));

    // Draw each chart of the Klein bottle, skipping the podium disk.
    int start = 0;
    for (int i = 0; i < NCHARTS; i++) {
        if (i != PODIUM_CHART) {
            parg_draw_triangles_u16(start, CHARTS[i]);
        }
        start += CHARTS[i];
    }

    // Draw it again for the reflection.
    parg_framebuffer_pushfbo(reflection, 0);
    parg_draw_clear();
    Matrix4 invert = M4MakeScale((Vector3){1, -1, 1});
    parg_state_cullfaces(0);
    Matrix4 flipped = M4Mul(model, invert);
    mvp = M4Mul(projection, M4Mul(view, flipped));
    parg_uniform_matrix4f(U_MVP, &mvp);
    start = 0;
    for (int i = 0; i < NCHARTS; i++) {
        if (i != PODIUM_CHART) {
            parg_draw_triangles_u16(start, CHARTS[i]);
        }
        start += CHARTS[i];
    }
    mvp = M4Mul(projection, modelview);
    parg_state_cullfaces(1);
    parg_framebuffer_popfbo();

    // Draw the podium.
    parg_shader_bind(P_PODIUM);
    parg_texture_bind(rust, 1);
    parg_framebuffer_bindtex(reflection, 2);
    parg_uniform1i(U_RUST, 1);
    parg_uniform1i(U_REFLECTION, 2);
    parg_uniform2f(U_RESOLUTION, resolution, resolution);
    parg_uniform_matrix4f(U_MVP, &mvp);
    start = 0;
    for (int i = 0; i < NCHARTS; i++) {
        if (i == PODIUM_CHART) {
            parg_draw_triangles_u16(start, CHARTS[i]);
        }
        start += CHARTS[i];
    }
    parg_varray_disable(A_TEXCOORD);

// Draw the walls of the cylinder.
#if CYLINDER
    parg_shader_bind(P_CYLINDER);
    parg_uniform_matrix4f(U_MVP, &mvp);
    parg_varray_enable(
        parg_mesh_coord(cylinder), A_POSITION, 3, PARG_FLOAT, 0, 0);
    parg_varray_bind(parg_mesh_index(cylinder));
    parg_draw_triangles_u16(0, parg_mesh_ntriangles(cylinder));
#endif

    // Draw the logo billboard.
    parg_state_blending(1);
    parg_state_depthtest(0);
    parg_shader_bind(P_LOGO);
    parg_uniform_matrix4f(U_MVP, &mvp);
    parg_texture_bind(logo, 0);
    parg_varray_enable(
        parg_mesh_coord(billboard), A_POSITION, 2, PARG_FLOAT, 0, 0);
    parg_varray_enable(
        parg_mesh_coord(billboard), A_TEXCOORD, 2, PARG_FLOAT, 0, 0);
    parg_draw_one_quad();
    parg_varray_disable(A_TEXCOORD);
    parg_state_blending(0);
    parg_state_depthtest(1);
}
示例#8
0
文件: hmap.c 项目: JaapSuter/parg
void draw()
{
    int mesh = 0, multi = 0, meshcolor = 0;
    switch (state) {
    case STATE_GRAY_SOURCE:
        parg_shader_bind(P_GRAY);
        parg_texture_bind(graytex, 0);
        parg_uniform1f(U_ZSCALE, 1);
        break;
    case STATE_COLOR_IH:
        mesh = 1;
        parg_shader_bind(P_GRAYMESH);
        parg_uniform1f(U_ZSCALE, 0.3);
        break;
    case STATE_COLOR_DHSCSI:
        mesh = multi = 1;
        parg_shader_bind(P_GRAYMESH);
        parg_uniform1f(U_ZSCALE, 0.3);
        break;
    case STATE_MULTI_RGBA:
    case STATE_MULTI_RGB:
    case STATE_MULTI_DIAGRAM:
        meshcolor = mesh = multi = 1;
        parg_shader_bind(P_GRAYMESH);
        parg_uniform1f(U_ZSCALE, 0.25);
        break;
    case STATE_COLOR_DEFAULT:
    case STATE_GRAY_DEFAULT:
    case STATE_GRAY_SIMPLIFY:
    case STATE_GRAY_INVERT:
    case STATE_GRAY_HEIGHTS:
        mesh = 1;
        parg_shader_bind(P_GRAYMESH);
        parg_uniform1f(U_ZSCALE, 1);
        break;
    case STATE_GRAY_MULTI:
        mesh = multi = 1;
        parg_shader_bind(P_GRAYMESH);
        parg_texture_bind(colortex, 0);
        parg_uniform1f(U_ZSCALE, 0.3);
        break;
    case STATE_GRAY_DUAL:
        mesh = multi = 1;
        parg_shader_bind(P_GRAYMESH);
        parg_texture_bind(colortex, 0);
        parg_uniform1f(U_ZSCALE, 1);
        break;
    case STATE_GRAY_DHS:
    case STATE_GRAY_DHSC:
        mesh = multi = 1;
        parg_shader_bind(P_GRAYMESH);
        parg_texture_bind(colortex, 0);
        parg_uniform1f(U_ZSCALE, 0.5);
        break;
    case STATE_COLOR_SOURCE:
        parg_texture_bind(colortex, 0);
        parg_shader_bind(P_COLOR);
        parg_uniform1f(U_ZSCALE, 1);
        break;
    default:
        break;
    }

    if (mesh) {
        for (int i = 0; i < sizeof(trimesh) / sizeof(trimesh[0]); i++) {
            parg_mesh_free(trimesh[i]);
        }
        memset(trimesh, 0, sizeof(trimesh));
        create_mesh();
    }

    Matrix4 model;
    if (mesh) {
        model = M4MakeScale(V3MakeFromElems(20, 20, 10));
        model = M4Mul(M4MakeTranslation(V3MakeFromElems(-10, -10, 0)), model);
    } else {
        model = M4MakeIdentity();
    }

    Matrix4 modelview = M4Mul(view, model);
    Matrix4 mvp = M4Mul(projection, modelview);
    parg_uniform_matrix4f(U_MVP, &mvp);
    parg_draw_clear();
    if (mesh) {
        Vector4 colors[3];
        colors[0] = (Vector4){0, 0.6, 0.9, 1};
        colors[1] = (Vector4){0, 0.9, 0.6, 1};
        colors[2] = (Vector4){0.9, 0.6, 0, 1};
        Vector4 black = {0, 0, 0, 1.0};

        for (int imesh = 0; imesh < nmeshes; imesh++) {
            parg_varray_enable(parg_mesh_coord(trimesh[imesh]), A_POSITION, 3,
                PARG_FLOAT, 0, 0);
            parg_varray_bind(parg_mesh_index(trimesh[imesh]));
            if (meshcolor) {
                unsigned int b = meshcolors[imesh] & 0xff;
                unsigned int g = (meshcolors[imesh] >> 8) & 0xff;
                unsigned int r = (meshcolors[imesh] >> 16) & 0xff;
                unsigned int a = (meshcolors[imesh] >> 24) & 0xff;
                Vector4 color;
                color.x = r / 255.0f;
                color.y = g / 255.0f;
                color.z = b / 255.0f;
                color.w = a / 255.0f;
                parg_uniform4f(U_COLOR, &color);
            } else {
                parg_uniform4f(U_COLOR, &colors[imesh]);
            }
            parg_draw_triangles_u16(0, parg_mesh_ntriangles(trimesh[imesh]));
            parg_uniform4f(U_COLOR, &black);
            parg_draw_wireframe_triangles_u16(
                0, parg_mesh_ntriangles(trimesh[imesh]));
        }

    } else {
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);
}