/*!**************************************************************************** @Function RenderLoadingScene @Input iFrame @Description Renders an animated loading screen. ******************************************************************************/ void OGLES2MultiThreading::RenderLoadingScene(int iFrame) { bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); float fHW = PVRShellGet(prefWidth) / 2.0f; float fHH = PVRShellGet(prefHeight) / 2.0f; PVRTMat4 mxProjection = PVRTMat4::Ortho(-fHW, fHH, fHW, -fHH, -1.0f, 1.0f, PVRTMat4::OGL, bRotate); /* Clears the color buffer. */ glClear(GL_COLOR_BUFFER_BIT); // Actually use the created program glUseProgram(handles.uiLoadProgram); // First gets the location of that variable in the shader using its name int i32MVPLocation = glGetUniformLocation(handles.uiLoadProgram, "myPMVMatrix"); int i32ColLocation = glGetUniformLocation(handles.uiLoadProgram, "myCol"); for(int iCircleIdx = 0; iCircleIdx < c_iNumCircles; ++iCircleIdx) { int iProg = iFrame+iCircleIdx*4; float fScale = (0.75f + cos(iProg * 0.1f) * 0.25f); float fY = sin(iProg * 0.1f) * 25.0f; // Then passes the matrix to that variable PVRTMat4 mxMVP = mxProjection * PVRTMat4::Translation(-175.0f + iCircleIdx * 50.0f, fY, 0.0f) * PVRTMat4::Scale(fScale,fScale,1.0f); glUniformMatrix4fv(i32MVPLocation, 1, GL_FALSE, mxMVP.ptr()); // Pass the colour glUniform3f(i32ColLocation, c_vCircleCols[iCircleIdx].x, c_vCircleCols[iCircleIdx].y, c_vCircleCols[iCircleIdx].z); // Draw the loading circle glBindBuffer(GL_ARRAY_BUFFER, handles.uiLoadVbo); glEnableVertexAttribArray(VERTEX_ARRAY); glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, 0, 0); // Submit glDrawArrays(GL_TRIANGLE_FAN, 0, c_iNumCirclePoints+2); glDisableVertexAttribArray(VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); } float fW; loadingText.SetProjection(mxProjection); ELoadingProgress eProgress = eProgress_Init; EnterCriticalSection(&handles.mutex); eProgress = g_eProgress; LeaveCriticalSection(&handles.mutex); loadingText.MeasureText(&fW, NULL, 1.0f, c_pszLoadingProgress[eProgress]); loadingText.Print3D(-fW*0.5f, -50.0f, 1.0f, 0xFFFFFFFF, c_pszLoadingProgress[eProgress]); loadingText.Flush(); }
/*!*************************************************************************** @Function RenderTitle @Input fFadeAmount @Description Draws the title text. *****************************************************************************/ void OGLES2IntroducingPrint3D::RenderTitle(float fFadeAmount) { unsigned int uiCol = (((unsigned int)(fFadeAmount * 255)) << 24) | 0x00FFFF; float fW = PVRShellGet(prefWidth) * 0.5f; float fH = PVRShellGet(prefHeight) * 0.5f; bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); /* Print3D can optionally be provided with user-defined projection and modelview matrices which allow custom layout of text. Here we are just providing a projection matrix so that text can be placed in viewport coordinates, rather than the default, more abstract coordinate system of 0.0-100.0. */ PVRTMat4 mProjection = PVRTMat4::Ortho(-fW, fH, fW, -fH, -1.0f, 1.0f, PVRTMat4::OGL, bRotate); m_IntroText.SetProjection(mProjection); /* Using the MeasureText() method provided by Print3D, we can determine the bounding-box size of a string of text. This can be useful for justify text centrally, as we are doing here. */ float fLine1W = 0.0f; float fLine2W = 0.0f; m_IntroText.MeasureText(&fLine1W, NULL, 1.0f, "introducing"); m_IntroText.MeasureText(&fLine2W, NULL, 1.0f, "print3d"); /* Display some text. Print3D() function allows to draw text anywhere on the screen using any colour. Param 1: Position of the text along X Param 2: Position of the text along Y Param 3: Scale of the text Param 4: Colour of the text (0xAABBGGRR format) Param 5: Formatted string (uses the same syntax as printf) ... */ m_IntroText.Print3D(-fLine1W*0.5f, 50.0f, 1.0f, uiCol, "introducing"); m_IntroText.Print3D(-fLine2W*0.5f, 0.0f, 1.0f, uiCol, "print3d"); // Tells Print3D to do all the pending text rendering now m_IntroText.Flush(); }
/*!**************************************************************************** @Function RenderScene @Return bool true if no error occured @Description Main rendering loop function of the program. The shell will call this function every frame. eglSwapBuffers() will be performed by PVRShell automatically. PVRShell will also manage important OS events. Will also manage relevent OS events. The user has access to these events through an abstraction layer provided by PVRShell. ******************************************************************************/ bool OGLES2MaximumIntensityBlend::RenderScene() { // Clears the color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Enable blending glEnable(GL_BLEND); glBlendEquation(GL_MAX_EXT); /* Calculates the frame number to animate in a time-based manner. Uses the shell function PVRShellGetTime() to get the time in milliseconds. */ unsigned long ulTime = PVRShellGetTime(); unsigned long ulDeltaTime = ulTime - m_ulTimePrev; m_ulTimePrev = ulTime; m_fFrame += (float)ulDeltaTime * DEMO_FRAME_RATE; if (m_fFrame > m_Scene.nNumFrame-1) m_fFrame = 0; // Sets the scene animation to this frame m_Scene.SetFrame(m_fFrame); PVRTVec3 vLightDir; { PVRTVec3 vFrom, vTo, vUp; VERTTYPE fFOV; vUp.x = 0.0f; vUp.y = 1.0f; vUp.z = 0.0f; // We can get the camera position, target and field of view (fov) with GetCameraPos() fFOV = m_Scene.GetCameraPos(vFrom, vTo, 0) * 0.6; /* We can build the world view matrix from the camera position, target and an up vector. For this we use PVRTMat4LookAtRH(). */ m_mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp); vLightDir = vFrom; // Calculates the projection matrix bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); m_mProjection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), CAM_NEAR, CAM_FAR, PVRTMat4::OGL, bRotate); } /* A scene is composed of nodes. There are 3 types of nodes: - MeshNodes : references a mesh in the pMesh[]. These nodes are at the beginning of the pNode[] array. And there are nNumMeshNode number of them. This way the .pod format can instantiate several times the same mesh with different attributes. - lights - cameras To draw a scene, you must go through all the MeshNodes and draw the referenced meshes. */ for (int i=0; i<(int)m_Scene.nNumMeshNode; i++) { SPODNode* pNode = &m_Scene.pNode[i]; // Gets pMesh referenced by the pNode SPODMesh* pMesh = &m_Scene.pMesh[pNode->nIdx]; glBindBuffer(GL_ARRAY_BUFFER, m_aiVboID[i]); // Gets the node model matrix PVRTMat4 mWorld; mWorld = m_Scene.GetWorldMatrix(*pNode); PVRTMat4 mWorldView; mWorldView = m_mView * mWorld; // Retrieve the list of required uniforms CPVRTPFXEffect* pEffect; SPODMaterial* pMat = &m_Scene.pMaterial[pNode->nIdxMaterial]; if(pMat->nIdxTexDiffuse != -1) { pEffect = m_pEffectTextured; } else { pEffect = m_pEffect; } pEffect->Activate(); const CPVRTArray<SPVRTPFXUniform>& aUniforms = pEffect->GetUniformArray(); /* Now we loop over the uniforms requested by the PFX file. Using the switch statement allows us to handle all of the required semantics */ for(unsigned int j = 0; j < aUniforms.GetSize(); ++j) { switch(aUniforms[j].nSemantic) { case ePVRTPFX_UsPOSITION: { glVertexAttribPointer(aUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData); glEnableVertexAttribArray(aUniforms[j].nLocation); } break; case ePVRTPFX_UsNORMAL: { glVertexAttribPointer(aUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData); glEnableVertexAttribArray(aUniforms[j].nLocation); } break; case ePVRTPFX_UsUV: { glVertexAttribPointer(aUniforms[j].nLocation, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData); glEnableVertexAttribArray(aUniforms[j].nLocation); } break; case ePVRTPFX_UsWORLDVIEWPROJECTION: { PVRTMat4 mWVP; // Passes the world-view-projection matrix (WVP) to the shader to transform the vertices mWVP = m_mProjection * mWorldView; glUniformMatrix4fv(aUniforms[j].nLocation, 1, GL_FALSE, mWVP.f); } break; case eUsINTENSITY: { int iMat = pNode->nIdxMaterial; SPODMaterial* pMat = &m_Scene.pMaterial[iMat]; float fIntensity = pMat->pfMatDiffuse[0]; // Take R value for intensity glUniform1f(aUniforms[j].nLocation, fIntensity); } break; case ePVRTPFX_UsTEXTURE: { glUniform1i(aUniforms[j].nLocation, 0); } break; case ePVRTPFX_UsWORLDVIEWIT: { PVRTMat3 mWorldViewIT3x3(mWorldView.inverse().transpose()); glUniformMatrix3fv(aUniforms[j].nLocation, 1, GL_FALSE, mWorldViewIT3x3.f); } break; case ePVRTPFX_UsLIGHTDIREYE: { PVRTVec4 vLightDirView = (m_mView * PVRTVec4(-vLightDir, 1.0f)).normalize(); glUniform3fv(aUniforms[j].nLocation, 1, vLightDirView.ptr()); } break; } } /* Now that the model-view matrix is set and the materials ready, call another function to actually draw the mesh. */ DrawMesh(pMesh); glBindBuffer(GL_ARRAY_BUFFER, 0); /* Now disable all of the enabled attribute arrays that the PFX requested. */ for(unsigned int j = 0; j < aUniforms.GetSize(); ++j) { switch(aUniforms[j].nSemantic) { case ePVRTPFX_UsNORMAL: case ePVRTPFX_UsUV: case ePVRTPFX_UsPOSITION: { glDisableVertexAttribArray(aUniforms[j].nLocation); } break; } } } // Reset blending // Enable blending glBlendEquation(GL_FUNC_ADD); glDisable(GL_BLEND); // Determine which title to show. The default title is quite long, so we display a shortened version if // it cannot fit on the screen. const char* pszTitle = NULL; { bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); float fW, fH; m_Print3D.MeasureText(&fW, &fH, 1.0f, c_pszTitle); int iScreenW = bRotate ? PVRShellGet(prefHeight) : PVRShellGet(prefWidth); if((int)fW >= iScreenW) { pszTitle = c_pszTitleShort; } else { pszTitle = c_pszTitle; } } // Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools m_Print3D.DisplayDefaultTitle(pszTitle, "", ePVRTPrint3DSDKLogo); m_Print3D.Flush(); return true; }
/*!*************************************************************************** @Function RenderText @Description Draws the 3D text and scrolls in to the screen. *****************************************************************************/ void OGLES2IntroducingPrint3D::RenderText() { float fAspect = (float)PVRShellGet(prefWidth) / (float)PVRShellGet(prefHeight); bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); // Calculate the frame delta. unsigned long ulNow = PVRShellGetTime(); if(m_ulPrevFrameT == 0) m_ulPrevFrameT = ulNow; float fDT = (ulNow - m_ulPrevFrameT) * 0.001f; m_ulPrevFrameT = ulNow; // Calculate the FPS scale. float fFPSScale = fDT / c_fTargetFPS; // Move the text. Progressively speed up. float fSpeedInc = 0.0f; if(m_fTextOffset > 0.0f) fSpeedInc = m_fTextOffset / TEXT_END_Y; m_fTextOffset += (0.75f + (1.0f * fSpeedInc)) * fFPSScale; if(m_fTextOffset > TEXT_END_Y) m_fTextOffset = TEXT_START_Y; PVRTMat4 mProjection = PVRTMat4::PerspectiveFovRH(0.7f, fAspect, 1.0f, 2000.0f, PVRTMat4::OGL, bRotate); PVRTMat4 mScale = PVRTMat4::Scale(PVRTVec3(1.0f, -1.0f, 1.0f)); PVRTMat4 mCamera = PVRTMat4::LookAtRH(PVRTVec3(0.0f, -900.0f, 700.0f), PVRTVec3(0.0f,-200.0f,0.0f), PVRTVec3(0.0f,1.0f,0.0f)); PVRTMat4 mTrans = PVRTMat4::Translation(PVRTVec3(0.0f, m_fTextOffset, 0.0f)); PVRTMat4 mModelView = mCamera * mTrans; float fStrWidth = 0.0f; /* Print3D can optionally be provided with user-defined projection and model-view matrices which allow custom layout of text. Here we are proving both a projection and model-view matrix. The projection matrix specified here uses perspective projection which will provide the 3D effect. The model-view matrix positions the the text in world space providing the 'camera' position and the scrolling of the text. */ m_CentralText.SetProjection(mProjection); m_CentralText.SetModelView(mModelView); /* The previous method (RenderTitle()) explains the following functions in more detail however put simply, we are looping the entire array of loaded text which is encoded in UTF-8. Print3D batches this internally and the call to Flush() will render the text to the frame buffer. We are also fading out the text over a certain distance. */ float fPos, fFade; unsigned int uiCol; for(unsigned int uiIndex = 0; uiIndex < m_TextLines.GetSize(); ++uiIndex) { fPos = (m_fTextOffset - (uiIndex * 36.0f)); fFade = 1.0f; if(fPos > TEXT_FADE_START) { fFade = PVRTClamp(1.0f - ((fPos - TEXT_FADE_START) / (TEXT_FADE_END - TEXT_FADE_START)), 0.0f, 1.0f); } uiCol = (((unsigned int)(fFade * 255)) << 24) | 0x00FFFF; m_CentralText.MeasureText(&fStrWidth, NULL, 1.0f, (const char*)m_TextLines[uiIndex]); m_CentralText.Print3D(-(fStrWidth*0.5f), -(uiIndex * 36.0f), 1.0f, uiCol, (const char*)m_TextLines[uiIndex]); } m_CentralText.Flush(); }