/*!****************************************************************************
 @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();
}
示例#2
0
/*!***************************************************************************
@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();
}
示例#3
0
/*!***************************************************************************
@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();
}