示例#1
0
void Application::DrawGLScene ()
{
	int TimeDelta = GetTickCount () - gTime;
	gTime = GetTickCount ();

	// Do shaders
	static float wave_movement = 0.0f;
	wave_movement += 0.03f; // Increment our wave movement
	if (wave_movement > 6.2831853071) // Prevent crashing
		wave_movement = 0.0f;
	cgGLSetParameter3f(mWave, wave_movement, 1.0f, 1.0f);

	IVector SunDirection = mpEngine->GetSunlightVector ();
	cgGLSetParameter3f (mSunVector, SunDirection.GetX (), SunDirection.GetY (),
											SunDirection.GetZ ());

    mpFog->Draw ();

    mpEngine->Draw ();
		mpEngine->GetParticleManager ()->UpdateAndDrawAll ();
    mpSun->Draw ();

	// Press 'F' for cloud dissipation or 'G' for cloud formation
    if (Keys::FPressed == true)
    {
        mpCloudManager->Form (0.0f, 6000, 10000);
    }
    if (Keys::GPressed == true)
    {
        mpCloudManager->Form (100.0f, 6000, 10000);
    }
		
	// Turn wind on or off
    static bool MovedL = false;
    if (Keys::LeftPressed == true && MovedL == false)
    {
        mpSceneManager->mWind.MoveX (-2.0f);
        MovedL = true;
    }
    static bool MovedR = false;
    if (Keys::RightPressed == true && MovedR == false)
    {
        mpSceneManager->mWind.SetXYZ (0.0f, 0.0f, 0.0f);
        MovedR = true;
    }

	// Make our two boxes crash into each other
	if (mpPolyObj0->Collision (mpPolyObj1) == false)
    {
        mpPolyObj0->Translate (0.0f, 0.0f, -0.1f);
        mpPolyObj1->Translate (0.0f, 0.0f,  0.5f);
    }
	// Experimental - move some vertices around after the collision
	else
		mpPolyObj0->MoveVerticesByBoneId(static_cast<char> (0), 0.0f, 0.0f, 0.001f);

	IVector FountainPos = mpEngine->GetTerrain ()->GetWorldPositionAtCoord (134, 190);
	mpFountain->SetOrigin (FountainPos);
	
	// Watch the terrain rise like yeast!
	static float MaxTerrainHeight = -1.5f;
	static bool CloudsAdded = false;
	MaxTerrainHeight += 0.05f;

	if (MaxTerrainHeight < 20.0f)
    {
			mpEngine->GetTerrain ()->SetMaxHeight
				((MaxTerrainHeight >= 1.0f) ? MaxTerrainHeight : 1.0f);
    }
	else
		{
			mpEngine->GetLightManager ()->Translate (gLightNumber, 0.0f, 0.0f, 0.5f);
			if (!CloudsAdded)
				{
					mpCloudManager->AddCloudPuff (50, FountainPos, 1.0f);
					CloudsAdded = true;
				}
		}
	
    mpCloudManager->Draw (mpEngine->GetCamera ());

		// Make our pixmap fade away
    static unsigned char c = 255;
    if (c > 0) c--;
    mpPixmap->SetOpaqueness (c);
    //mpPixmap->Draw ();

		mpFpsCounter->Draw ();
		mpTimeOfDay->Update (TimeDelta);
		mpTimeOfDay->Draw ();
		mpEngine->UpdateProceduralSkybox (mpTimeOfDay);
		mpEngine->Update (TimeDelta);

		// Draw a frames per second counter
		mpFpsCounter->Update (TimeDelta);
		mpFpsCounter->Draw ();
}
示例#2
0
void Skybox::Draw (Camera* rpCamera)
{
    glPushMatrix ();
    glDisable (GL_FOG);
    glEnable (GL_TEXTURE_2D);
    IVector v = rpCamera->GetPosition ();
    glTranslatef (v.GetX (), v.GetY (), v.GetZ ());
		glColor3f (1.0f, 1.0f, 1.0f);
		
    unsigned char LightingOn = glIsEnabled (GL_LIGHTING);
    if (LightingOn == GL_TRUE)
    {
        glDisable (GL_LIGHTING);
    }

    mpTextureManager->LoadTexture (mTextureU);
    glBegin (GL_QUADS);
        glTexCoord2f (1.0f, 0.0f);
        glVertex3f ( 100.0f,  100.0f, -100.0f);
        glTexCoord2f (1.0f, 1.0f);
        glVertex3f ( 100.0f,  100.0f,  100.0f);
        glTexCoord2f (0.0f, 1.0f);
        glVertex3f (-100.0f,  100.0f,  100.0f);
        glTexCoord2f (0.0f, 0.0f);
        glVertex3f (-100.0f,  100.0f, -100.0f);
    glEnd ();

    mpTextureManager->LoadTexture (mTextureD);
    glBegin (GL_QUADS);
        glTexCoord2f (1.0f, 1.0f);
        glVertex3f (-100.0f, -100.0f,  100.0f);
        glTexCoord2f (0.0f, 1.0f);
        glVertex3f ( 100.0f, -100.0f,  100.0f);
        glTexCoord2f (0.0f, 0.0f);
        glVertex3f ( 100.0f, -100.0f, -100.0f);
        glTexCoord2f (1.0f, 0.0f);
        glVertex3f (-100.0f, -100.0f, -100.0f);
    glEnd ();

    mpTextureManager->LoadTexture (mTextureL);
    glBegin (GL_QUADS);
        glTexCoord2f (1.0f, 1.0f);
        glVertex3f (-100.0f,  100.0f, -100.0f);
        glTexCoord2f (0.0f, 1.0f);
        glVertex3f (-100.0f,  100.0f,  100.0f);
        glTexCoord2f (0.0f, 0.0f);
        glVertex3f (-100.0f, -100.0f,  100.0f);
        glTexCoord2f (1.0f, 0.0f);
        glVertex3f (-100.0f, -100.0f, -100.0f);
    glEnd ();

    mpTextureManager->LoadTexture (mTextureR);
    glBegin (GL_QUADS);
        glTexCoord2f (0.0f, 0.0f);
        glVertex3f ( 100.0f, -100.0f, -100.0f);
        glTexCoord2f (1.0f, 0.0f);
        glVertex3f ( 100.0f, -100.0f,  100.0f);
        glTexCoord2f (1.0f, 1.0f);
        glVertex3f ( 100.0f,  100.0f,  100.0f);
        glTexCoord2f (0.0f, 1.0f);
        glVertex3f ( 100.0f,  100.0f, -100.0f);
    glEnd ();

    mpTextureManager->LoadTexture (mTextureF);
    glBegin (GL_QUADS);
        glTexCoord2f (0.0f, 0.0f);
        glVertex3f (-100.0f, -100.0f, -100.0f);
        glTexCoord2f (1.0f, 0.0f);
        glVertex3f ( 100.0f, -100.0f, -100.0f);
        glTexCoord2f (1.0f, 1.0f);
        glVertex3f ( 100.0f,  100.0f, -100.0f);
        glTexCoord2f (0.0f, 1.0f);
        glVertex3f (-100.0f,  100.0f, -100.0f);
    glEnd ();

    mpTextureManager->LoadTexture (mTextureB);
    glBegin (GL_QUADS);
        glTexCoord2f (1.0f, 1.0f);
        glVertex3f (-100.0f,  100.0f,  100.0f);
        glTexCoord2f (0.0f, 1.0f);
        glVertex3f ( 100.0f,  100.0f,  100.0f);
        glTexCoord2f (0.0f, 0.0f);
        glVertex3f ( 100.0f, -100.0f,  100.0f);
        glTexCoord2f (1.0f, 0.0f);
        glVertex3f (-100.0f, -100.0f,  100.0f);
    glEnd ();

    glDisable (GL_TEXTURE_2D);
    glEnable (GL_FOG);
    if (LightingOn == GL_TRUE)
    {
        glEnable (GL_LIGHTING);
    }
    glPopMatrix ();
}
示例#3
0
文件: sun.cpp 项目: egon/egon-engine
void Sun::Draw ()
{
    glPushMatrix ();

    glDisable (GL_FOG);
    glEnable (GL_TEXTURE_2D);
    unsigned char LightingOn = glIsEnabled (GL_LIGHTING);
    if (LightingOn == GL_TRUE)
    {
        glDisable (GL_LIGHTING);
    }

    glEnable (GL_ALPHA_TEST);
		glDisable (GL_CULL_FACE);
    glAlphaFunc (GL_GREATER, 0.0f);

    // Sun should always be 90.0 feet away from camera
    IVector camPos = mpEngine->GetCamera ()->GetPosition ();
    glTranslatef (camPos.GetX (), camPos.GetY (), camPos.GetZ ());

    IVector sunPos = mpEngine->GetSunlightVector ().GetReverseVector ();
    sunPos *= 90.0f;

    const float sunRadius = 10.0f;

		glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glEnable (GL_BLEND);

	// Draw the sun
    mpTextureManager->LoadTexture (mTextureKey);
    glBegin (GL_QUADS);
    glColor3f (1.0f, 1.0f, 1.0f);
    glTexCoord2f (0.0f, 0.0f);
    glVertex3f (sunPos.GetX () - sunRadius, sunPos.GetY () - sunRadius, sunPos.GetZ ());
    glTexCoord2f (1.0f, 0.0f);
    glVertex3f (sunPos.GetX () + sunRadius, sunPos.GetY () - sunRadius, sunPos.GetZ ());
    glTexCoord2f (1.0f, 1.0f);
    glVertex3f (sunPos.GetX () + sunRadius, sunPos.GetY () + sunRadius, sunPos.GetZ ());
    glTexCoord2f (0.0f, 1.0f);
    glVertex3f (sunPos.GetX () - sunRadius, sunPos.GetY () + sunRadius, sunPos.GetZ ());
    glEnd ();

		mFlareTextureKey = -1;
	// Draw the lens flare
	if (mFlareTextureKey != -1)
	{
		IVector flareOffset = sunPos - mpEngine->GetCamera ()->GetForwardVector ();
		IVector flarePos = sunPos + 1.0f / sunPos.DotProduct (mpEngine->GetCamera ()->GetForwardVector ()) * flareOffset;
		flarePos.SetZ (flarePos.GetZ () + 10.0f);

		float flareRadius = 10.0f;
		mpTextureManager->LoadTexture (mFlareTextureKey);

		glBegin (GL_QUADS);
		glTexCoord2f (0.0f, 0.0f);
		glVertex3f (flarePos.GetX () - flareRadius, flarePos.GetY () - flareRadius, flarePos.GetZ ());
		glTexCoord2f (1.0f, 0.0f);
		glVertex3f (flarePos.GetX () + flareRadius, flarePos.GetY () - flareRadius, flarePos.GetZ ());
		glTexCoord2f (1.0f, 1.0f);
		glVertex3f (flarePos.GetX () + flareRadius, flarePos.GetY () + flareRadius, flarePos.GetZ ());
		glTexCoord2f (0.0f, 1.0f);
		glVertex3f (flarePos.GetX () - flareRadius, flarePos.GetY () + flareRadius, flarePos.GetZ ());
		glEnd ();
	}

    glAlphaFunc (GL_ALWAYS, 0.0f);
		glDisable (GL_BLEND);
    glDisable (GL_ALPHA_TEST);
    glDisable (GL_TEXTURE_2D);
		glEnable (GL_CULL_FACE);
		glEnable (GL_FOG);

    if (LightingOn == GL_TRUE)
    {
        glEnable (GL_LIGHTING);
    }
    glPopMatrix ();
}