示例#1
0
void StarsApp::draw()
{		
	gl::clear( Color::black() ); 

	gl::pushMatrices();
	gl::setMatrices( mCamera.getCamera() );
	{
		// draw background
		mBackground.draw();

		// draw grid
		if(mIsGridVisible) 
			mGrid.draw();

		// draw stars
		mStars.draw();
	}
	gl::popMatrices();

	// draw user interface
	mUserInterface.draw();

	// fade in at start of application
	gl::enableAlphaBlending();
	double t = math<double>::clamp( mTimer.getSeconds() / 3.0, 0.0, 1.0 );
	float a = ci::lerp<float>(1.0f, 0.0f, (float) t);

	if( a > 0.0f ) {
		gl::color( ColorA(0,0,0,a) );
		gl::drawSolidRect( getWindowBounds() );
	}
	gl::disableAlphaBlending();
}
示例#2
0
void StarsApp::render()
{
	// draw background
	mBackground.draw();

	// draw grid
	if(mIsGridVisible) 
		mGrid.draw();

	// draw stars
	mStars.draw();

	// draw constellations
	if(mIsConstellationsVisible) 
		mConstellations.draw();

	// draw labels (for now, labels don't behave well in cylindrical view)
	if(mIsLabelsVisible && !mIsCylindrical) {
		mLabels.draw();

		if(mIsConstellationsVisible) 
			mConstellationLabels.draw();
	}
}
示例#3
0
void StarsApp::draw()
{		
	float w = 0.5f * getWindowWidth();
	float h = 1.0f * getWindowHeight();

	gl::clear( Color::black() ); 

	if(mIsStereoscopic) {
		glPushAttrib( GL_VIEWPORT_BIT );

		// render left eye
		gl::setViewport( Area(0, 0, w, h) );
		mCamera.enableStereoLeft();
		gl::pushMatrices();
		gl::setMatrices( mCamera.getCamera() );
		{
			// draw background
			mBackground.draw();

			// draw grid
			if(mIsGridVisible) 
				mGrid.draw();

			// draw stars
			mStars.draw();

			// draw constellations
			if(mIsConstellationsVisible) {
				mConstellations.draw();
				mConstellationLabels.draw();
			}

			// draw labels
			if(mIsLabelsVisible)
				mLabels.draw();
		}
		gl::popMatrices();
	
		// draw user interface
		mUserInterface.draw();

		// render right eye
		gl::setViewport( Area(w, 0, w * 2.0f, h) );
		mCamera.enableStereoRight();
		gl::pushMatrices();
		gl::setMatrices( mCamera.getCamera() );
		{
			// draw background
			mBackground.draw();

			// draw grid
			if(mIsGridVisible) 
				mGrid.draw();

			// draw stars
			mStars.draw();

			// draw constellations
			if(mIsConstellationsVisible) {
				mConstellations.draw();
				mConstellationLabels.draw();
			}

			// draw labels
			if(mIsLabelsVisible)
				mLabels.draw();
		}
		gl::popMatrices();
	
		// draw user interface
		mUserInterface.draw();
		
		glPopAttrib();
	}
	else {
		mCamera.disableStereo();
		gl::pushMatrices();
		gl::setMatrices( mCamera.getCamera() );
		{
			// draw background
			mBackground.draw();

			// draw grid
			if(mIsGridVisible) 
				mGrid.draw();

			// draw stars
			mStars.draw();

			// draw constellations
			if(mIsConstellationsVisible) {
				mConstellations.draw();
				mConstellationLabels.draw();
			}

			// draw labels
			if(mIsLabelsVisible)
				mLabels.draw();
		}
		gl::popMatrices();
	
		// draw user interface
		mUserInterface.draw();
	}

	// fade in at start of application
	gl::enableAlphaBlending();
	double t = math<double>::clamp( mTimer.getSeconds() / 3.0, 0.0, 1.0 );
	float a = ci::lerp<float>(1.0f, 0.0f, (float) t);

	if( a > 0.0f ) {
		gl::color( ColorA(0,0,0,a) );
		gl::drawSolidRect( getWindowBounds() );
	}
	gl::disableAlphaBlending();
}