示例#1
0
文件: mesh.cpp 项目: ezhangle/fplbase
void Mesh::RenderAAQuadAlongXNinePatch(const vec3 &bottom_left,
                                       const vec3 &top_right,
                                       const vec2i &texture_size,
                                       const vec4 &patch_info) {
  static const Attribute format[] = {kPosition3f, kTexCoord2f, kEND};
  static const unsigned short indices[] = {
      0, 2, 1,  1,  2, 3,  2, 4,  3,  3,  4,  5,  4,  6,  5,  5,  6,  7,
      1, 3, 8,  8,  3, 9,  3, 5,  9,  9,  5,  10, 5,  7,  10, 10, 7,  11,
      8, 9, 12, 12, 9, 13, 9, 10, 13, 13, 10, 14, 10, 11, 14, 14, 11, 15,
  };
  auto max = vec2::Max(bottom_left.xy(), top_right.xy());
  auto min = vec2::Min(bottom_left.xy(), top_right.xy());
  auto p0 = vec2(texture_size) * patch_info.xy() + min;
  auto p1 = max - vec2(texture_size) * (mathfu::kOnes2f - patch_info.zw());

  // Check if the 9 patch edges are not overwrapping.
  // In that case, adjust 9 patch geometry locations not to overwrap.
  if (p0.x() > p1.x()) {
    p0.x() = p1.x() = (min.x() + max.x()) / 2;
  }
  if (p0.y() > p1.y()) {
    p0.y() = p1.y() = (min.y() + max.y()) / 2;
  }

  // vertex format is [x, y, z] [u, v]:
  float z = bottom_left.z();
  // clang-format off
  const float vertices[] = {
      min.x(), min.y(), z, 0.0f,           0.0f,
      p0.x(),  min.y(), z, patch_info.x(), 0.0f,
      min.x(), p0.y(),  z, 0.0f,           patch_info.y(),
      p0.x(),  p0.y(),  z, patch_info.x(), patch_info.y(),
      min.x(), p1.y(),  z, 0.0,            patch_info.w(),
      p0.x(),  p1.y(),  z, patch_info.x(), patch_info.w(),
      min.x(), max.y(), z, 0.0,            1.0,
      p0.x(),  max.y(), z, patch_info.x(), 1.0,
      p1.x(),  min.y(), z, patch_info.z(), 0.0f,
      p1.x(),  p0.y(),  z, patch_info.z(), patch_info.y(),
      p1.x(),  p1.y(),  z, patch_info.z(), patch_info.w(),
      p1.x(),  max.y(), z, patch_info.z(), 1.0f,
      max.x(), min.y(), z, 1.0f,           0.0f,
      max.x(), p0.y(),  z, 1.0f,           patch_info.y(),
      max.x(), p1.y(),  z, 1.0f,           patch_info.w(),
      max.x(), max.y(), z, 1.0f,           1.0f,
  };
  // clang-format on
  Mesh::RenderArray(kTriangles, 6 * 9, format, sizeof(float) * 5,
                    reinterpret_cast<const char *>(vertices), indices);
}
示例#2
0
bool
GroundRenderer::setup(const mat4& projection, unsigned int texture)
{
    projection_ = projection;
    texture_ = texture;

    // Program set up
    static const vec4 materialDiffuse(0.3f, 0.3f, 0.3f, 1.0f);
    static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/shadow.vert");
    static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/shadow.frag");
    ShaderSource vtx_source(vtx_shader_filename);
    ShaderSource frg_source(frg_shader_filename);

    vtx_source.add_const("MaterialDiffuse", materialDiffuse);

    if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) {
        return false;
    }
    positionLocation_ = program_["position"].location();

    // Set up the position data for our "quad".
    vertices_.push_back(vec2(-1.0, -1.0));
    vertices_.push_back(vec2(1.0, -1.0));
    vertices_.push_back(vec2(-1.0, 1.0));
    vertices_.push_back(vec2(1.0, 1.0));

    // Set up the VBO and stash our position data in it.
    glGenBuffers(1, &bufferObject_);
    glBindBuffer(GL_ARRAY_BUFFER, bufferObject_);
    glBufferData(GL_ARRAY_BUFFER, vertices_.size() * sizeof(vec2),
                 &vertices_.front(), GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // Set up the light matrix with a bias that will convert values
    // in the range of [-1, 1] to [0, 1)], then add in the projection
    // and the "look at" matrix from the light position.
    light_ *= LibMatrix::Mat4::translate(0.5, 0.5, 0.5);
    light_ *= LibMatrix::Mat4::scale(0.5, 0.5, 0.5);
    light_ *= projection_;
    light_ *= LibMatrix::Mat4::lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(),
                                      0.0, 0.0, 0.0,
                                      0.0, 1.0, 0.0);

    return true;
}
void Graphics::setFloat4(ConstantLocation position, vec4 value) {
	setFloat4(position, value.x(), value.y(), value.z(), value.w());
}
示例#4
0
void
RefractPrivate::draw()
{
    // To perform the depth pass, set up the model-view transformation so
    // that we're looking at the horse from the light position.  That will
    // give us the appropriate view for the shadow.
    modelview_.push();
    modelview_.loadIdentity();
    modelview_.lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(),
                      0.0, 0.0, 0.0,
                      0.0, 1.0, 0.0);
    modelview_.rotate(rotation_, 0.0f, 1.0f, 0.0f);
    if (orientModel_)
    {
        modelview_.rotate(orientationAngle_, orientationVec_.x(), orientationVec_.y(), orientationVec_.z());
    }
    mat4 mvp(projection_.getCurrent());
    mvp *= modelview_.getCurrent();
    modelview_.pop();

    // Enable the depth render target with our transformation and render.
    depthTarget_.enable(mvp);
    vector<GLint> attrib_locations;
    attrib_locations.push_back(depthTarget_.program()["position"].location());
    attrib_locations.push_back(depthTarget_.program()["normal"].location());
    mesh_.set_attrib_locations(attrib_locations);
    if (useVbo_) {
        mesh_.render_vbo();
    }
    else {
        mesh_.render_array();
    }
    depthTarget_.disable();

    // Draw the "normal" view of the horse
    modelview_.push();
    modelview_.translate(-centerVec_.x(), -centerVec_.y(), -(centerVec_.z() + 2.0 + radius_));
    modelview_.rotate(rotation_, 0.0f, 1.0f, 0.0f);
    if (orientModel_)
    {
        modelview_.rotate(orientationAngle_, orientationVec_.x(), orientationVec_.y(), orientationVec_.z());
    }
    mvp = projection_.getCurrent();
    mvp *= modelview_.getCurrent();

    program_.start();
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, depthTarget_.depthTexture());
    program_["DistanceMap"] = 0;
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, depthTarget_.colorTexture());
    program_["NormalMap"] = 1;
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, texture_);
    program_["ImageMap"] = 2;
    // Load both the modelview*projection as well as the modelview matrix itself
    program_["ModelViewProjectionMatrix"] = mvp;
    program_["ModelViewMatrix"] = modelview_.getCurrent();
    // Load the NormalMatrix uniform in the shader. The NormalMatrix is the
    // inverse transpose of the model view matrix.
    mat4 normal_matrix(modelview_.getCurrent());
    normal_matrix.inverse().transpose();
    program_["NormalMatrix"] = normal_matrix;
    program_["LightMatrix"] = light_;
    attrib_locations.clear();
    attrib_locations.push_back(program_["position"].location());
    attrib_locations.push_back(program_["normal"].location());
    mesh_.set_attrib_locations(attrib_locations);
    if (useVbo_) {
        mesh_.render_vbo();
    }
    else {
        mesh_.render_array();
    }

    // Per-frame cleanup
    modelview_.pop();
}
示例#5
0
bool
RefractPrivate::setup(map<string, Scene::Option>& options)
{
    // Program object setup
    static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-refract.vert");
    static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-refract.frag");
    static const vec4 lightColor(0.4, 0.4, 0.4, 1.0);

    ShaderSource vtx_source(vtx_shader_filename);
    ShaderSource frg_source(frg_shader_filename);

    frg_source.add_const("LightColor", lightColor);
    frg_source.add_const("LightSourcePosition", lightPosition);
    float refractive_index(Util::fromString<float>(options["index"].value));
    frg_source.add_const("RefractiveIndex", refractive_index);

    if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) {
        return false;
    }

    const string& whichTexture(options["texture"].value);
    if (!Texture::load(whichTexture, &texture_, GL_LINEAR, GL_LINEAR, 0))
        return false;

    // Model setup
    Model model;
    const string& whichModel(options["model"].value);
    bool modelLoaded = model.load(whichModel);

    if(!modelLoaded)
        return false;

    // Now that we're successfully loaded, there are a few quirks about
    // some of the known models that we need to account for.  The draw
    // logic for the scene wants to rotate the model around the Y axis.
    // Most of our models are described this way.  Some need adjustment
    // (an additional rotation that gets the model into the correct
    // orientation).
    //
    // Here's a summary:
    //
    // Angel rotates around the Y axis
    // Armadillo rotates around the Y axis
    // Buddha rotates around the X axis
    // Bunny rotates around the Y axis
    // Dragon rotates around the X axis
    // Horse rotates around the Y axis
    if (whichModel == "buddha" || whichModel == "dragon")
    {
        orientModel_ = true;
        orientationAngle_ = -90.0;
        orientationVec_ = vec3(1.0, 0.0, 0.0);
    }
    else if (whichModel == "armadillo")
    {
        orientModel_ = true;
        orientationAngle_ = 180.0; 
        orientationVec_ = vec3(0.0, 1.0, 0.0);
    }

    if (model.needNormals())
        model.calculate_normals();

    // Mesh setup
    vector<std::pair<Model::AttribType, int> > attribs;
    attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypePosition, 3));
    attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypeNormal, 3));
    model.convert_to_mesh(mesh_, attribs);

    useVbo_ = (options["use-vbo"].value == "true");
    bool interleave = (options["interleave"].value == "true");
    mesh_.vbo_update_method(Mesh::VBOUpdateMethodMap);
    mesh_.interleave(interleave);

    if (useVbo_) {
        mesh_.build_vbo();
    }
    else {
        mesh_.build_array();
    }

    // Calculate a projection matrix that is a good fit for the model
    vec3 maxVec = model.maxVec();
    vec3 minVec = model.minVec();
    vec3 diffVec = maxVec - minVec;
    centerVec_ = maxVec + minVec;
    centerVec_ /= 2.0;
    float diameter = diffVec.length();
    radius_ = diameter / 2;
    float fovy = 2.0 * atanf(radius_ / (2.0 + radius_));
    fovy /= M_PI;
    fovy *= 180.0;
    float aspect(static_cast<float>(canvas_.width())/static_cast<float>(canvas_.height()));
    projection_.perspective(fovy, aspect, 2.0, 2.0 + diameter);

    // Set up the light matrix with a bias that will convert values
    // in the range of [-1, 1] to [0, 1)], then add in the projection
    // and the "look at" matrix from the light position.
    light_ *= LibMatrix::Mat4::translate(0.5, 0.5, 0.5);
    light_ *= LibMatrix::Mat4::scale(0.5, 0.5, 0.5);
    light_ *= projection_.getCurrent();
    light_ *= LibMatrix::Mat4::lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(),
                                      0.0, 0.0, 0.0,
                                      0.0, 1.0, 0.0);

    if (!depthTarget_.setup(canvas_.width(), canvas_.height())) {
        Log::error("Failed to set up the render target for the depth pass\n");
        return false;
    }

    return true;
}
示例#6
0
void
ShadowPrivate::draw()
{
    // To perform the depth pass, set up the model-view transformation so
    // that we're looking at the horse from the light position.  That will
    // give us the appropriate view for the shadow.
    modelview_.push();
    modelview_.loadIdentity();
    modelview_.lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(),
                      0.0, 0.0, 0.0,
                      0.0, 1.0, 0.0);
    modelview_.rotate(rotation_, 0.0f, 1.0f, 0.0f);
    mat4 mvp(projection_.getCurrent());
    mvp *= modelview_.getCurrent();
    modelview_.pop();

    // Enable the depth render target with our transformation and render.
    depthTarget_.enable(mvp);
    vector<GLint> attrib_locations;
    attrib_locations.push_back(depthTarget_.program()["position"].location());
    attrib_locations.push_back(depthTarget_.program()["normal"].location());
    mesh_.set_attrib_locations(attrib_locations);
    if (useVbo_) {
        mesh_.render_vbo();
    }
    else {
        mesh_.render_array();
    }
    depthTarget_.disable();

    // Ground rendering using the above generated texture...
    ground_.draw();

    // Draw the "normal" view of the horse
    modelview_.push();
    modelview_.translate(-centerVec_.x(), -centerVec_.y(), -(centerVec_.z() + 2.0 + radius_));
    modelview_.rotate(rotation_, 0.0f, 1.0f, 0.0f);
    mvp = projection_.getCurrent();
    mvp *= modelview_.getCurrent();

    program_.start();
    program_["ModelViewProjectionMatrix"] = mvp;

    // Load the NormalMatrix uniform in the shader. The NormalMatrix is the
    // inverse transpose of the model view matrix.
    LibMatrix::mat4 normal_matrix(modelview_.getCurrent());
    normal_matrix.inverse().transpose();
    program_["NormalMatrix"] = normal_matrix;
    attrib_locations.clear();
    attrib_locations.push_back(program_["position"].location());
    attrib_locations.push_back(program_["normal"].location());
    mesh_.set_attrib_locations(attrib_locations);
    if (useVbo_) {
        mesh_.render_vbo();
    }
    else {
        mesh_.render_array();
    }

    // Per-frame cleanup
    modelview_.pop();
}