public override void display() { reshape(); GL.ClearColor(0.75f, 0.75f, 1.0f, 1.0f); GL.ClearDepth(1.0f); GL.Clear(ClearBufferMask.ColorBufferBit |ClearBufferMask.DepthBufferBit); if(g_pPlane != null && g_pCorridor != null ) { g_camTimer.Update(); float cyclicAngle = g_camTimer.GetAlpha() * 6.28f; float hOffset = (float)Math.Cos(cyclicAngle) * 0.25f; float vOffset = (float)Math.Sin(cyclicAngle) * 0.25f; MatrixStack modelMatrix = new MatrixStack(); Matrix4 worldToCamMat = Matrix4.LookAt( new Vector3(hOffset, 1.0f, -64.0f), new Vector3(hOffset, -5.0f + vOffset, -44.0f), new Vector3(0.0f, 1.0f, 0.0f)); modelMatrix.ApplyMatrix(worldToCamMat); using ( PushStack pushstack = new PushStack(modelMatrix)) { GL.UseProgram(Programs.GetProgram(manyImageProgram)); Matrix4 mm = modelMatrix.Top(); GL.UniformMatrix4(Programs.GetModelToCameraMatrixUnif(manyImageProgram), false, ref mm); GL.ActiveTexture(TextureUnit.Texture0 + g_colorTexUnit); GL.BindTexture(TextureTarget.Texture2D, g_useMipmapTexture ? g_mipmapTestTexture : g_checkerTexture); GL.BindSampler(g_colorTexUnit, g_samplers[g_currSampler]); if(g_drawCorridor) g_pCorridor.Render("tex"); else g_pPlane.Render("tex"); if (drawTextureSphere) ts.Draw(); ts.RotateShapeAboutAxis(1f); te.Draw(); GL.BindSampler(g_colorTexUnit, 0); GL.BindTexture(TextureTarget.Texture2D, 0); GL.UseProgram(0); } } }
public override void display() { ClearDisplay(); GL.FrontFace(FrontFaceDirection.Cw); quaternionText.Draw(); axisAngleText.Draw(); GL.FrontFace(FrontFaceDirection.Ccw); if (meshes[currentMesh] != null) { MatrixStack modelMatrix = new MatrixStack(); modelMatrix.Scale(0.8f); modelMatrix.Translate(0.0f, 0.0f, 0f); // Apply object transforms first modelMatrix.ApplyMatrix(g_objtPole.CalcMatrix()); // End Object Pole Code using (PushStack pushstack = new PushStack(modelMatrix)) { modelMatrix.Scale(cubeScaleFactor); GL.UseProgram(programs[currentProgram].theProgram); Matrix4 mm = modelMatrix.Top(); GL.UniformMatrix4(programs[currentProgram].modelToWorldMatrixUnif, false, ref mm); if (programs[currentProgram].baseColorUnif != -1) { GL.Uniform4(programs[currentProgram].baseColorUnif, 0.5f, 0.5f, 0f, 1.0f); } meshes[cube].Render(); } using (PushStack pushstack = new PushStack(modelMatrix)) { modelMatrix.Translate(new Vector3(0f, 0.4f, 0.0f)); modelMatrix.Scale(cylinderScaleFactor); GL.UseProgram(programs[currentProgram].theProgram); Matrix4 mm = modelMatrix.Top(); GL.UniformMatrix4(programs[currentProgram].modelToWorldMatrixUnif, false, ref mm); if (programs[currentProgram].baseColorUnif != -1) { GL.Uniform4(programs[currentProgram].baseColorUnif, 0.0f, 0.5f, 0.5f, 1.0f); } meshes[cylinder].Render(); } GL.UseProgram(0); if (perspectiveAngle != newPerspectiveAngle) { perspectiveAngle = newPerspectiveAngle; reshape(); } } if (updateText) { quaternionText.UpdateText(QuaternionString()); axisAngleText.UpdateText(AxisAngeString()); updateText = false; } }
public override void display() { ClearDisplay(); if((g_pPlaneMesh != null) && (g_pCylinderMesh != null)) { MatrixStack modelMatrix = new MatrixStack(); modelMatrix.SetMatrix(g_viewPole.CalcMatrix()); Vector4 lightDirCameraSpace = Vector4.Transform(g_lightDirection, modelMatrix.Top()); ProgramData whiteDiffuse = g_bShowAmbient ? g_WhiteAmbDiffuseColor : g_WhiteDiffuseColor; ProgramData vertexDiffuse = g_bShowAmbient ? g_VertexAmbDiffuseColor : g_VertexDiffuseColor; if(g_bShowAmbient) { GL.UseProgram(whiteDiffuse.theProgram); GL.Uniform4(whiteDiffuse.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f); GL.Uniform4(whiteDiffuse.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f); GL.UseProgram(0); GL.UseProgram(vertexDiffuse.theProgram); GL.Uniform4(vertexDiffuse.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f); GL.Uniform4(vertexDiffuse.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f); GL.UseProgram(0); } else { GL.UseProgram(whiteDiffuse.theProgram); GL.Uniform4(whiteDiffuse.lightIntensityUnif, 0.5f, 0.5f, 0.5f, 0.5f); GL.UseProgram(0); GL.UseProgram(vertexDiffuse.theProgram); GL.Uniform4(vertexDiffuse.lightIntensityUnif, 0.5f, 0.5f, 0.5f, 0.5f); GL.UseProgram(0); } GL.UseProgram(whiteDiffuse.theProgram); Vector3 dirToLight = new Vector3(lightDirCameraSpace.X, lightDirCameraSpace.Y, lightDirCameraSpace.Z); GL.Uniform3(whiteDiffuse.dirToLightUnif, dirToLight); GL.UseProgram(0); GL.UseProgram(vertexDiffuse.theProgram); GL.Uniform3(vertexDiffuse.dirToLightUnif, dirToLight); GL.UseProgram(0); //Render the ground plane. using ( PushStack pushstack = new PushStack(modelMatrix)) { GL.UseProgram(whiteDiffuse.theProgram); //modelMatrix.Scale(new Vector3(10f, 10f, 1f)); //modelMatrix.ApplyMatrix(g_objtPole.CalcMatrix()); //modelMatrix.Translate(new Vector3(0f, 0f, -10f)); Matrix4 mm = modelMatrix.Top(); planeModelmatrix = mm; //mm = Matrix4.Identity; // TEST GL.UniformMatrix4(whiteDiffuse.modelToCameraMatrixUnif, false, ref mm); //projData.cameraToClipMatrix = Matrix4.Identity; // Test GL.UniformMatrix4(whiteDiffuse.cameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); Matrix3 normMatrix = new Matrix3(modelMatrix.Top()); //normMatrix.Normalize(); //normMatrix = Matrix3.Identity; // TEST GL.UniformMatrix3(whiteDiffuse.normalModelToCameraMatrixUnif, false, ref normMatrix); g_pPlaneMesh.Render(); GL.UseProgram(0); } //Render the Cylinder using (PushStack pushstack = new PushStack(modelMatrix)) { modelMatrix.ApplyMatrix(g_objtPole.CalcMatrix()); //modelMatrix.Scale(0.05f); modelMatrix.Translate(new Vector3(0f, 0.0f, -10f)); coloredCylinderModelmatrix = modelMatrix.Top (); if(g_bDrawColoredCyl) { GL.UseProgram(vertexDiffuse.theProgram); Matrix4 mm = modelMatrix.Top(); //mm = Matrix4.Identity; // TEST GL.UniformMatrix4(vertexDiffuse.modelToCameraMatrixUnif, false, ref mm); //projData.cameraToClipMatrix = Matrix4.Identity; // TEST GL.UniformMatrix4(vertexDiffuse.cameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); Matrix3 normMatrix = new Matrix3(modelMatrix.Top()); //normMatrix = Matrix3.Identity; // TEST GL.UniformMatrix3(vertexDiffuse.normalModelToCameraMatrixUnif, false, ref normMatrix); g_pCylinderMesh.Render("lit-color"); } else { GL.UseProgram(whiteDiffuse.theProgram); Matrix4 mm = modelMatrix.Top(); //mm = Matrix4.Identity; // TEST GL.UniformMatrix4(whiteDiffuse.modelToCameraMatrixUnif, false, ref mm); //projData.cameraToClipMatrix = Matrix4.Identity; // TEST GL.UniformMatrix4(whiteDiffuse.cameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); Matrix3 normMatrix = new Matrix3(modelMatrix.Top()); //normMatrix = Matrix3.Identity; // TEST GL.UniformMatrix3(whiteDiffuse.normalModelToCameraMatrixUnif, false, ref normMatrix); g_pCylinderMesh.Render("lit"); } GL.UseProgram(0); } } }
public override void display() { if(g_pScene == null) return; g_timer.Update(); GL.ClearColor(0.8f, 0.8f, 0.8f, 1.0f); GL.ClearDepth(1.0f); GL.Clear(ClearBufferMask.ColorBufferBit |ClearBufferMask.DepthBufferBit); MatrixStack modelMatrix = new MatrixStack(); modelMatrix.ApplyMatrix(g_viewPole.CalcMatrix()); BuildLights(modelMatrix.Top()); if (rightMultiply) { g_nodes[0].NodeSetOrient(Quaternion.FromAxisAngle(new Vector3(0.0f, 1.0f, 0.0f), 360.0f * g_timer.GetAlpha()/reduceSpeed)); g_nodes[3].NodeSetOrient(Quaternion.Multiply(g_spinBarOrient, Quaternion.FromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), 360.0f * g_timer.GetAlpha()/reduceSpeed))); } else { g_nodes[0].NodeSetOrient(Quaternion.FromAxisAngle(new Vector3(0.0f, 1.0f, 0.0f), 360.0f * g_timer.GetAlpha()/reduceSpeed)); g_nodes[3].NodeSetOrient(Quaternion.Multiply( Quaternion.FromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), 360.0f * g_timer.GetAlpha()/reduceSpeed), g_spinBarOrient)); } { MatrixStack persMatrix = new MatrixStack(); persMatrix.Perspective(60.0f, (width/2f / height), g_fzNear, g_fzFar); // added //persMatrix.Translate(translateVector); //persMatrix.Scale(scaleFactor); // end added ProjectionBlock projData = new ProjectionBlock(); projData.cameraToClipMatrix = persMatrix.Top(); GL.UseProgram(g_unlitProg); GL.UniformMatrix4(g_unlitCameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); GL.UseProgram(0); GL.UseProgram(g_pScene.FindProgram("p_lit")); GL.UniformMatrix4(g_litCameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); GL.UseProgram(0); } GL.Viewport(0, 0, width/2, height); g_pScene.Render(modelMatrix.Top()); if(g_bDrawCameraPos) { using (PushStack pushstack = new PushStack(modelMatrix))//Draw lookat point. { modelMatrix.SetIdentity(); modelMatrix.Translate(new Vector3(0.0f, 0.0f, -g_viewPole.GetView().radius)); modelMatrix.Scale(0.5f); GL.Disable(EnableCap.DepthTest); GL.DepthMask(false); GL.UseProgram(g_unlitProg); Matrix4 mm = modelMatrix.Top(); GL.UniformMatrix4(g_unlitModelToCameraMatrixUnif, false, ref mm); GL.Uniform4(g_unlitObjectColorUnif, 0.25f, 0.25f, 0.25f, 1.0f); g_pSphereMesh.Render("flat"); GL.DepthMask(true); GL.Enable(EnableCap.DepthTest); GL.Uniform4(g_unlitObjectColorUnif, 1.0f, 1.0f, 1.0f, 1.0f); g_pSphereMesh.Render("flat"); } } { MatrixStack persMatrix = new MatrixStack(); Matrix4 applyMatrix = g_persViewPole.CalcMatrix(); applyMatrix.Row3 = Vector4.Zero; applyMatrix.Column3 = Vector4.Zero; applyMatrix.M44 = 1f; persMatrix.ApplyMatrix(applyMatrix); persMatrix.Perspective(60.0f, (width/2f / height), g_fzNear, g_fzFar); // added persMatrix.Translate(translateVector); persMatrix.Scale(scaleFactor); // end added ProjectionBlock projData = new ProjectionBlock(); projData.cameraToClipMatrix = persMatrix.Top(); GL.UseProgram(g_unlitProg); GL.UniformMatrix4(g_unlitCameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); GL.UseProgram(0); GL.UseProgram(g_pScene.FindProgram("p_lit")); GL.UniformMatrix4(g_litCameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); GL.UseProgram(0); } if(!g_bDepthClampProj) GL.Disable(EnableCap.DepthClamp); GL.Viewport(width/2, 0, width/2, height); g_pScene.Render(modelMatrix.Top()); GL.Enable(EnableCap.DepthClamp); }
public override void display() { g_lightTimer.Update(); GL.ClearColor(0.75f, 0.75f, 1.0f, 1.0f); GL.ClearDepth(1.0f); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); if((g_pObjectMesh != null) && (g_pCubeMesh != null)) { MatrixStack modelMatrix = new MatrixStack(); modelMatrix.SetMatrix(g_viewPole.CalcMatrix()); Matrix4 worldToCamMat = modelMatrix.Top(); LightBlock lightData = new LightBlock(NUMBER_OF_LIGHTS); lightData.ambientIntensity = new Vector4(0.2f, 0.2f, 0.2f, 1.0f); lightData.lightAttenuation = g_fLightAttenuation; Vector3 globalLightDirection = new Vector3(0.707f, 0.707f, 0.0f); lightData.lights[0].cameraSpaceLightPos = Vector4.Transform(new Vector4(globalLightDirection, 0.0f), worldToCamMat); lightData.lights[0].lightIntensity = new Vector4(0.6f, 0.6f, 0.6f, 1.0f); lightData.lights[1].cameraSpaceLightPos = Vector4.Transform(CalcLightPosition(), worldToCamMat); lightData.lights[1].lightIntensity = new Vector4(0.4f, 0.4f, 0.4f, 1.0f); g_litShaderProg.lightBlock.Update(lightData); g_litTextureProg.lightBlock.Update(lightData); using ( PushStack pushstack = new PushStack(modelMatrix)) { modelMatrix.ApplyMatrix(g_objtPole.CalcMatrix()); modelMatrix.Scale(2.0f); Matrix3 normMatrix = new Matrix3(modelMatrix.Top()); normMatrix.Transpose(); //TEST normMatrix = Matrix3.Identity; //normMatrix = glm::transpose(glm::inverse(normMatrix)); ProgramData prog = g_bUseTexture ? g_litTextureProg : g_litShaderProg; GL.UseProgram(prog.theProgram); Matrix4 mm = modelMatrix.Top(); GL.UniformMatrix4(prog.modelToCameraMatrixUnif, false, ref mm); GL.UniformMatrix3(prog.normalModelToCameraMatrixUnif, false, ref normMatrix); GL.ActiveTexture(TextureUnit.Texture0 + g_gaussTexUnit); GL.BindTexture(TextureTarget.Texture1D, g_gaussTextures[g_currTexture]); GL.BindSampler(g_gaussTexUnit, g_gaussSampler); g_pObjectMesh.Render("lit"); GL.BindSampler(g_gaussTexUnit, 0); GL.BindTexture(TextureTarget.Texture1D, 0); GL.UseProgram(0); } if(g_bDrawLights) { using (PushStack pushstack = new PushStack(modelMatrix)) { modelMatrix.Translate(new Vector3(CalcLightPosition())); modelMatrix.Scale(0.25f); GL.UseProgram(g_Unlit.theProgram); Matrix4 mm = modelMatrix.Top(); GL.UniformMatrix4(g_Unlit.modelToCameraMatrixUnif, false, ref mm); Vector4 lightColor = new Vector4(1f, 1f, 1f, 1f); GL.Uniform4(g_Unlit.objectColorUnif, ref lightColor); g_pCubeMesh.Render("flat"); } modelMatrix.Translate(globalLightDirection * 100.0f); modelMatrix.Scale(5.0f); Matrix4 mm2 = modelMatrix.Top(); GL.UniformMatrix4(g_Unlit.modelToCameraMatrixUnif, false, ref mm2); g_pCubeMesh.Render("flat"); GL.UseProgram(0); } if(g_bDrawCameraPos) { using (PushStack pushstack = new PushStack(modelMatrix)) { modelMatrix.SetIdentity(); modelMatrix.Translate(new Vector3(0.0f, 0.0f, -g_viewPole.GetView().radius)); modelMatrix.Scale(0.25f); GL.Disable(EnableCap.DepthTest); GL.DepthMask(false); GL.UseProgram(g_Unlit.theProgram); Matrix4 mm = modelMatrix.Top(); GL.UniformMatrix4(g_Unlit.modelToCameraMatrixUnif, false, ref mm); GL.Uniform4(g_Unlit.objectColorUnif, 0.25f, 0.25f, 0.25f, 1.0f); g_pCubeMesh.Render("flat"); GL.DepthMask(true); GL.Enable(EnableCap.DepthTest); GL.Uniform4(g_Unlit.objectColorUnif, 1.0f, 1.0f, 1.0f, 1.0f); g_pCubeMesh.Render("flat"); } } } }
public override void display() { g_LightTimer.Update(); ClearDisplay(); if((g_pPlaneMesh != null) && (g_pCylinderMesh != null) && ( g_pCubeMesh != null)) { MatrixStack modelMatrix = new MatrixStack(); modelMatrix.SetMatrix(g_viewPole.CalcMatrix()); Vector4 worldLightPos = CalcLightPosition(); Vector4 lightPosCameraSpace = Vector4.Transform(worldLightPos, modelMatrix.Top()); ProgramData pWhiteProgram; ProgramData pVertColorProgram; if(g_bUseFragmentLighting) { pWhiteProgram = g_FragWhiteDiffuseColor; pVertColorProgram = g_FragVertexDiffuseColor; } else { pWhiteProgram = g_WhiteDiffuseColor; pVertColorProgram = g_VertexDiffuseColor; } GL.UseProgram(pWhiteProgram.theProgram); GL.Uniform4(pWhiteProgram.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f); GL.Uniform4(pWhiteProgram.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f); GL.UniformMatrix4(pWhiteProgram.cameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); GL.UseProgram(pVertColorProgram.theProgram); GL.Uniform4(pVertColorProgram.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f); GL.Uniform4(pVertColorProgram.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f); GL.UniformMatrix4(pVertColorProgram.cameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); GL.UseProgram(0); //Render the ground plane. using (PushStack pushstack = new PushStack(modelMatrix)) { GL.UseProgram(pWhiteProgram.theProgram); Matrix4 mm = modelMatrix.Top(); GL.UniformMatrix4(pWhiteProgram.modelToCameraMatrixUnif, false, ref mm); Matrix4 invTransform = modelMatrix.Top().Inverted(); Vector4 lightPosModelSpace = Vector4.Transform(lightPosCameraSpace, invTransform); Vector3 lightPos = new Vector3(lightPosModelSpace.X, lightPosModelSpace.Y, lightPosModelSpace.Z); GL.Uniform3(pWhiteProgram.modelSpaceLightPosUnif, ref lightPos); g_pPlaneMesh.Render(); GL.UseProgram(0); } //Render the Cylinder using (PushStack pushstack = new PushStack(modelMatrix)) { modelMatrix.ApplyMatrix(g_objtPole.CalcMatrix()); //modelMatrix.Translate(new Vector3(0f, 0f, 10f)); coloredCylinderModelmatrix = modelMatrix.Top(); if(g_bScaleCyl) modelMatrix.Scale(1.0f, 1.0f, 0.2f); Matrix4 mm = modelMatrix.Top(); Matrix4 invTransform = modelMatrix.Top().Inverted(); Vector4 lightPosModelSpace = Vector4.Transform(lightPosCameraSpace, invTransform); if(g_bDrawColoredCyl) { GL.UseProgram(pVertColorProgram.theProgram); GL.UniformMatrix4(pVertColorProgram.modelToCameraMatrixUnif, false, ref mm); Vector3 lightPos = new Vector3(lightPosModelSpace.X, lightPosModelSpace.Y, lightPosModelSpace.Z); GL.Uniform3(pVertColorProgram.modelSpaceLightPosUnif, ref lightPos); GL.UniformMatrix4(pVertColorProgram.cameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); g_pCylinderMesh.Render("lit-color"); } else { GL.UseProgram(pWhiteProgram.theProgram); GL.UniformMatrix4(pWhiteProgram.modelToCameraMatrixUnif, false, ref mm); Vector3 lightPos = new Vector3(lightPosModelSpace.X, lightPosModelSpace.Y, lightPosModelSpace.Z); GL.Uniform3(pWhiteProgram.modelSpaceLightPosUnif, ref lightPos); GL.UniformMatrix4(pWhiteProgram.cameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); g_pCylinderMesh.Render("lit"); } GL.UseProgram(0); } //Render the light if(g_bDrawLight) { using (PushStack pushstack = new PushStack(modelMatrix)) { modelMatrix.Translate(new Vector3(worldLightPos)); modelMatrix.Scale(0.1f, 0.1f, 0.1f); GL.UseProgram(g_Unlit.theProgram); Matrix4 mm = modelMatrix.Top(); GL.UniformMatrix4(g_Unlit.modelToCameraMatrixUnif, false, ref mm); GL.Uniform4(g_Unlit.baseColorUnif, 0.8078f, 0.8706f, 0.9922f, 1.0f); GL.UniformMatrix4(g_Unlit.cameraToClipMatrixUnif, false, ref projData.cameraToClipMatrix); g_pCubeMesh.Render("flat"); } } } }