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); } } }
//Called whenever the window is resized. The new window size is given, in pixels. //This is an opportunity to call glViewport or glScissor to keep up with the change in size. public override void reshape() { MatrixStack camMatrix = new MatrixStack(); camMatrix.SetMatrix(Camera.GetLookAtMatrix()); cm = camMatrix.Top(); MatrixStack persMatrix = new MatrixStack(); persMatrix.Perspective(perspectiveAngle, (width / (float)height), g_fzNear, g_fzFar); pm = persMatrix.Top(); SetGlobalMatrices(currentProgram); GL.Viewport(0, 0, width, height); }
public override void reshape() { MatrixStack persMatrix = new MatrixStack(); persMatrix.Perspective(45.0f, (width / (float)height), g_fzNear, g_fzFar); projData.cameraToClipMatrix = persMatrix.Top(); MatrixStack camMatrix = new MatrixStack(); camMatrix.SetMatrix(Camera.GetLookAtMatrix()); GL.Viewport(0, 0, width, height); }
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"); } } } }
public override void display() { if(g_pScene == null) return; g_lights.UpdateTime(); float gamma = g_isGammaCorrect ? g_gammaValue : 1.0f; Vector4 bkg = g_lights.GetBackgroundColor(); GL.ClearColor(bkg[0], bkg[1], bkg[2], bkg[3]); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); MatrixStack modelMatrix = new MatrixStack(); modelMatrix.SetMatrix(g_viewPole.CalcMatrix()); Matrix4 worldToCamMat = modelMatrix.Top(); LightBlock lightData = g_lights.GetLightInformationGamma(worldToCamMat); lightData.gamma = gamma; foreach (SceneProgramData spd in g_Programs) { spd.lightBlock.Update(lightData); } if(g_pScene != null) { using ( PushStack pushstack = new PushStack(modelMatrix)) { g_pScene.Draw(modelMatrix, g_materialBlockIndex, g_lights.GetTimerValue("tetra")); } } //Render the sun if (renderSun) { using ( PushStack pushstack = new PushStack(modelMatrix)) { Vector3 sunlightDir = new Vector3(g_lights.GetSunlightDirection()); modelMatrix.Translate(sunlightDir * 500.0f); modelMatrix.Scale(30.0f, 30.0f, 30.0f); GL.UseProgram(g_Unlit.theProgram); Matrix4 mm = modelMatrix.Top(); GL.UniformMatrix4(g_Unlit.modelToCameraMatrixUnif, false, ref mm); Vector4 lightColor = GammaCorrect(g_lights.GetSunlightIntensity(), gamma); GL.Uniform4(g_Unlit.objectColorUnif, lightColor); g_pScene.GetSphereMesh().Render("flat"); } } //Render the lights if(g_bDrawLights) { for(int light = 0; light < g_lights.GetNumberOfPointLights(); light++) { using (PushStack pushstack = new PushStack(modelMatrix)) { modelMatrix.Translate(g_lights.GetWorldLightPosition(light)); GL.UseProgram(g_Unlit.theProgram); Matrix4 mm = modelMatrix.Top(); GL.UniformMatrix4(g_Unlit.modelToCameraMatrixUnif, false, ref mm); Vector4 lightColor = GammaCorrect(g_lights.GetPointLightIntensity(light), gamma); GL.Uniform4(g_Unlit.objectColorUnif, lightColor); g_pScene.GetCubeMesh().Render("flat"); } } } if(g_bDrawCameraPos) { using ( PushStack pushstack = new PushStack(modelMatrix)) { modelMatrix.SetIdentity(); modelMatrix.Translate(new Vector3(0.0f, 0.0f, -g_viewPole.GetView().radius)); 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_pScene.GetCubeMesh().Render("flat"); GL.DepthMask(true); GL.Enable(EnableCap.DepthTest); GL.Uniform4(g_Unlit.objectColorUnif, 1.0f, 1.0f, 1.0f, 1.0f); g_pScene.GetCubeMesh().Render("flat"); } } }
private void ChangePlayerView() { MatrixStack camMatrix = new MatrixStack(); camMatrix.SetMatrix(Camera.GetLookAtMatrix()); worldToCameraMatrix = camMatrix.Top(); Matrix4 rotX = Matrix4.CreateRotationX(playerRotations[playerNumber].X * (float)Math.PI / 180f); Matrix4 rotY = Matrix4.CreateRotationY(playerRotations[playerNumber].Y * (float)Math.PI / 180f); Matrix4 rotZ = Matrix4.CreateRotationZ(playerRotations[playerNumber].Z * (float)Math.PI / 180f); //worldToCameraMatrix = Matrix4.Mult(worldToCameraMatrix, rot); worldToCameraMatrix = Matrix4.Mult(rotX, worldToCameraMatrix); worldToCameraMatrix = Matrix4.Mult(rotY, worldToCameraMatrix); worldToCameraMatrix = Matrix4.Mult(rotZ, worldToCameraMatrix); //cameraToClipMatrix = Matrix4.Mult(cameraToClipMatrix, rot); //cameraToClipMatrix = Matrix4.Mult(rot, cameraToClipMatrix); SetGlobalMatrices(currentProgram); }
//Called whenever the window is resized. The new window size is given, in pixels. //This is an opportunity to call glViewport or glScissor to keep up with the change in size. public override void reshape() { MatrixStack camMatrix = new MatrixStack(); camMatrix.SetMatrix(Camera.GetLookAtMatrix()); cm = camMatrix.Top(); MatrixStack persMatrix = new MatrixStack(); persMatrix.Perspective(45.0f, (width / (float)height), g_fzNear, g_fzFar); pm = persMatrix.Top(); SetGlobalMatrices(UniformColor); SetGlobalMatrices(ObjectColor); SetGlobalMatrices(UniformColorTint); GL.Viewport(0, 0, width, height); }