Last active
August 29, 2015 14:24
-
-
Save paulhoux/019bf5053eed6ffb6dc1 to your computer and use it in GitHub Desktop.
Shows how to render a dynamic scene as 6 faces of a cube map (horizontal cross)
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "cinder/app/App.h" | |
#include "cinder/app/RendererGl.h" | |
#include "cinder/gl/gl.h" | |
#include "cinder/Camera.h" | |
#include "cinder/Rand.h" | |
using namespace ci; | |
using namespace ci::app; | |
using namespace std; | |
class CubeMapApp : public App { | |
public: | |
static void prepare( Settings *settings ); | |
void setup() override; | |
void update() override; | |
void draw() override; | |
void render(); | |
private: | |
gl::BatchRef mTorus; | |
}; | |
void CubeMapApp::prepare( Settings * settings ) | |
{ | |
settings->setWindowSize( 800, 600 ); | |
settings->setResizable( false ); | |
} | |
void CubeMapApp::setup() | |
{ | |
auto mesh = gl::VboMesh::create( geom::Torus().colors().radius( 1.0f, 0.95f ).subdivisionsAxis( 60.0f ).subdivisionsHeight( 60.0f ) ); | |
auto shader = gl::getStockShader( gl::ShaderDef().color() ); | |
mTorus = gl::Batch::create( mesh, shader ); | |
} | |
void CubeMapApp::update() | |
{ | |
} | |
void CubeMapApp::draw() | |
{ | |
gl::clear( Color::gray( 0.25f ) ); | |
gl::ScopedDepth depth( true, true ); | |
gl::ScopedColor color( 1, 1, 1 ); | |
gl::ScopedMatrices mat; | |
CameraPersp cam; | |
cam.setPerspective( 90.0f, 1.0f, 0.01f, 100.0f ); | |
// Left | |
{ | |
gl::ScopedViewport viewport( ivec2( 0, 200 ), ivec2( 200, 200 ) ); | |
cam.lookAt( vec3( 0 ), vec3( -1, 0, 0 ), vec3( 0, 1, 0 ) ); | |
gl::setMatrices( cam ); | |
render(); | |
} | |
// Front | |
{ | |
gl::ScopedViewport viewport( ivec2( 200, 200 ), ivec2( 200, 200 ) ); | |
cam.lookAt( vec3( 0 ), vec3( 0, 0, -1 ), vec3( 0, 1, 0 ) ); | |
gl::setMatrices( cam ); | |
render(); | |
} | |
// Right | |
{ | |
gl::ScopedViewport viewport( ivec2( 400, 200 ), ivec2( 200, 200 ) ); | |
cam.lookAt( vec3( 0 ), vec3( 1, 0, 0 ), vec3( 0, 1, 0 ) ); | |
gl::setMatrices( cam ); | |
render(); | |
} | |
// Back | |
{ | |
gl::ScopedViewport viewport( ivec2( 600, 200 ), ivec2( 200, 200 ) ); | |
cam.lookAt( vec3( 0 ), vec3( 0, 0, 1 ), vec3( 0, 1, 0 ) ); | |
gl::setMatrices( cam ); | |
render(); | |
} | |
// Top | |
{ | |
gl::ScopedViewport viewport( ivec2( 200, 400 ), ivec2( 200, 200 ) ); | |
cam.lookAt( vec3( 0 ), vec3( 0, 1, 0 ), vec3( 0, 0, 1 ) ); | |
gl::setMatrices( cam ); | |
render(); | |
} | |
// Bottom | |
{ | |
gl::ScopedViewport viewport( ivec2( 200, 0 ), ivec2( 200, 200 ) ); | |
cam.lookAt( vec3( 0 ), vec3( 0, -1, 0 ), vec3( 0, 0, -1 ) ); | |
gl::setMatrices( cam ); | |
render(); | |
} | |
} | |
void CubeMapApp::render() | |
{ | |
// Draw a cube. It will show where the faces of our map are. | |
gl::drawStrokedCube( vec3( 0 ), vec3( 1 ) ); | |
// Draw several torii. | |
Rand::randSeed( 12345678 ); | |
for(int i = 0; i < 100; ++i) { | |
auto transform = glm::translate( Rand::randFloat( 1.2f, 3.6f ) * Rand::randVec3() ); | |
transform *= glm::rotate( (float)getElapsedSeconds() * Rand::randFloat( 0.5f, 2.0f ), Rand::randVec3() ); | |
gl::setModelMatrix( transform ); | |
mTorus->draw(); | |
} | |
} | |
CINDER_APP( CubeMapApp, RendererGl( RendererGl::Options().msaa( 4 ) ), &CubeMapApp::prepare ) |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment