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@paulhoux
Last active August 29, 2015 14:24
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Shows how to render a dynamic scene as 6 faces of a cube map (horizontal cross)
#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 )
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