GLSphereYellow::GLSphereYellow(float center_x, float center_y, float center_z, float radius, int rows, int segments )
{
    
    _center.x() = center_x;
    _center.y() = center_y;
    _center.z() = center_z;
    
    _radius = radius;
    _rows = rows;
    _segments = segments;
    
    _render_normal_vectors = false;
    _program_normals = -1;
    _program = -1;
    
    initShader();
    initVBO();

    initShaderNormal();
    initVBONormals();
}
GLSphereDirect::GLSphereDirect(float center_x, float center_y, float center_z, float radius, int rows, int segments )
{

    _center.x() = center_x;
    _center.y() = center_y;
    _center.z() = center_z;


    _radius = radius;
    _rows = rows;
    _segments = segments;

    _render_normal_vectors = false;

    initShader();
    initVBO();

    initShaderNormal();
    initVBONormals();

}
GLBeerPint::GLBeerPint(float center_x, float center_y, float center_z, float radius, float length, int rows, int segments )
{
    
    _center.x() = center_x;
    _center.y() = center_y;
    _center.z() = center_z;
    
    _radius = radius;
    _length = length;
    _rows = rows;
    _segments = segments;
    
    _render_normal_vectors = false;
    _program_normals = -1;
    _program = -1;
    
    initShader();
    initVBO();
    
    initShaderNormal();
    initVBONormals();
}
Beispiel #4
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/**
 * Constructeur de Mesh.
 *
 * @param verticesSelectionnes
 * @param mesh
 */
Mesh::Mesh(std::vector<int> verticesSelectionnes, Mesh *mesh):nbTriangles_(0),
    nbVertices_(0), verticesBuffer_(QGLBuffer::VertexBuffer),
    normalesBuffer_(QGLBuffer::VertexBuffer),
    /*couleursBuffer_(QGLBuffer::VertexBuffer), */
    indicesBuffer_(QGLBuffer::IndexBuffer), centre_(),
    shaderType_(PHONG), programmeShader_(), couleur_(200, 150, 120),
    octree_(0), affichageOctree_(false),
    matTransform_(), matTransformArray_(), estSelectionne_(false), estEditable_(true)
{
    majTransformation();
    octree_=new Octree();
    std::vector<Vertex> &vertices=mesh->getVertices();
    std::vector<Triangle> &triangles=mesh->getTriangles();
    std::vector<int> trianglesSelectionnes=mesh->getTrianglesAPartirDeVertices(
                verticesSelectionnes);
    nbTriangles_=trianglesSelectionnes.size();
    Vertex v1, v2, v3;
    int iVer1, iVer2, iVer3;
    std::set<Vertex> setVertices;
    for (int i=0; i<nbTriangles_; i++)
    {
        v1=Vertex(vertices[triangles[trianglesSelectionnes[i]].getIndiceVertex(1)],
                  setVertices.size());
        iVer1=rajouterVertexSansDoublons(v1, i, setVertices);
        v2=Vertex(vertices[triangles[trianglesSelectionnes[i]].getIndiceVertex(2)],
                  setVertices.size());
        iVer2=rajouterVertexSansDoublons(v2, i, setVertices);
        v3=Vertex(vertices[triangles[trianglesSelectionnes[i]].getIndiceVertex(3)],
                  setVertices.size());
        iVer3=rajouterVertexSansDoublons(v3, i, setVertices);
        triangles_.push_back(Triangle(triangles[trianglesSelectionnes[i]].getNormale(),
                                      iVer1, iVer2, iVer3, i));
    }
    nbVertices_=vertices_.size();
    deplacerEn(QVector3D(0, 0, 0));
    initDistanceVertexMaxEtCentreMeshEtOctree();
    initVBO();
}
GLSphereDirect::GLSphereDirect(float center_x, float center_y, float center_z, float radius, int rows, int segments, glm::vec3 matl_ambient_color, int lightSourceOption)
{

    _center.x() = center_x;
    _center.y() = center_y;
    _center.z() = center_z;
    
    
    _radius = radius;
    _rows = rows;
    _segments = segments;
    
    _render_normal_vectors = false;
	_material._ambient_material = matl_ambient_color;
	_lightSourceOption = lightSourceOption;
    
    initShader();
    initVBO();
    
    initShaderNormal();
    initVBONormals();

}
Beispiel #6
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void Graphics_init()
{
	glfwInit();
	glfwOpenWindow(WIDTH, HEIGHT, 0, 0, 0, 0, 0, 0, GLFW_WINDOW);
	glfwSetWindowCloseCallback(&closeWindowCallBack, NULL);
    glDisable(GL_CULL_FACE);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);      // 4-byte pixel alignment

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0,WIDTH,HEIGHT,0,-1, 1);
	glMatrixMode(GL_MODELVIEW);
	//glLoadIdentity();
    glEnable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
    glClearColor(0,0,0,1);
    glClear(GL_COLOR_BUFFER_BIT);
    printGLError();
    
    initVBO();
    printGLError();
    
    
    glGenTextures(1, &texture);
	glBindTexture(GL_TEXTURE_2D,texture);

    glfwLoadTexture2D("ball.tga", GLFW_BUILD_MIPMAPS_BIT);
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

    glEnable( GL_TEXTURE_2D );
    
    printGLError();
}
Beispiel #7
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///
//	main() for GLinterop example
//
int main(int argc, char** argv)
{
	cl_device_id device = 0;

	imWidth = 256;
	imHeight = 256;
	vbolen = imHeight;

	initGlut(argc, argv, imWidth, imHeight);
	vbo = initVBO(vbolen);
	initTexture(imWidth, imHeight);

	// Create an OpenCL context on first available platform
	context = CreateContext();
	if (context == NULL)
	{
		std::cerr << "Failed to create OpenCL context." << std::endl;
		return 1;
	}

	// Create a command-queue on the first device available
	// on the created context
	commandQueue = CreateCommandQueue(context, &device);
	if (commandQueue == NULL)
	{
		Cleanup();
		return 1;
	}

	// Create OpenCL program from GLinterop.cl kernel source
	program = CreateProgram(context, device, "kernel/GLinterop.cl");
	if (program == NULL)
	{
		Cleanup();
		return 1;
	}

	// Create OpenCL kernel
	kernel = clCreateKernel(program, "init_vbo_kernel", NULL);
	if (kernel == NULL)
	{
		std::cerr << "Failed to create kernel" << std::endl;
		Cleanup();
		return 1;
	}

	tex_kernel = clCreateKernel(program, "init_texture_kernel", NULL);
	if (tex_kernel == NULL)
	{
		std::cerr << "Failed to create kernel" << std::endl;
		Cleanup();
		return 1;
	}

	// Create memory objects that will be used as arguments to
	// kernel
	if (!CreateMemObjects(context, tex, vbo, &cl_vbo_mem, &cl_tex_mem))
	{
		Cleanup();
		return 1;
	}

	// Perform some queries to get information about the OpenGL objects
	performQueries();

	glutMainLoop();

	std::cout << std::endl;
	std::cout << "Executed program succesfully." << std::endl;
	Cleanup();

	return 0;
}
void Model::makegeo(float r, float g, float b)
{
//takes the rgb value to color the model with when drawn
	if(_vboInit)
	{ 
	//vbo initilsations
		initVBO(); 
		_vboInit = false; 
	}

	if(!_hasNor && !_hasTex)
	{
	//no normals or uvs so draw the vertices from vbo
		glBindBuffer(GL_ARRAY_BUFFER, verBuff);
		glEnableClientState(GL_VERTEX_ARRAY);
		glVertexPointer(3, GL_FLOAT, sizeof(fVector3d), 0);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuff);

		glColor3f(r,g,b);
		glDrawElements(GL_TRIANGLES, _vboInd.size(), GL_UNSIGNED_INT, 0);

		glDisableClientState(GL_VERTEX_ARRAY);
	}
	else if(_hasNor && !_hasTex)
	{
	//no uvs so draw the vertices and the normals from the vbo
		glBindBuffer(GL_ARRAY_BUFFER, verBuff);
		glEnableClientState(GL_VERTEX_ARRAY);
		glVertexPointer(3, GL_FLOAT, sizeof(fVector3d), 0);

		glBindBuffer(GL_ARRAY_BUFFER, norBuff);
		glEnableClientState(GL_NORMAL_ARRAY);
		glNormalPointer(GL_FLOAT, sizeof(fVector3d), 0);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuff);

		glColor3f(r,g,b);
		glDrawElements(GL_TRIANGLES, _vboInd.size(), GL_UNSIGNED_INT, 0);

		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_NORMAL_ARRAY);
	}
	else if(!_hasNor && _hasTex)
	{
	//no normals so draw the vertices and the uvs from the vbo
		glBindBuffer(GL_ARRAY_BUFFER, verBuff);
		glEnableClientState(GL_VERTEX_ARRAY);
		glVertexPointer(3, GL_FLOAT, sizeof(fVector3d), 0);

		glBindBuffer(GL_ARRAY_BUFFER, texBuff);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		glTexCoordPointer(2, GL_FLOAT, sizeof(fTexCoords3d), 0);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuff);

		glColor3f(r,g,b);
		glDrawElements(GL_TRIANGLES, _vboInd.size(), GL_UNSIGNED_INT, 0);

		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	}
	else if(_hasNor && _hasTex)
	{
	//draw the vertices and the normals and the uvs from the vbo
		glBindBuffer(GL_ARRAY_BUFFER, verBuff);
		glEnableClientState(GL_VERTEX_ARRAY);
		glVertexPointer(3, GL_FLOAT, sizeof(fVector3d), 0);

		glBindBuffer(GL_ARRAY_BUFFER, norBuff);
		glEnableClientState(GL_NORMAL_ARRAY);
		glNormalPointer(GL_FLOAT, sizeof(fVector3d), 0);

		glBindBuffer(GL_ARRAY_BUFFER, texBuff);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		glTexCoordPointer(2, GL_FLOAT, sizeof(fTexCoords3d), 0);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuff);

		glColor3f(r,g,b);
		glDrawElements(GL_TRIANGLES, _vboInd.size(), GL_UNSIGNED_INT, 0);

		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_NORMAL_ARRAY);
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	}
}
bool LTexture::loadTextureFromPixels32()
{
    //Loading flag
    bool success = true;

    //There is loaded pixels
    if( mTextureID == 0 && mPixels32 != NULL )
    {
        //Generate texture ID
        glGenTextures( 1, &mTextureID );

        //Bind texture ID
        glBindTexture( GL_TEXTURE_2D, mTextureID );

        //Generate texture
        glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, mTextureWidth, mTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mPixels32 );

        //Set texture parameters
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, DEFAULT_TEXTURE_WRAP );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, DEFAULT_TEXTURE_WRAP );

        //Unbind texture
        glBindTexture( GL_TEXTURE_2D, NULL );

        //Check for error
        GLenum error = glGetError();
        if( error != GL_NO_ERROR )
        {
            printf( "Error loading texture from %p pixels! %s\n", mPixels32, gluErrorString( error ) );
            success = false;
        }
        else
        {
            //Release pixels
            delete[] mPixels32;
            mPixels32 = NULL;

            //Generate VBO
            initVBO();

            //Set pixel format
            mPixelFormat = GL_RGBA;
        }
    }
    //Error
    else
    {
        printf( "Cannot load texture from current pixels! " );

        //Texture already exists
        if( mTextureID != 0 )
        {
            printf( "A texture is already loaded!\n" );
        }
        //No pixel loaded
        else if( mPixels32 == NULL )
        {
            printf( "No pixels to create texture from!\n" );
        }

        success = false;
    }

    return success;
}
Beispiel #10
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/**
 * Inverse toutes les normales des triangles.
 *
 */
void Mesh::inverserNormales()
{
    for (int i=0;i<nbTriangles_;i++)
        triangles_[i].inverserNormale();
    initVBO();
}
void Tetrahedron::initializeContextSpecificVars(int threadId) {
	GPUCylinderOffset = 50; // had it at 25 before
	initVBO(threadId);
	initGL();
}
Beispiel #12
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Splatterer::Splatterer( const Logger*       logger,
                        const Context*      context,
                        GLfloat             viewportSize,
                        QString             textureFilename,
                        BufferTexture*      baseDiscomfort)
:   pointBuffer(0),
    screenSizedQuadBuffer(0),
    framebufferObject(0),
    densityDiscomfortVelocity(NULL),
    splatAreas(NULL),
    agent(NULL),
    splatAttribVertex(-1),
    splatProgram(NULL),
    splatVertexShader(NULL),
    splatGeometryShader(NULL),
    splatFragmentShader(NULL),
    camera(NULL),
    bufferSideLength(viewportSize),
    totalBufferSize(0),
    densityDiscomfortVelocityTripple(NULL),
    logger(logger),
    context(context),
    prepareFramebufferRenderer(NULL),
    discomfortProgram(NULL),
    discomfortVertexShader(NULL),
    discomfortGeometryShader(NULL),
    discomfortFragmentShader(NULL),
    discomfortFactor(NULL),
    discomfortRadius(NULL),
    discomfortPosition(NULL)
{
    attachments[0] = GL_COLOR_ATTACHMENT0;
    attachments[1] = GL_COLOR_ATTACHMENT1;

    initCamera();
    initSplatShaderProgram();
    initAttribs();
    initVBO();
    initUniforms();
    initFramebufferObject();

    try
    {
        //
        // Create splatted texture
        //

        QImage image = Texture::loadTexture(textureFilename, false, true);

        uint pixelCount = image.width() * image.height();

        std::vector<float> data(pixelCount * 4);

        Texture::convertToFloats(image, data, pixelCount);

        glActiveTexture(GL_TEXTURE0);

        agent = new Texture2D(image.width(), image.height(), GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR, GL_RGBA32F, GL_RGBA, GL_FLOAT, &data[0]);
        totalBufferSize += image.width() * image.height() * 4 * 4;

    }
    catch (Exception& e)
    {
        throw Exception("Could not load splatting texture: " + e.message);
    }

    //
    // Create buffer object for density, discomfort and velocity
    //

    size_t bufferByteSize = bufferSideLength * bufferSideLength * sizeof(GLfloat) * 4;

    densityDiscomfortVelocityTripple = new TextureBufferTripple(bufferByteSize, NULL, GL_DYNAMIC_COPY, GL_RGBA32F, CL_MEM_READ_WRITE, context);
    totalBufferSize += bufferByteSize;

    //
    // Create renderer to render base discomfort map to framebuffer
    //

    std::vector<QString> filenamesVert;
    std::vector<QString> filenamesFrag;

    filenamesVert.push_back("src/shaders/shared.vert");
    filenamesFrag.push_back("src/shaders/shared.frag");
    filenamesFrag.push_back("src/shaders/prepareFramebuffer.frag");

    prepareFramebufferRenderer = new TextureRenderer(bufferSideLength, baseDiscomfort, filenamesVert, filenamesFrag, "Framebuffer Preparation Shader", false);

    //
    // Create shader to render discomfort at pointer to framebuffer
    //

    initDiscomfortShaderProgram();
}