Beispiel #1
0
struct Shader*
shader_new(GLuint *sources, unsigned count)
{
	assert(sources != NULL);
	assert(count > 0);

	GLenum gl_err = GL_NO_ERROR;
	GLuint prog = 0;
	struct Shader *shader = NULL;

	// create shader program
	prog = glCreateProgram();
	if (!prog) {
		errf(
			"failed to create shader program (OpenGL error %d)",
			glGetError()
		);
		goto error;
	}

	// attach shaders and link the program
	for (unsigned i = 0; i < count; i++) {
		glAttachShader(prog, sources[i]);
	}
	glLinkProgram(prog);
	if ((gl_err = glGetError()) != GL_NO_ERROR) {
		errf("failed to link shader program (OpenGL error %d)", gl_err);
		goto error;
	}

	// retrieve link status
	int status = GL_FALSE;
	glGetProgramiv(prog, GL_LINK_STATUS, &status);
	if (status == GL_FALSE) {
		// retrieve link log
		int log_len;
		glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &log_len);
		char log[log_len];
		glGetProgramInfoLog(prog, log_len, NULL, log);

		errf("failed to link shader: %s", log);
		goto error;
	}

	shader = malloc(sizeof(struct Shader));
	shader->prog = prog;
	if (!init_shader_params(shader)) {
		err("failed to initialize shader params table");
		goto error;
	}

	return shader;

error:
	shader_free(shader);
	return NULL;
}
Beispiel #2
0
void shaderprog_free(shaderprogram *prog) {
    // Detach shaders
    iterator it;
    vector_iter_begin(&prog->shaders, &it);
    shader *tmp;
    while((tmp = iter_next(&it)) != NULL) {
        glDetachShader(prog->id, tmp->id);
        shader_free(tmp);
    }
    vector_free(&prog->shaders);
    
    // Destroy program
    glDeleteProgram(prog->id);
}
Beispiel #3
0
void free_graphic(void) {
	window* window_handle = global_get(global_get_singleton(), GLOBAL_WINDOW);
	hl_render* hl_render_handle = global_get(global_get_singleton(), GLOBAL_HL_RENDER);
	camera* camera_handle = global_get(global_get_singleton(), GLOBAL_CAMERA);
	input* input_handle = global_get(global_get_singleton(), GLOBAL_INPUT);
	shader* shader_texture_handle = global_get(global_get_singleton(), GLOBAL_SHADER_TEXTURE);
	text* text_handle = global_get(global_get_singleton(), GLOBAL_TEXT);
	debug_draw* debug_draw_handle = global_get(global_get_singleton(), GLOBAL_DEBUG_DRAW);

	window_free(&window_handle);
	hl_render_free(&hl_render_handle);
	camera_free(&camera_handle);
	input_free(&input_handle);
	shader_free(&shader_texture_handle);
	text_free(&text_handle);
	debug_draw_free(&debug_draw_handle);
}
int main(int argc, char* argv[])
{
    int cw = 750;
    int ch = 750;

    cg_init(cw, ch, NULL);

    glClearColor(0,0,1,1);
    // Actualizar la pantalla:
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glMatrixMode(GL_PROJECTION);
    glViewport(0,0,cw, ch);
    glFrustum(-1,1,-1,1,1,1000);

    glEnable(GL_LIGHTING);

    // glEnable(GL_NORMALIZE);
    float l0[] = {1.0f,1.0f,1.0f,1.0f};
    float la[] = {0.10f,0.10f,0.10f,1.0f};
    float l0p[]= {1.0f,1.0f,1.0f,1.0f};
    float ls[] = {1.0f,1.0f,1.0f,1.0f};
    glLightfv(GL_LIGHT0, GL_AMBIENT, la);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, l0);
    glLightfv(GL_LIGHT0, GL_POSITION, l0p);
    glLightfv(GL_LIGHT0, GL_SPECULAR, ls);
    glEnable(GL_LIGHT0);

    float cyan[] = {1.0f, 1.0f, 1.0f, 1.f};
    glMaterialfv(GL_FRONT, GL_DIFFUSE, cyan);
    glMaterialfv(GL_FRONT, GL_SPECULAR, ls);
    glMateriali(GL_FRONT, GL_SHININESS, 16);

    float ang = 0.0f;
    float pitch = 0.0f;
    float ang_vel = 1.0f;


    char done = 0;
    char wireframe = 0;
    char bfc = 0;
    glEnable(GL_DEPTH_TEST);
    char zbuff = 1;
    unsigned char key_pressed[1024];
    memset(key_pressed, 0, 1024);

    char use_shader = 0;
    char specular = 0;
    Shader gouraud = shader_new("shaders/gouraud_vp.glsl", "shaders/gouraud_fp.glsl");
    GLint uniform_especular = shader_get_unif_loc(gouraud, "especular");
    GLint uniform_tex = shader_get_unif_loc(gouraud, "tex");

    Obj* objPtr ;
    int example = atoi(argv[1]);

    if (example==1 || example==3)
        objPtr = obj_load("../Models/knight_texturas.obj");
    else if (example==2)
        objPtr = obj_load("../Models/box_texturas.obj");

    //Cargo la imagen de disco usando SDL_image
    SDL_Surface* surface; // = IMG_Load("../Models/knight.png");

    if (example==1 )
        surface = IMG_Load("../Models/knight.png");
    else if (example==2)
        surface = IMG_Load("../Models/box.jpg");
    else if (example==3)
        surface = IMG_Load("../Models/knight_good.png");


//    Obj* objPtr = obj_load("../Models/knight_texturas.obj");
//    Obj* objPtr = obj_load("../Models/box_texturas.obj");

    //Cargo la imagen de disco usando SDL_image
//    SDL_Surface* surface = IMG_Load("../Models/knight.png");
//    SDL_Surface* surface = IMG_Load("../Models/knight_good.png");
//    SDL_Surface* surface = IMG_Load("../Models/box.jpg");

    if (surface==NULL) { //Si falla la carga de la imagen, despliego el mensaje de error correspondiente y termino el programa.
        printf("Error: \"%s\"\n", SDL_GetError());
        return 1;
    }

    GLuint texture;
    //Creo un espacio para alojar una textura en memoria de video
    glGenTextures(1,&texture);
    //Activo la textura nro 0
    glActiveTexture(GL_TEXTURE0);
    //Habilito la carga para la textura recien creada
    glBindTexture(GL_TEXTURE_2D,texture);

    //Cargo los datos de la imagen en la textura.
    glTexImage2D(GL_TEXTURE_2D,
                 0,
                 GL_RGBA,
                 surface->w,
                 surface->h,
                 0,
                 GL_RGB,GL_UNSIGNED_BYTE,
                 surface->pixels);
    //Luego de copiada la imagen a memoria de video, puedo liberarla sin problemas
    SDL_FreeSurface(surface);

    //Seteo el filtro a usar cuando se mapea la textura a una superficie mas chica (GL_LINEAR = filtro bilineal)
    glTexParameteri(GL_TEXTURE_2D,
                    GL_TEXTURE_MIN_FILTER,
                    GL_LINEAR);
    //Seteo el filtro a usar cuando se mapea la textura a una superficie mas grande (GL_LINEAR = filtro bilineal)
    glTexParameteri(GL_TEXTURE_2D,
                    GL_TEXTURE_MAG_FILTER,
                    GL_LINEAR);

    //Seteo el comportamiento cuando encuentro coordenadas de textura fuera del rango [0,1]
    //GL_REPEAT es el comportamiento por defecto.
    glTexParameteri(GL_TEXTURE_2D,
                    GL_TEXTURE_WRAP_S,
                    GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D,
                    GL_TEXTURE_WRAP_T,
                    GL_REPEAT);

    while (!done)
    {

        SDL_Event event;
        while(SDL_PollEvent(&event))
        {
            switch (event.type)
            {
            case SDL_KEYDOWN:
                key_pressed[event.key.keysym.sym] = 1;
                if (event.key.keysym.sym == SDLK_p)
                {
                    use_shader = !use_shader;
                    break;
                }
                else if (event.key.keysym.sym == SDLK_s)
                {
                    specular = !specular;
                    break;
                }
                else if (event.key.keysym.sym == SDLK_z)
                {
                    zbuff = !zbuff;
                    if(zbuff)
                        glEnable(GL_DEPTH_TEST);
                    else
                        glDisable(GL_DEPTH_TEST);
                    break;
                }
                else if (event.key.keysym.sym == SDLK_m)
                {
                    wireframe = !wireframe;
                    if(wireframe)
                        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
                    else
                        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
                    break;
                }
                else if (event.key.keysym.sym == SDLK_b)
                {
                    bfc = !bfc;
                    if(bfc)
                    {
                        glEnable(GL_CULL_FACE);
                        glCullFace(GL_BACK);
                        glFrontFace(GL_CW);
                    }
                    else
                        glDisable(GL_CULL_FACE);
                    break;
                }
                else if (event.key.keysym.sym != SDLK_ESCAPE)
                    break;
            case SDL_QUIT :
                done = 1;
                break;
            case SDL_KEYUP:
                key_pressed[event.key.keysym.sym] = 0;

            }
        }

        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();

        if (example==1 || example==3)
            glTranslatef(0.0f, 0.0f, -50.0f);
        else if (example==2)
            glTranslatef(0.0f, 0.0f, -2.0f);

//        glTranslatef(0.0f, 0.0f, -50.0f);
//        glTranslatef(0.0f, 0.0f, -2.0f);

        glRotatef(pitch, 1.0f, 0.0f, 0.0f);
        glRotatef(ang, 0.0f, 1.0f, 0.0f);

        glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);

        if(key_pressed[SDLK_RIGHT]) ang += ang_vel;
        if(key_pressed[SDLK_LEFT]) ang -= ang_vel;
        if(key_pressed[SDLK_UP]) pitch += ang_vel;
        if(key_pressed[SDLK_DOWN]) pitch -= ang_vel;

        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        //Informo a OpenGL que para todas las operaciones a continuaci�n utilice las texturas 2D cargadas
        glEnable(GL_TEXTURE_2D);

        if(use_shader)
        {
            shader_use(gouraud);
            glUniform1i(uniform_especular, specular);
            //Le digo al shader que el sampler2D de nombre "tex" se corresponde con GL_TEXTURE0
            //que es donde cargu� mi textura.
            glUniform1i(uniform_tex, 0);
            //Luego asocio la textura con el id "texture"
            glBindTexture(GL_TEXTURE_2D,texture);
            obj_render2(objPtr);
            shader_stop(gouraud);
        }
        else
        {
            glBindTexture(GL_TEXTURE_2D,texture);
            obj_render2(objPtr);
        }

        cg_repaint();
    } // while

    // Liberar recursos:
    obj_free(objPtr);
    shader_free(gouraud);
    glDeleteTextures(1,&texture);
    cg_close();

    return 0;
}
Beispiel #5
0
void render_free(struct render* self) {
    vertex_buffer_free(self->vertex_buffer);
    shader_free(self->shader);
    s_free(self);
}