bool GroundRenderer::setup(const mat4& projection, unsigned int texture) { projection_ = projection; texture_ = texture; // Program set up static const vec4 materialDiffuse(0.3f, 0.3f, 0.3f, 1.0f); static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/shadow.vert"); static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/shadow.frag"); ShaderSource vtx_source(vtx_shader_filename); ShaderSource frg_source(frg_shader_filename); vtx_source.add_const("MaterialDiffuse", materialDiffuse); if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) { return false; } positionLocation_ = program_["position"].location(); // Set up the position data for our "quad". vertices_.push_back(vec2(-1.0, -1.0)); vertices_.push_back(vec2(1.0, -1.0)); vertices_.push_back(vec2(-1.0, 1.0)); vertices_.push_back(vec2(1.0, 1.0)); // Set up the VBO and stash our position data in it. glGenBuffers(1, &bufferObject_); glBindBuffer(GL_ARRAY_BUFFER, bufferObject_); glBufferData(GL_ARRAY_BUFFER, vertices_.size() * sizeof(vec2), &vertices_.front(), GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); // Set up the light matrix with a bias that will convert values // in the range of [-1, 1] to [0, 1)], then add in the projection // and the "look at" matrix from the light position. light_ *= LibMatrix::Mat4::translate(0.5, 0.5, 0.5); light_ *= LibMatrix::Mat4::scale(0.5, 0.5, 0.5); light_ *= projection_; light_ *= LibMatrix::Mat4::lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); return true; }
bool GradientRenderer::init() { // Program set up static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/gradient.vert"); static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/gradient.frag"); ShaderSource vtx_source(vtx_shader_filename); ShaderSource frg_source(frg_shader_filename); if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) { return false; } positionLocation_ = program_["position"].location(); uvLocation_ = program_["uvIn"].location(); // Set up the position data for our "quad". vertices_.push_back(vec2(-1.0, -1.0)); vertices_.push_back(vec2(1.0, -1.0)); vertices_.push_back(vec2(-1.0, 1.0)); vertices_.push_back(vec2(1.0, 1.0)); uvs_.push_back(vec2(1.0, 1.0)); uvs_.push_back(vec2(1.0, 1.0)); uvs_.push_back(vec2(0.0, 0.0)); uvs_.push_back(vec2(0.0, 0.0)); uvOffset_ = vertices_.size() * sizeof(vec2); // Set up the VBO and stash our position data in it. glGenBuffers(1, &bufferObject_); glBindBuffer(GL_ARRAY_BUFFER, bufferObject_); glBufferData(GL_ARRAY_BUFFER, (vertices_.size() + uvs_.size()) * sizeof(vec2), 0, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, vertices_.size() * sizeof(vec2), &vertices_.front()); glBufferSubData(GL_ARRAY_BUFFER, uvOffset_, uvs_.size() * sizeof(vec2), &uvs_.front()); glBindBuffer(GL_ARRAY_BUFFER, 0); return true; }
bool RefractPrivate::setup(map<string, Scene::Option>& options) { // Program object setup static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-refract.vert"); static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-refract.frag"); static const vec4 lightColor(0.4, 0.4, 0.4, 1.0); ShaderSource vtx_source(vtx_shader_filename); ShaderSource frg_source(frg_shader_filename); frg_source.add_const("LightColor", lightColor); frg_source.add_const("LightSourcePosition", lightPosition); float refractive_index(Util::fromString<float>(options["index"].value)); frg_source.add_const("RefractiveIndex", refractive_index); if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) { return false; } const string& whichTexture(options["texture"].value); if (!Texture::load(whichTexture, &texture_, GL_LINEAR, GL_LINEAR, 0)) return false; // Model setup Model model; const string& whichModel(options["model"].value); bool modelLoaded = model.load(whichModel); if(!modelLoaded) return false; // Now that we're successfully loaded, there are a few quirks about // some of the known models that we need to account for. The draw // logic for the scene wants to rotate the model around the Y axis. // Most of our models are described this way. Some need adjustment // (an additional rotation that gets the model into the correct // orientation). // // Here's a summary: // // Angel rotates around the Y axis // Armadillo rotates around the Y axis // Buddha rotates around the X axis // Bunny rotates around the Y axis // Dragon rotates around the X axis // Horse rotates around the Y axis if (whichModel == "buddha" || whichModel == "dragon") { orientModel_ = true; orientationAngle_ = -90.0; orientationVec_ = vec3(1.0, 0.0, 0.0); } else if (whichModel == "armadillo") { orientModel_ = true; orientationAngle_ = 180.0; orientationVec_ = vec3(0.0, 1.0, 0.0); } if (model.needNormals()) model.calculate_normals(); // Mesh setup vector<std::pair<Model::AttribType, int> > attribs; attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypePosition, 3)); attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypeNormal, 3)); model.convert_to_mesh(mesh_, attribs); useVbo_ = (options["use-vbo"].value == "true"); bool interleave = (options["interleave"].value == "true"); mesh_.vbo_update_method(Mesh::VBOUpdateMethodMap); mesh_.interleave(interleave); if (useVbo_) { mesh_.build_vbo(); } else { mesh_.build_array(); } // Calculate a projection matrix that is a good fit for the model vec3 maxVec = model.maxVec(); vec3 minVec = model.minVec(); vec3 diffVec = maxVec - minVec; centerVec_ = maxVec + minVec; centerVec_ /= 2.0; float diameter = diffVec.length(); radius_ = diameter / 2; float fovy = 2.0 * atanf(radius_ / (2.0 + radius_)); fovy /= M_PI; fovy *= 180.0; float aspect(static_cast<float>(canvas_.width())/static_cast<float>(canvas_.height())); projection_.perspective(fovy, aspect, 2.0, 2.0 + diameter); // Set up the light matrix with a bias that will convert values // in the range of [-1, 1] to [0, 1)], then add in the projection // and the "look at" matrix from the light position. light_ *= LibMatrix::Mat4::translate(0.5, 0.5, 0.5); light_ *= LibMatrix::Mat4::scale(0.5, 0.5, 0.5); light_ *= projection_.getCurrent(); light_ *= LibMatrix::Mat4::lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); if (!depthTarget_.setup(canvas_.width(), canvas_.height())) { Log::error("Failed to set up the render target for the depth pass\n"); return false; } return true; }
bool SceneShading::setup() { if (!Scene::setup()) return false; static const LibMatrix::vec4 lightPosition(20.0f, 20.0f, 10.0f, 1.0f); static const LibMatrix::vec4 materialDiffuse(0.0f, 0.0f, 1.0f, 1.0f); // Calculate half vector for blinn-phong shading model LibMatrix::vec3 halfVector(lightPosition[0], lightPosition[1], lightPosition[2]); halfVector.normalize(); halfVector += LibMatrix::vec3(0.0, 0.0, 1.0); halfVector.normalize(); // Load and add constants to shaders std::string vtx_shader_filename; std::string frg_shader_filename; const std::string &shading = options_["shading"].value; ShaderSource vtx_source; ShaderSource frg_source; if (shading == "gouraud") { vtx_shader_filename = GLMARK_DATA_PATH"/shaders/light-basic.vert"; frg_shader_filename = GLMARK_DATA_PATH"/shaders/light-basic.frag"; frg_source.append_file(frg_shader_filename); vtx_source.append_file(vtx_shader_filename); vtx_source.add_const("LightSourcePosition", lightPosition); vtx_source.add_const("MaterialDiffuse", materialDiffuse); } else if (shading == "blinn-phong-inf") { vtx_shader_filename = GLMARK_DATA_PATH"/shaders/light-advanced.vert"; frg_shader_filename = GLMARK_DATA_PATH"/shaders/light-advanced.frag"; frg_source.append_file(frg_shader_filename); frg_source.add_const("LightSourcePosition", lightPosition); frg_source.add_const("LightSourceHalfVector", halfVector); vtx_source.append_file(vtx_shader_filename); } else if (shading == "phong") { vtx_shader_filename = GLMARK_DATA_PATH"/shaders/light-phong.vert"; frg_shader_filename = GLMARK_DATA_PATH"/shaders/light-phong.frag"; unsigned int num_lights = Util::fromString<unsigned int>(options_["num-lights"].value); string fragsource = get_fragment_shader_source(frg_shader_filename, num_lights); frg_source.append(fragsource); frg_source.add_const("MaterialDiffuse", materialDiffuse); vtx_source.append_file(vtx_shader_filename); } if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) { return false; } Model model; const std::string& whichModel(options_["model"].value); bool modelLoaded = model.load(whichModel); if(!modelLoaded) return false; // Now that we're successfully loaded, there are a few quirks about // some of the known models that we need to account for. The draw // logic for the scene wants to rotate the model around the Y axis. // Most of our models are described this way. Some need adjustment // (an additional rotation that gets the model into the correct // orientation). // // Here's a summary: // // Angel rotates around the Y axis // Armadillo rotates around the Y axis // Buddha rotates around the X axis // Bunny rotates around the Y axis // Dragon rotates around the X axis // Horse rotates around the Y axis if (whichModel == "buddha" || whichModel == "dragon") { orientModel_ = true; orientationAngle_ = -90.0; orientationVec_ = vec3(1.0, 0.0, 0.0); } else if (whichModel == "armadillo") { orientModel_ = true; orientationAngle_ = 180.0; orientationVec_ = vec3(0.0, 1.0, 0.0); } if (model.needNormals()) model.calculate_normals(); /* Tell the converter that we only care about position and normal attributes */ std::vector<std::pair<Model::AttribType, int> > attribs; attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypePosition, 3)); attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypeNormal, 3)); model.convert_to_mesh(mesh_, attribs); mesh_.build_vbo(); /* Calculate a projection matrix that is a good fit for the model */ vec3 maxVec = model.maxVec(); vec3 minVec = model.minVec(); vec3 diffVec = maxVec - minVec; centerVec_ = maxVec + minVec; centerVec_ /= 2.0; float diameter = diffVec.length(); radius_ = diameter / 2; float fovy = 2.0 * atanf(radius_ / (2.0 + radius_)); fovy /= M_PI; fovy *= 180.0; float aspect(static_cast<float>(canvas_.width())/static_cast<float>(canvas_.height())); perspective_.setIdentity(); perspective_ *= LibMatrix::Mat4::perspective(fovy, aspect, 2.0, 2.0 + diameter); program_.start(); std::vector<GLint> attrib_locations; attrib_locations.push_back(program_["position"].location()); attrib_locations.push_back(program_["normal"].location()); mesh_.set_attrib_locations(attrib_locations); currentFrame_ = 0; rotation_ = 0.0f; running_ = true; startTime_ = Util::get_timestamp_us() / 1000000.0; lastUpdateTime_ = startTime_; return true; }
void SceneBuild::setup() { using LibMatrix::vec3; Scene::setup(); /* Set up shaders */ static const std::string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.vert"); static const std::string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.frag"); static const LibMatrix::vec4 lightPosition(20.0f, 20.0f, 10.0f, 1.0f); static const LibMatrix::vec4 materialDiffuse(1.0f, 1.0f, 1.0f, 1.0f); ShaderSource vtx_source(vtx_shader_filename); ShaderSource frg_source(frg_shader_filename); vtx_source.add_const("LightSourcePosition", lightPosition); vtx_source.add_const("MaterialDiffuse", materialDiffuse); if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) { return; } Model model; const std::string& whichModel(options_["model"].value); bool modelLoaded = model.load(whichModel); if(!modelLoaded) return; // Now that we're successfully loaded, there are a few quirks about // some of the known models that we need to account for. The draw // logic for the scene wants to rotate the model around the Y axis. // Most of our models are described this way. Some need adjustment // (an additional rotation that gets the model into the correct // orientation). // // Here's a summary: // // Angel rotates around the Y axis // Armadillo rotates around the Y axis // Buddha rotates around the X axis // Bunny rotates around the Y axis // Dragon rotates around the X axis // Horse rotates around the Y axis if (whichModel == "buddha" || whichModel == "dragon") { orientModel_ = true; orientationAngle_ = -90.0; orientationVec_ = vec3(1.0, 0.0, 0.0); } model.calculate_normals(); /* Tell the converter that we only care about position and normal attributes */ std::vector<std::pair<Model::AttribType, int> > attribs; attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypePosition, 3)); attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypeNormal, 3)); model.convert_to_mesh(mesh_, attribs); std::vector<GLint> attrib_locations; attrib_locations.push_back(program_["position"].location()); attrib_locations.push_back(program_["normal"].location()); mesh_.set_attrib_locations(attrib_locations); useVbo_ = (options_["use-vbo"].value == "true"); bool interleave = (options_["interleave"].value == "true"); mesh_.vbo_update_method(Mesh::VBOUpdateMethodMap); mesh_.interleave(interleave); if (useVbo_) mesh_.build_vbo(); else mesh_.build_array(); /* Calculate a projection matrix that is a good fit for the model */ vec3 maxVec = model.maxVec(); vec3 minVec = model.minVec(); vec3 diffVec = maxVec - minVec; centerVec_ = maxVec + minVec; centerVec_ /= 2.0; float diameter = diffVec.length(); radius_ = diameter / 2; float fovy = 2.0 * atanf(radius_ / (2.0 + radius_)); fovy /= M_PI; fovy *= 180.0; float aspect(static_cast<float>(canvas_.width())/static_cast<float>(canvas_.height())); perspective_.setIdentity(); perspective_ *= LibMatrix::Mat4::perspective(fovy, aspect, 2.0, 2.0 + diameter); program_.start(); currentFrame_ = 0; rotation_ = 0.0; running_ = true; startTime_ = Util::get_timestamp_us() / 1000000.0; lastUpdateTime_ = startTime_; }