Ejemplo n.º 1
0
void starttest()
{
    glswInit();

#ifdef __MAC_NA
    glswSetPath("../../test/", ".glsl");
#else
    glswSetPath("../test/", ".glsl");
#endif

    glswAddDirectiveToken("GL2", "#version 120");
    glswAddDirectiveToken("GL3", "#version 130");
    glswAddDirectiveToken("GL4", "#version 150");
}
Ejemplo n.º 2
0
void Initialize()
{
    RenderContext& rc = GlobalRenderContext;

    glswInit();
    glswSetPath("../", ".glsl");
    glswAddDirectiveToken("GL3", "#version 130");

    rc.VertexBuffer = CreateVertexBuffer();
    rc.IndexBuffer = CreateIndexBuffer();
    
#if defined(__APPLE__)
    rc.ToonHandle = BuildProgram("Toon.Vertex.GL2", "Toon.Fragment.GL2");
#else
    rc.ToonHandle = BuildProgram("Toon.Vertex.GL3", "Toon.Fragment.GL3");
#endif
    
    rc.ToonUniforms.Projection = glGetUniformLocation(rc.ToonHandle, "Projection");
    rc.ToonUniforms.Modelview = glGetUniformLocation(rc.ToonHandle, "Modelview");
    rc.ToonUniforms.NormalMatrix = glGetUniformLocation(rc.ToonHandle, "NormalMatrix");
    rc.ToonUniforms.LightPosition = glGetUniformLocation(rc.ToonHandle, "LightPosition");
    rc.ToonUniforms.AmbientMaterial = glGetUniformLocation(rc.ToonHandle, "AmbientMaterial");
    rc.ToonUniforms.DiffuseMaterial = glGetUniformLocation(rc.ToonHandle, "DiffuseMaterial");
    rc.ToonUniforms.SpecularMaterial = glGetUniformLocation(rc.ToonHandle, "SpecularMaterial");
    rc.ToonUniforms.Shininess = glGetUniformLocation(rc.ToonHandle, "Shininess");

    glEnable(GL_DEPTH_TEST);

    const float S = 0.46f;
    const float H = S * ViewportHeight / ViewportWidth;
    rc.Projection = mat4::Frustum(-S, S, -H, H, 4, 10);
}
Ejemplo n.º 3
0
    void LoadEffect() {
        RenderContext& rc = GlobalRenderContext;

        glswInit();
        glswSetPath("../demo/", ".glsl");
        glswAddDirectiveToken("GL3", "#version 150");

        const char* vsKey = "PixelLighting.Vertex.GL3";
        const char* fsKey = "PixelLighting.Fragment.GL3";

        rc.EffectHandle = BuildProgram(vsKey, fsKey);
        rc.EffectUniforms.Projection = glGetUniformLocation(rc.EffectHandle, "Projection");
        rc.EffectUniforms.Modelview = glGetUniformLocation(rc.EffectHandle, "Modelview");
        rc.EffectUniforms.NormalMatrix = glGetUniformLocation(rc.EffectHandle, "NormalMatrix");
        rc.Theta = 0;

        glUseProgram(rc.EffectHandle);

        GLuint LightPosition = glGetUniformLocation(rc.EffectHandle, "LightPosition");
        GLuint AmbientMaterial = glGetUniformLocation(rc.EffectHandle, "AmbientMaterial");
        GLuint DiffuseMaterial = glGetUniformLocation(rc.EffectHandle, "DiffuseMaterial");
        GLuint SpecularMaterial = glGetUniformLocation(rc.EffectHandle, "SpecularMaterial");
        GLuint Shininess = glGetUniformLocation(rc.EffectHandle, "Shininess");

        glUniform3f(DiffuseMaterial, 0.75, 0.75, 0.5);
        glUniform3f(AmbientMaterial, 0.04f, 0.04f, 0.04f);
        glUniform3f(SpecularMaterial, 0.5, 0.5, 0.5);
        glUniform1f(Shininess, 50);
        glUniform3f(LightPosition, 0.25, 0.25, 1);
    }
Ejemplo n.º 4
0
static void LoadEffect()
{
    const char* vsSource, * fsSource;
    GLuint vsHandle, fsHandle;
    GLint compileSuccess, linkSuccess;
    GLchar compilerSpew[256];
    GLuint programHandle;

    glswInit();
    glswSetPath("../demo/", ".glsl");
    glswAddDirectiveToken("GL3", "#version 130");

    vsSource = glswGetShader("Simple.Vertex.Textured." PEZ_GL_VERSION_TOKEN);
    fsSource = glswGetShader("Simple.Fragment.Textured." PEZ_GL_VERSION_TOKEN);
    PezCheckCondition(vsSource, "Can't find vertex shader.\n");
    PezCheckCondition(fsSource, "Can't find fragment shader.\n");

    vsHandle = glCreateShader(GL_VERTEX_SHADER);
    fsHandle = glCreateShader(GL_FRAGMENT_SHADER);
    
    glShaderSource(vsHandle, 1, &vsSource, 0);
    glCompileShader(vsHandle);
    glGetShaderiv(vsHandle, GL_COMPILE_STATUS, &compileSuccess);
    glGetShaderInfoLog(vsHandle, sizeof(compilerSpew), 0, compilerSpew);
    PezCheckCondition(compileSuccess, compilerSpew);

    glShaderSource(fsHandle, 1, &fsSource, 0);
    glCompileShader(fsHandle);
    glGetShaderiv(fsHandle, GL_COMPILE_STATUS, &compileSuccess);
    glGetShaderInfoLog(fsHandle, sizeof(compilerSpew), 0, compilerSpew);
    PezCheckCondition(compileSuccess, compilerSpew);

    programHandle = glCreateProgram();
    glAttachShader(programHandle, vsHandle);
    glAttachShader(programHandle, fsHandle);
    glBindAttribLocation(programHandle, PositionSlot, "Position");
    glBindAttribLocation(programHandle, TexCoordSlot, "InCoord");
    glLinkProgram(programHandle);
    glGetProgramiv(programHandle, GL_LINK_STATUS, &linkSuccess);
    glGetProgramInfoLog(programHandle, sizeof(compilerSpew), 0, compilerSpew);
    PezCheckCondition(linkSuccess, compilerSpew);

    glUseProgram(programHandle);
}
Ejemplo n.º 5
0
void Scene::initShader()
{
    const char *kShadersPath = "data/shader/";


    /// GLSW, shader file manager
    glswInit();

    glswSetPath( kShadersPath, ".glsl");
    glswAddDirectiveToken("*", "#version 330 core");

    m_passthroughPS.generate();
    m_passthroughPS.addShader( engine::VERTEX_SHADER,   "PassThrough.Vertex");
    m_passthroughPS.addShader( engine::FRAGMENT_SHADER, "PassThrough.Fragment");
    m_passthroughPS.link();

    m_screenmappingPS.generate();
    m_screenmappingPS.addShader( engine::VERTEX_SHADER,   "ScreenMapping.Vertex");
    m_screenmappingPS.addShader( engine::FRAGMENT_SHADER, "ScreenMapping.Fragment");
    m_screenmappingPS.link();

    glswShutdown();

}
Ejemplo n.º 6
0
static void SetupShaders(void){
	int got = 0;
	SShader vtxTxShdr, frgTxShdr;
	SShader vtxClrShdr, frgClrShdr;
	SShader vtxLightShdr, frgLightShdr;
	const char *pDVertStr[3] = {0,0,0}, *pDFragStr[3] = {0,0,0};

	glswInit();
	glswSetPath("./id1/shaders/", ".glsl");

	glswAddDirectiveToken("Shared", HASH_DEFINE_VALUE(TRANSFORM_UBO_BINDING));
	glswAddDirectiveToken("Shared", HASH_DEFINE_VALUE(LIGHT_UBO_BINDING));
	glswAddDirectiveToken("Shared", HASH_DEFINE_VALUE(MAX_DIRECTION_LIGHTS));
	glswAddDirectiveToken("Shared", HASH_DEFINE_VALUE(MAX_POINT_LIGHTS));
	glswAddDirectiveToken("Shared", HASH_DEFINE_VALUE(MAX_SPOT_LIGHTS));
	glswAddDirectiveToken("Shared", HASH_DEFINE_VALUE(TEXT_TEX_UNIT));

	glswAddDirectiveToken("Vertex", HASH_DEFINE_VALUE(POSITION_LOCATION));
	glswAddDirectiveToken("Vertex", HASH_DEFINE_VALUE(COLOUR_LOCATION));
	glswAddDirectiveToken("Vertex", HASH_DEFINE_VALUE(NORMAL_LOCATION));	
	glswAddDirectiveToken("Vertex", HASH_DEFINE_VALUE(JOINT_WEIGHT_LOCATION));		
	glswAddDirectiveToken("Vertex", HASH_DEFINE_VALUE(JOINT_INDEX_LOCATION));
	glswAddDirectiveToken("Vertex", HASH_DEFINE_VALUE(UV_LOCATION0));
	glswAddDirectiveToken("Vertex", HASH_DEFINE_VALUE(UV_LOCATION1));
	glswAddDirectiveToken("Vertex", HASH_DEFINE_VALUE(TEXT_LOCATION));

	//glswAddDirectiveToken("Shared", HASH_DEFINE_VALUE(SKINNING_TEXTURE_BINDING));
	//glswAddDirectiveToken("Shared", HASH_DEFINE_VALUE(WEIGHTS_PER_VERTEX));	
	//glswAddDirectiveToken("Shared", HASH_DEFINE(TEXTURE_BUFFER_SKINNING));	
	//glswAddDirectiveToken("Shared", HASH_DEFINE_VALUE(RESERVED_JOINTS));

	//shader (TEXTURED)
	got = glswGetShadersAlt("shaders.Header.Vertex+shaders.Shared+shaders.SimpleVertexTextured", pDVertStr, 3);	
	CreateShader(&vtxTxShdr, VERT, pDVertStr, got);
	got = glswGetShadersAlt("shaders.Header.Fragment+shaders.Shared+shaders.SimpleFragmentTextured", pDFragStr, 3);
	CreateShader(&frgTxShdr, FRAG, pDFragStr, got);
	CreateShaderProgram(&texture_shader);
	AddShaderToProgram(&texture_shader,&vtxTxShdr);
	AddShaderToProgram(&texture_shader,&frgTxShdr);
	LinkShaderProgram(&texture_shader);	

	//shader (COLOUR)
	got = glswGetShadersAlt("shaders.Header.Vertex+shaders.Shared+shaders.SimpleVertexColoured", pDVertStr, 3);	
	CreateShader(&vtxClrShdr, VERT, pDVertStr, got);
	got = glswGetShadersAlt("shaders.Header.Fragment+shaders.Shared+shaders.SimpleFragmentColoured", pDFragStr, 3);
	CreateShader(&frgClrShdr, FRAG, pDFragStr, got);
	CreateShaderProgram(&colour_shader);
	AddShaderToProgram(&colour_shader,&vtxClrShdr);
	AddShaderToProgram(&colour_shader,&frgClrShdr);
	LinkShaderProgram(&colour_shader);	

	//shader (LIGHTMAP)
	got = glswGetShadersAlt("shaders.Header.Vertex+shaders.Shared+shaders.SimpleVertexLightmap", pDVertStr, 3);	
	CreateShader(&vtxLightShdr, VERT, pDVertStr, got);
	got = glswGetShadersAlt("shaders.Header.Fragment+shaders.Shared+shaders.SimpleFragmentLightmap", pDFragStr, 3);
	CreateShader(&frgLightShdr, FRAG, pDFragStr, got);
	CreateShaderProgram(&light_map_shader);
	AddShaderToProgram(&light_map_shader, &vtxLightShdr);
	AddShaderToProgram(&light_map_shader, &frgLightShdr);
	LinkShaderProgram(&light_map_shader);	

	//this will delete them after we have deleted the program associated with them
	DeleteShader(&vtxTxShdr);
	DeleteShader(&frgTxShdr);	
	DeleteShader(&vtxClrShdr);
	DeleteShader(&frgClrShdr);	
	DeleteShader(&vtxLightShdr);
	DeleteShader(&frgLightShdr);
}
Ejemplo n.º 7
0
Archivo: test.cpp Proyecto: yariza/borg
    void setup() {
        // 3. Define and compile vertex and fragment shaders
        GLuint  vs;
        GLuint  fs;

        GLint compileSuccess, linkSuccess;
        GLchar compilerSpew[256];

        glswInit();
        glswSetPath("../shader/", ".glsl");
        glswAddDirectiveToken("GL3", "#version 150");

        const char *vss = glswGetShader("test.Vertex.GL3");
        const char *fss = glswGetShader("test.Fragment.GL3");
        PezCheckCondition((void *)vss, "Can't find vertex shader.\n");
        PezCheckCondition((void *)fss, "Can't find fragment shader.\n");

        vs = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vs, 1, &vss, NULL);
        glCompileShader(vs);

        glGetShaderiv(vs, GL_COMPILE_STATUS, &compileSuccess);
        glGetShaderInfoLog(vs, sizeof(compilerSpew), 0, compilerSpew);
        PezCheckCondition((void*)compileSuccess, compilerSpew);


        fs = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fs, 1, &fss, NULL);
        glCompileShader(fs);

        glGetShaderiv(fs, GL_COMPILE_STATUS, &compileSuccess);
        glGetShaderInfoLog(fs, sizeof(compilerSpew), 0, compilerSpew);
        PezCheckCondition((void*)compileSuccess, compilerSpew);


        shaderProgram = glCreateProgram();
        glAttachShader(shaderProgram, vs);
        glAttachShader(shaderProgram, fs);
        glBindFragDataLocation(shaderProgram, 0, "fragColour");
        glLinkProgram(shaderProgram);

        glGetProgramiv(shaderProgram, GL_LINK_STATUS, &linkSuccess);
        glGetProgramInfoLog(shaderProgram, sizeof(compilerSpew), 0, compilerSpew);
        PezCheckCondition((void*)linkSuccess, compilerSpew);


        positionUniform = glGetUniformLocation(shaderProgram, "p");
        colourAttribute = glGetAttribLocation(shaderProgram, "colour");
        positionAttribute = glGetAttribLocation(shaderProgram, "position");
        glDeleteShader(vs);
        glDeleteShader(fs);

        GLfloat vertexData[]= { -0.5,-0.5,0.0,1.0,   1.0,0.0,0.0,1.0,
                                -0.5, 0.5,0.0,1.0,   0.0,1.0,0.0,1.0,
                                 0.5, 0.5,0.0,1.0,   0.0,0.0,1.0,1.0,
                                 0.5,-0.5,0.0,1.0,   1.0,1.0,1.0,1.0};
        glGenVertexArrays(1, &vertexArrayObject);
        glBindVertexArray(vertexArrayObject);

        glGenBuffers(1, &vertexBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, 4*8*sizeof(GLfloat), vertexData, GL_STATIC_DRAW);

        glEnableVertexAttribArray((GLuint)positionAttribute);
        glEnableVertexAttribArray((GLuint)colourAttribute  );
        glVertexAttribPointer((GLuint)positionAttribute, 4, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), 0);
        glVertexAttribPointer((GLuint)colourAttribute  , 4, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (char*)0+4*sizeof(GLfloat));
    }
Ejemplo n.º 8
0
void Setup(CPlatform * const  pPlatform)
{
	//for the shapes
	unsigned int nTorusFloats;
	float *pTorusVertices = 0;
	float *pPlaneVertices = 0;	
	float colour[] = {1.0f,0.0f,0.0f, 0.0f,1.0f,0.0f, 0.0f,0.0f,1.0f};
	unsigned int torusSegments = 36, torusTubeSegments = 36;

	//for the shaders
	const char *pVertStr[2] = {0,0}, *pFragStr = 0;
	const char *pFragTexStr = 0, *pVertTexStr = 0;

	//fbo stuff

	WRender::Texture::SDescriptor descDepth = {WRender::Texture::TEX_2D, WRender::Texture::DEPTH_COMPONENT24, TEX_DIMENSIONS, TEX_DIMENSIONS, 0, 0, WRender::Texture::DONT_GEN_MIPMAP};
	WRender::Texture::SParam param[] ={	
		{ WRender::Texture::MIN_FILTER, WRender::Texture::LINEAR},
		{ WRender::Texture::MAG_FILTER, WRender::Texture::LINEAR},
		{ WRender::Texture::WRAP_S, WRender::Texture::CLAMP_TO_EDGE},
		{ WRender::Texture::WRAP_T, WRender::Texture::CLAMP_TO_EDGE},
	};	
	
	glswInit();
	glswSetPath("../resources/", ".glsl");
	glswAddDirectiveToken("MultiShadow", "#define NUM_SHADOWS "NUM_SHADOWS_CHAR);

	WRender::SetClearColour(0,0,0,0);	
	WRender::EnableCulling(true);

	// - - - - - - - - - - 
	//setup the shaders
	// - - - - - - - - - - 
	//normal shader
	glswGetShadersAlt("shaders.Shared+shaders.MultiShadow.Vertex", pVertStr, 2);
	pFragStr = glswGetShaders("shaders.MultiShadow.Fragment");
	CShader vertexShader(CShader::VERT, pVertStr, 2);
	CShader fragmentShader(CShader::FRAG, &pFragStr, 1);
	
	program.Initialise();
	program.AddShader(&vertexShader);
	program.AddShader(&fragmentShader);
	program.Link();
	uShadowMtx = program.GetUniformLocation("Shadows.shadowMtx");
	program.Start();
	program.SetTextureUnit("shadowMap", 0);
	program.Stop();

	//debug shader for textures in screen space
	pVertTexStr = glswGetShaders("shaders.Dbg.ScreenSpaceTexture.Vertex");
	pFragTexStr = glswGetShaders("shaders.Dbg.ScreenSpaceTexture.Fragment");
	CShader vTexShader(CShader::VERT, &pVertTexStr, 1);
	CShader fTexShader(CShader::FRAG, &pFragTexStr, 1);	

	textureShader.Initialise();
	textureShader.AddShader(&vTexShader);
	textureShader.AddShader(&fTexShader);
	textureShader.Link();
	textureShader.Start();
	textureShader.SetTextureUnit("texture",1);
	textureShader.Stop();

	// - - - - - - - - - - 
	//set up shapes
	// - - - - - - - - - - 
	//shared colours
	abColour = WRender::CreateBuffer(WRender::ARRAY, WRender::STATIC, sizeof(colour), colour);

	//Torus
	nTorusVertices = 2*torusTubeSegments*torusSegments*3;
	nTorusFloats = nTorusVertices*3;
	pTorusVertices = new float[nTorusFloats];
	CreateTorus(pTorusVertices, torusSegments, 3.0f, torusTubeSegments, 1.0f);	
	vaoTorus = WRender::CreateVertexArrayObject();
	abTorus = WRender::CreateBuffer(WRender::ARRAY, WRender::STATIC, sizeof(float)*nTorusFloats, pTorusVertices);	

	WRender::BindVertexArrayObject(vaoTorus);
	WRender::VertexAttribute vaTorus[2] = {
		{abTorus, 0, 3, WRender::FLOAT, 0, sizeof(float)*3, 0, 0},
		{abColour, 1, 3, WRender::FLOAT, 0, sizeof(float)*9, sizeof(float)*6, 1},
	};
	WRender::SetAttributeFormat( vaTorus, 2, 0);
	delete[] pTorusVertices;

	//Plane
	pPlaneVertices = new float[4*3*3];
	CreatePlane(pPlaneVertices, 20.0f, 20.0f);
	vaoPlane = WRender::CreateVertexArrayObject();
	abPlane = WRender::CreateBuffer(WRender::ARRAY, WRender::STATIC, sizeof(float)*4*3*3, pPlaneVertices);	

	WRender::BindVertexArrayObject(vaoPlane);
	WRender::VertexAttribute vaFrustum[2] = {
		{abPlane, 0, 3, WRender::FLOAT, 0, sizeof(float)*3, 0, 0},
		{abColour, 1, 3, WRender::FLOAT, 0, sizeof(float)*9, sizeof(float)*3, 1},
	};
	WRender::SetAttributeFormat( vaFrustum, 2, 0);
	delete[] pPlaneVertices;

	//for screen aligned texture
	sqVao = WRender::CreateVertexArrayObject();	
	sqEab = WRender::CreateBuffer(WRender::ELEMENTS, WRender::STATIC, sizeof(sqIndices), sqIndices);
	sqAb = WRender::CreateBuffer(WRender::ARRAY, WRender::STATIC, sizeof(sqVertices), sqVertices);
	WRender::BindVertexArrayObject(sqVao);
	WRender::BindBuffer(WRender::ELEMENTS, sqEab);
	WRender::VertexAttribute sqVa[2] = {
		{sqAb, 0, 3, WRender::FLOAT, 0, sizeof(float)*5, 0, 0},					//vertices
		{sqAb, 1, 2, WRender::FLOAT, 0, sizeof(float)*5, sizeof(float)*3, 0},	//texture coordinates
	};
	WRender::SetAttributeFormat( sqVa, 2, 0);
	WRender::UnbindVertexArrayObject();

	// - - - - - - - - - - 
	//ubo for cameras etc
	// - - - - - - - - - - 
	ubo = WRender::CreateBuffer(WRender::UNIFORM, WRender::DYNAMIC, sizeof(Transforms), &transform);
	WRender::BindBufferToIndex(WRender::UNIFORM, ubo, 1);
	shadowUBO = WRender::CreateBuffer(WRender::UNIFORM, WRender::DYNAMIC, sizeof(CMatrix44)*(NUM_SHADOWS+1), shadowMtx);
	WRender::BindBufferToIndex(WRender::UNIFORM, shadowUBO, 2);

	// - - - - - - - - - - 
	//FBO for shadows
	// - - - - - - - - - - 
	//create the texture and FBO for rendering to when drawing 
	//during shadow stage
	for(unsigned int i=0;i<NUM_SHADOWS; i++)
	{
		WRender::CreateFrameBuffer(fbo[i]);	
		WRender::ActiveTexture(WRender::Texture::Unit(WRender::Texture::UNIT_0+i));
		WRender::CreateBaseTexture(depthTexture[i], descDepth);	
		WRender::SetTextureParams(depthTexture[i],param,4);

		WRender::AddTextureRenderBuffer(fbo[i], depthTexture[i], WRender::ATT_DEPTH, 0);					//add it to the FBO
		WRender::BindTexture(depthTexture[i],WRender::Texture::Unit(WRender::Texture::UNIT_0+i));	//bind it to a tex unit		
		WRender::BindFrameBuffer(WRender::FrameBuffer::DRAW, fbo[i]);
		WRender::SetDrawBuffer(WRender::DB_NONE);
		WRender::CheckFrameBuffer(fbo[i]);
	}		

	//set the projection matrix
	Transform::CreateProjectionMatrix(transforms.proj, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 50.0f);	

	for(unsigned int i=0;i<NUM_SHADOWS; i++)
		shadow_transform[i].ResizeStack(10);
}