Ejemplo n.º 1
0
int main(int argc, char *argv[]) {
  glutInit(&argc, argv);
  glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
  glutInitWindowSize(500,500);
  glutInitWindowPosition(10,10);
  glutCreateWindow("Spline");
  glutDisplayFunc(display);
  glutReshapeFunc(reshape);
  glutKeyboardFunc(keyboard);
	glutMouseFunc(mouse);
	glutMotionFunc(mouseMotion);
  installShaders();
/*
	matrixIdentity(ModelView);
	matrixLookat(ModelView,
								.1, 0, 600,
								0, 0, 0,
								0, 0, 1);
	matrixIdentity(Projection);
	matrixPerspective(Projection,
										fovy, 1, 0.01, 1000);
*/
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(40.0, 1.0, 0.1, 1000);
	setView();
  Color[0] = 1.0; Color[1] = 1.0; Color[2] = 0.0;

  glutMainLoop();
  return 0;
}
Ejemplo n.º 2
0
void initShader(char* shaderName, int id ) {
	
int success = 0;
int gl_major, gl_minor;
GLchar 	*VertexShaderSource, 
		*FragmentShaderSource;

    glewInit();

    // Make sure that OpenGL 2.0 is supported by the driver
    getGlVersion(&gl_major, &gl_minor);
    printf("GL_VERSION major=%d minor=%d\n", gl_major, gl_minor);

    if (gl_major < 2) {
        printf("GL_VERSION major=%d minor=%d\n", gl_major, gl_minor);
        printf("Support for OpenGL 2.0 is required for this demo...exiting\n");
        exit(1);
    	}

    readShaderSource(shaderName, &VertexShaderSource, &FragmentShaderSource);
    success = installShaders(VertexShaderSource, FragmentShaderSource, id);

    if (!success) {
    	printf("Fail to load Shaders!!\n");
    	exit(0);
    	}   	
}
Ejemplo n.º 3
0
int main(int argc, char *argv[]) {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA | GLUT_DEPTH);
    glutInitWindowSize(800,800);
    glutInitWindowPosition(10,10);
    glutCreateWindow("Super Ellipsoid");

    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutSpecialFunc(specialKeyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(mouseMotion);
    glutIdleFunc(idle);

    glutCreateMenu(displayMenu);
    glutAddMenuEntry("Increase m",1);
    glutAddMenuEntry("Decrease m",2);
    glutAddMenuEntry("Increase n",3);
    glutAddMenuEntry("Decrease n",4);
    glutAddMenuEntry("Exit",5);
    glutAttachMenu(GLUT_RIGHT_BUTTON);

    installShaders();
    setCamera();

    matrixIdentity(Projection);
    matrixPerspective(Projection,
                      40, 1.0, (GLfloat) 1, 750);

    initValues();
    glClearColor(0.0,0.0,0.0,1.0);

    glutMainLoop();
    return 0;
}
Ejemplo n.º 4
0
bool Shader::Load(const char *filename)
{
	strcpy(m_FileName, filename);

//	console->printfAndRender("Compiling Shader '%s'", filename);
   
	if( !readShaderSource() ) return false;
	if( !installShaders() ) return false;

	return true;
}
Ejemplo n.º 5
0
int main(int argc, char *argv[]) {
  glutInit(&argc, argv);
  glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
  glutInitWindowSize(500,500);
  glutInitWindowPosition(10,10);
  glutCreateWindow("Robot Left Arm");
  glutDisplayFunc(display);
	glutIdleFunc(idle);
  glutReshapeFunc(reshape);
  glutKeyboardFunc(keyboard);
  installShaders();
  Color[0] = 1.0; Color[1] = 1.0; Color[2] = 0.0;
  glutMainLoop();
  return 0;
}
Ejemplo n.º 6
0
  int main(int argc, char *argv[]) {
    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
    glutInitWindowSize(800,800);
    glutInitWindowPosition(70,70);
    glutCreateWindow("ST HELENS TERRAIN");

    initValues();

    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(mouseMotion);
    glutIdleFunc(idle);
  
    installShaders();
    setCamera();

//    nearPlane = radius - 1.3,farPlane = radius + 1.3;
    matrixIdentity(Projection);
    nearPlane = 1.3;
    farPlane = 4.0;
    matrixPerspective(Projection,
                      30, 1.0, (GLfloat) nearPlane, farPlane);


    glUniform1f(nearPlaneUniform, nearPlane);
    glUniform1f(farPlaneUniform, farPlane);


    glClearColor(0.1,0.1,0.1,0.0);

    glutMainLoop();

    //freeing the memory
    free(indicesArray);
    free(normalsArray);
    free(verticesArray);

    return 0;
  }
Ejemplo n.º 7
0
/*
 * Main
 *
 ******************************************************************************/
int main( int argc, char **argv )
{
    int success = 0;
    int gl_major, gl_minor;
    GLchar *VertexShaderSource, *FragmentShaderSource;
        
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
    glutInitWindowSize(500, 500);
    window = glutCreateWindow( "Temperature Shader");
        
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
        
    // Initialize the "OpenGL Extension Wrangler" library
    glewInit();
        
    // Make sure that OpenGL 2.0 is supported by the driver
    getGlVersion(&gl_major, &gl_minor);
    printf("GL_VERSION major=%d minor=%d\n", gl_major, gl_minor);
        
    if (gl_major < 2)
    {
        printf("GL_VERSION major=%d minor=%d\n", gl_major, gl_minor);
        printf("Support for OpenGL 2.0 is required for this demo...exiting\n");
        exit(1);
    }
        
    readShaderSource("temp", &VertexShaderSource, &FragmentShaderSource);
    success = installShaders(VertexShaderSource, FragmentShaderSource);
        
    if (success)
        glutMainLoop();
   
    return 0;

}
Ejemplo n.º 8
0
void begin()
{
    

    // old-BATB didn't like to be initialized more than once :(
    // hence, ignore re-init for specified parts, and continue with previous state
    static bool empty = true;
    
    // clear exit, making possible to start over again
    //do_exit = false;

        // copied from old::main:
        //MainWindow::winPosX = 100;
        //MainWindow::winPosY = 100;
        //MainWindow::winWidth = 640;
        //MainWindow::winHeight = 480;

        // init glut
        //glutInitWindowPosition(MainWindow::winPosX, MainWindow::winPosY);
        //glutInitWindowSize    (MainWindow::winWidth, MainWindow::winHeight);
        //glutInit              (&argc, argv);
        //glutInitDisplayMode   (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
        //MainWindow::main_window = glutCreateWindow("Beat About the Bush");
        MainWindow::enableDisplayFunc();

        // implemented as GLFW:

        GLFWwindow* win = glfwGetCurrentContext();
        glfwSetKeyCallback( win, MainWindow::glfwKey  );                  //glutKeyboardFunc      (MainWindow::keyDownFn); 
                                                                                          //glutSpecialFunc       (MainWindow::specialDownFn);
                                                                                          ////glutKeyboardUpFunc    (MainWindow::keyUpFn);
                                                                                          ////glutSpecialUpFunc     (MainWindow::specialUpFn);
        glfwSetCursorPosCallback( win, MainWindow::glfwCursorPos );       //glutMouseFunc         (MainWindow::mousefn); 
        glfwSetMouseButtonCallback( win, MainWindow::glfwMouseButton);    //glutMotionFunc        (MainWindow::motionfn);
                                                                                          
        glfwSetWindowSizeCallback( win, MainWindow::glfwWindowSize );     //glutReshapeFunc       (MainWindow::reshapefn);
        glfwSetWindowFocusCallback( win, MainWindow::glfwWindowFocus );   //glutVisibilityFunc    (MainWindow::visibility);
        
        
        
        
    if ( empty )
    {

        // init plib, with no GLUT-binding!
        puInitOLD();

        puSetDefaultStyle        ( PUSTYLE_SMALL_SHADED );
        puSetDefaultColourScheme ( 0.3f, 0.4f, 0.6f, 1.0f);

        // Initialize the "OpenGL Extension Wrangler" library
        //glewInit();
    }

        mainWindow.initLights();

    if ( empty )
    {
        mainWindow.init();
        printVersions();

        // Make sure that OpenGL 2.0 is supported by the driver
        int gl_major, gl_minor;
        getGlVersion(&gl_major, &gl_minor);
        printf("GL_VERSION major=%d minor=%d\n", gl_major, gl_minor);

        if (gl_major < 2)
        {
            printf("GL_VERSION major=%d minor=%d\n", gl_major, gl_minor);
            printf("Support for OpenGL 2.0 is required for this demo...exiting\n");
            //exit(1);
            old::exit(1);
            return;
        }

        // init shaders
        GLchar *dayVSSource, *dayFSSource;
        readShaderSource( old::file("shader/day").c_str(), &dayVSSource, &dayFSSource);
        dayShader = installShaders(dayVSSource, dayFSSource);
        float forestGreen[] = {34.0/255, 139.0/255, 34.0/255};
        //float auburn[] = {113.0/255, 47.0/255, 38.0/255};
        float grey[] = {0.5, 0.5, 0.5};
        //float sepia[] = {112.0/255, 66.0/255, 20.0/255};

        setUniform3f(dayShader, "GrassColor", forestGreen[0], forestGreen[1], forestGreen[2]);
        setUniform3f(dayShader, "RockColor", grey[0], grey[1], grey[2]);
        //setUniform3f(dayShader, "DirtColor", sepia[0], sepia[1], sepia[2]);
        //setUniform4f(dayShader, "LightPos", 0.0, 0.0, 100.0, 1.0);
        setUniform1f(dayShader, "Scale", 1.0);
        setUniform1f(dayShader, "TerrainHigh", 0.1);
        setUniform1f(dayShader, "TerrainLow", 0.1);
        setUniform1i(dayShader, "Trees", 0); // sampler
        setUniform1i(dayShader, "AltGrad", 1); // sampler
        setUniform1i(dayShader, "Noise", 2); // sampler

        GLchar *nightVSSource, *nightFSSource;
        readShaderSource( old::file("shader/night3").c_str(), &nightVSSource, &nightFSSource);
        nightShader = installShaders(nightVSSource, nightFSSource);
        setUniform3f(nightShader, "BrickColor", 1.0, 0.3, 0.2);
        setUniform3f(nightShader, "MortarColor", 0.85, 0.86, 0.84);
        setUniform2f(nightShader, "BrickSize", 0.30, 0.15);
        setUniform2f(nightShader, "BrickPct", 0.90, 0.85);
        setUniform1i(nightShader, "numEnabledLights", 2);

        setUniform3f(nightShader, "GrassColor", forestGreen[0], forestGreen[1], forestGreen[2]);
        setUniform3f(nightShader, "RockColor", grey[0], grey[1], grey[2]);
        setUniform1f(nightShader, "Scale", 1.0);
        setUniform1f(nightShader, "TerrainHigh", 0.1);
        setUniform1f(nightShader, "TerrainLow", 0.1);
        setUniform1i(nightShader, "Trees", 0); // sampler
        setUniform1i(nightShader, "AltGrad", 1); // sampler
        setUniform1i(nightShader, "Noise", 2); // sampler

        GLchar *nightTreeVS, *nightTreeFS;
        readShaderSource( old::file("shader/nightTree").c_str(), &nightTreeVS, &nightTreeFS);
        nightTrees = installShaders(nightTreeVS, nightTreeFS);
        setUniform1i(nightTrees, "Trees", 0); // sampler

        // BUGFIX:
        free( dayVSSource );
        free( dayFSSource );
        free( nightVSSource );
        free( nightFSSource );
        free( nightTreeVS );
        free( nightTreeFS );
    }

        // enter main loop
        //if (dayShader && nightShader)
        //    glutMainLoop();

        //return 0;

    empty = false;

}