/// @brief Initializing handler. /// @return true if success bool CEffectViewerApp::OnInit() { char path[OG_MAX_PATH]; GetResourcePathASCII(path, OG_MAX_PATH); std::string strPath = std::string(path) + std::string("/../assets/"); StartOrangeGrass(strPath, false); StartGameCore(); CEffectViewerFrame* pFrame = new CEffectViewerFrame(NULL); SetTopWindow(pFrame); pFrame->Centre(); pFrame->Show(); return true; }
ShaderData::ShaderData( const char *vertShaderFilename, const char *fragShaderFilename ) { char buffer[2048]; GetResourcePathASCII(buffer, 2048); CPVRTResourceFile::SetReadPath(buffer); /* Gets the Data Path */ if(ShaderLoadFromFile("blank",fragShaderFilename, GL_FRAGMENT_SHADER, 0, &uiFragShader) == 0) printf("Loading the fragment shader fails:%s", fragShaderFilename); if(ShaderLoadFromFile("blank", vertShaderFilename, GL_VERTEX_SHADER, 0, &uiVertShader) == 0) printf("Loading the vertex shader fails:%s", vertShaderFilename); CreateProgram(&uiProgramObject, uiVertShader, uiFragShader, pszAttribs, sizeof(pszAttribs)/sizeof(pszAttribs[0]) ); // First gets the location of that variable in the shader using its name PMVMatrixHandle = glGetUniformLocation(uiProgramObject, "u_ModelViewProjectionMatrix"); MVMatrixHandle = glGetUniformLocation(uiProgramObject, "u_ModelViewMatrix"); TIMMatrixHandle = glGetUniformLocation(uiProgramObject, "u_TrasposeInverseModelMatrix"); ModelMatrixHandle = glGetUniformLocation(uiProgramObject, "u_ModelMatrix"); ViewMatrixHandle = glGetUniformLocation(uiProgramObject, "u_ViewMatrix"); EyePositionHandle = glGetUniformLocation(uiProgramObject, "myEye"); LightDirectionHandle = glGetUniformLocation(uiProgramObject, "light_direction"); LightPositionHandle = glGetUniformLocation(uiProgramObject, "light_position"); AmbientICHandle = glGetUniformLocation(uiProgramObject, "ambient_ic"); DiffuseICHandle = glGetUniformLocation(uiProgramObject, "diffuse_ic"); SpecularICHandle = glGetUniformLocation(uiProgramObject, "specular_ic"); MaterialShininessHandle = glGetUniformLocation(uiProgramObject, "material_shininess"); ColorHandle = glGetUniformLocation(uiProgramObject, "u_Color"); TextureHandle = glGetUniformLocation(uiProgramObject, "s_texture"); NormalMapHandle = glGetUniformLocation(uiProgramObject, "s_normalmap"); NoiseOffsetHandle= glGetUniformLocation(uiProgramObject, "u_offset"); }