Example #1
0
void CleanUp(void)
{	
	WRender::DeleteBuffer(ubo);
	DestroyShape(sphere);
	DestroyShape(cube);
	DestroyShape(box);
	WRender::DeleteTexture( cubemap_tex );	

	program_cube.CleanUp();

	glswShutdown();
}
Example #2
0
void CleanUp()
{
	WRender::DeleteVertexArrayObject(vaoTorus);
	WRender::DeleteVertexArrayObject(vaoPlane);
	WRender::DeleteVertexArrayObject(sqVao);

	WRender::DeleteBuffer(abColour);
	WRender::DeleteBuffer(abTorus);
	WRender::DeleteBuffer(abPlane);
	WRender::DeleteBuffer(sqAb);
	WRender::DeleteBuffer(sqEab);
	WRender::DeleteBuffer(ubo);
	
	WRender::DeleteFrameBuffer(fbo);	
	WRender::DeleteTexture(depthTexture);	
	glswShutdown();
}
Example #3
0
void CleanUp(void)
{	
	WRender::DeleteVertexArrayObject(vaoSphere);
	WRender::DeleteBuffer(ubo);
	WRender::DeleteBuffer(abSphere);
	
	WRender::DeleteVertexArrayObject(sqVao);
	WRender::DeleteBuffer(sqAb);
	WRender::DeleteBuffer(sqEab);	

	WRender::DeleteTexture(texR);
	WRender::DeleteFrameBuffer(fbo);

	program[0].CleanUp();
	program[1].CleanUp();
	glswShutdown();
}
Example #4
0
void fulltest()
{
    starttest();
    partialtest();
    randomtest();
    glswShutdown();

    {
        const char* shaderSource = glswGetShader("SignedEuclidean.Vertex.GL3.Erosion");
        if (bEnableOutput)
        {
            if (shaderSource)
                printf("Bad; should've reported an error!");
            else
                printf("Good, got another expected error: : %s\n\n\n", glswGetError());
        }
    }
}
Example #5
0
void ShutdownModernGLPatch(){
	if(vtx.vao_handle){
		if(vtx.p_pre_gl_buffer){
			glUnmapBuffer(GL_ARRAY_BUFFER);
			vtx.p_buffer_loc = 0;
			vtx.p_pre_gl_buffer = 0;
		}
		glDeleteVertexArrays(1, &vtx.vao_handle);		
		glDeleteBuffers(1,&vtx.vbo_handle);
		glDeleteBuffers(1,&vtx.transform_ubo_handle);
		glDeleteBuffers(1,&vtx.lighting_ubo_handle);
	}
	
	vtx.p_buffer_loc = 0;

	DeleteShaderProgram(&texture_shader);
	DeleteShaderProgram(&colour_shader);
	DeleteShaderProgram(&light_map_shader);
	glswShutdown();
	DestroyStack();
}
void CleanUp()
{
	WRender::DeleteVertexArrayObject(vaoTorus);
	WRender::DeleteVertexArrayObject(vaoPlane);
	WRender::DeleteVertexArrayObject(sqVao);

	WRender::DeleteBuffer(abColour);
	WRender::DeleteBuffer(abTorus);
	WRender::DeleteBuffer(abPlane);
	WRender::DeleteBuffer(sqAb);
	WRender::DeleteBuffer(sqEab);
	WRender::DeleteBuffer(ubo);
	WRender::DeleteBuffer(shadowUBO);

	for(unsigned int i=0;i<NUM_SHADOWS; i++)
	{
		WRender::DeleteFrameBuffer(fbo[i]);
		WRender::DeleteTexture(depthTexture[i]);	
	}
	glswShutdown();
}
Example #7
0
void CleanUp(void)
{	//shaders were sorted when they went out of scope
	WRender::DeleteVertexArrayObject(vao);
	WRender::DeleteBuffer(ab);

	WRender::DeleteVertexArrayObject(sqVao);
	WRender::DeleteBuffer(sqAb);
	WRender::DeleteBuffer(sqEab);	

	WRender::DeleteTexture(texR);
	WRender::DeleteTexture(texG);
	WRender::DeleteTexture(texB);
	WRender::DeleteTexture(texD);

	WRender::DeleteRenderBuffer(rbo);	
	WRender::DeleteFrameBuffer(fbo);
	WRender::DeleteFrameBuffer(fboForBlitting);	
	

	program[0].CleanUp();
	program[1].CleanUp();
	glswShutdown();
}
Example #8
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();

}
int main( int argc, char *argv[] )
{
    printf("Game Data Dir: %s\n", getResourceDir().c_str() );
    
    // Initialize GLSW
    glswInit();
    glswSetPath( getResourceDir().c_str(), ".glsl" );
    
	// Initialize SDL
	if (SDL_Init( SDL_INIT_NOPARACHUTE | SDL_INIT_VIDEO ) < 0 ) 
	{
		printf("Unable to init SDL: %s\n", SDL_GetError() );
		exit(1);
	}
    
	// cheezy check for fullscreen
	Uint32 mode_flags = SDL_OPENGL;
	for (int i=1; i < argc; i++)
	{
		if (!_stricmp( argv[i], "-fullscreen"))
		{
			mode_flags |= SDL_FULLSCREEN;
		}
	}
    
    // TODO: flag to control this
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
	SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, 4 );
    
    
	if (SDL_SetVideoMode( 800, 600, 32, mode_flags ) == 0 ) 
	{
		printf( "Unable to set video mode: %s\n", SDL_GetError() ) ;
		exit(1);
	}
    
	SDL_WM_SetCaption( "LD{{number}} - {{Project}}", NULL );

    TemplateGame *game = new TemplateGame();
    game->init();       
    
    // init graphics
    // FIXME: screen size
    glViewport( 0, 0, 800, 600 );    
    
	//=====[ Main loop ]======
	bool done = false;
	Uint32 ticks = SDL_GetTicks(), ticks_elapsed, sim_ticks = 0;
	while(!done)
	{
		SDL_Event event;
        
		while (SDL_PollEvent( &event ) ) 
		{
			switch (event.type )
			{
				case SDL_KEYDOWN:
					switch( event.key.keysym.sym ) 
                {						
                    case SDLK_ESCAPE:
                        done = true;
                        break;
                        
                    default:
                        game->keypress( event.key.keysym.sym );
                        break;
                }
                    break;
                    
				case SDL_MOUSEMOTION:	
                    game->mouseMotion( event.motion.xrel, event.motion.yrel ); 
					break;
                    
				case SDL_MOUSEBUTTONDOWN:					
					game->mouseButton( event.button );
					break;
                    
				case SDL_MOUSEBUTTONUP:					
					game->mouseButton( event.button );
					break;				
                    
				case SDL_QUIT:
					done = true;
					break;
                    
                default:
                    break;
			}
		}
        
        // Do continuous keys
		Uint8 *keyState = SDL_GetKeyState( NULL );
        
		// convert to btn mask
		Uint32 btnMask = 0;
		btnMask |= (keyState[SDLK_LEFT]||keyState[SDLK_a])?BTN_LEFT:0;
		btnMask |= (keyState[SDLK_RIGHT]||keyState[SDLK_d])?BTN_RIGHT:0;
        
		btnMask |= (keyState[SDLK_UP]||keyState[SDLK_w])?BTN_UP:0;
		btnMask |= (keyState[SDLK_DOWN]||keyState[SDLK_s])?BTN_DOWN:0;
        
		btnMask |= (keyState[SDLK_z]||keyState[SDLK_COMMA])?BTN_A:0;
		btnMask |= (keyState[SDLK_x]||keyState[SDLK_PERIOD])?BTN_B:0;
        
		game->updateButtons( btnMask );
		
		
		// Timing
		ticks_elapsed = SDL_GetTicks() - ticks;
		ticks += ticks_elapsed;
        
		// fixed sim update
		sim_ticks += ticks_elapsed;
		while (sim_ticks > STEPTIME) 
		{
			sim_ticks -= STEPTIME;						
            
			//printf("update sim_ticks %d ticks_elapsed %d\n", sim_ticks, ticks_elapsed );
			game->updateSim( (float)STEPTIME / 1000.0f );			
		}	
        
		// redraw as fast as possible		
		float dtRaw = (float)(ticks_elapsed) / 1000.0f;
        
		game->updateFree( dtRaw ); 
        game->redraw();   

		SDL_GL_SwapBuffers();
        
		// Call this once a frame if using tweakables
        //ReloadChangedTweakableValues();        
	}
    
    // Shut down game
    game->shutdown();
    delete game;
    
    // Restore SDL stuff 
    SDL_ShowCursor( true );
	SDL_WM_GrabInput( SDL_GRAB_OFF );
    
    // Shutdown glsw
    glswShutdown();
    
    return 0;
}