Example #1
0
void init(void)
{
    glClearColor(0.0, 0.0, 0.0, 1.0);
	// Yeah.. so.. we need an global array with all the avaliable textures to be used with keystrokes for texture selection... 
	std::string texture_array[] = {"0.125", "0.5", "2", "8", "32", "128", "512", "2048"};
	globals.textures = std::vector<std::string>(texture_array,end(texture_array));

	globals.cubemap_0 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[0]);
	globals.cubemap_1 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[1]);
	globals.cubemap_2 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[2]);
	globals.cubemap_3 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[3]);
	globals.cubemap_4 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[4]);
	globals.cubemap_5 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[5]);
	globals.cubemap_6 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[6]);
    globals.cubemap_7 = loadCubeMap(cubemapDir() + "RomeChurch/prefiltered/"+globals.textures[7]);
	globals.cubemap_sky_box = loadCubeMap(cubemapDir() + "RomeChurch");
	std::string dir = shaderDir();

    loadProgram(shaderDir() + "environment_mapping.vert",
                shaderDir() + "environment_mapping.frag",
                &globals.program);
	
	loadProgram(shaderDir() + "skybox.vert",
				shaderDir() + "skybox.frag",
				&globals.program_sky_box);
		
	

    loadMesh((modelDir() + "gargo.obj"), &globals.mesh);
    createMeshVAO(globals.mesh, &globals.meshVAO);
	createBoxVAO();

    initializeTrackball();
}
Example #2
0
//--------------------------------------------------------------
// constructor
Planet::Planet(
  const mgOptionsFile& options)
{
  // load the planet cubemap texture
  mgString xminName, xmaxName, yminName, ymaxName, zminName, zmaxName;
  options.getFileName("planet-xmin", options.m_sourceFileName, "", xminName);
  options.getFileName("planet-xmax", options.m_sourceFileName, "", xmaxName);
  options.getFileName("planet-ymin", options.m_sourceFileName, "", yminName);
  options.getFileName("planet-ymax", options.m_sourceFileName, "", ymaxName);
  options.getFileName("planet-zmin", options.m_sourceFileName, "", zminName);
  options.getFileName("planet-zmax", options.m_sourceFileName, "", zmaxName);

  m_surfaceTexture = loadCubeMap(xminName, xmaxName, yminName, ymaxName, zminName, zmaxName);

  // load the clouds cubemap texture
  options.getFileName("clouds-xmin", options.m_sourceFileName, "", xminName);
  options.getFileName("clouds-xmax", options.m_sourceFileName, "", xmaxName);
  options.getFileName("clouds-ymin", options.m_sourceFileName, "", yminName);
  options.getFileName("clouds-ymax", options.m_sourceFileName, "", ymaxName);
  options.getFileName("clouds-zmin", options.m_sourceFileName, "", zminName);
  options.getFileName("clouds-zmax", options.m_sourceFileName, "", zmaxName);

  m_cloudsTexture = loadCubeMap(xminName, xmaxName, yminName, ymaxName, zminName, zmaxName);

  compileShader(options);

  // create the vertex buffer
  glGenVertexArrays(1, &m_vertexArray);
  glBindVertexArray(m_vertexArray);

  glGenBuffers(1, &m_vertexBuffer);
  glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer);

  glEnableVertexAttribArray(0);
  glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexPlanet), (const GLvoid*) offsetof(VertexPlanet, m_px));
  glEnableVertexAttribArray(1);
  glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexPlanet), (const GLvoid*) offsetof(VertexPlanet, m_mx));

  m_eyePt = mgPoint3(3500, 0, 0);
  m_eyeRotX = 0.0;
  m_eyeRotY = 90.0;
  m_eyeMatrix.rotateYDeg(m_eyeRotY);
  m_eyeMatrix.rotateXDeg(m_eyeRotX);

  m_specularColor = mgPoint3(0.4, 0.4, 0.4);
  m_lightColor = mgPoint3(0.6, 0.6, 0.6);
  m_lightAmbient = mgPoint3(0.2, 0.2, 0.2);
  m_matColor = mgPoint4(1, 1, 1, 1);
}
Example #3
0
//--------------------------------------------------------------
// constructor
Planet::Planet(
  const mgOptionsFile& options)
{
  // load the planet cubemap texture
  mgString xminName, xmaxName, yminName, ymaxName, zminName, zmaxName;
  options.getFileName("planet-xmin", options.m_sourceFileName, "", xminName);
  options.getFileName("planet-xmax", options.m_sourceFileName, "", xmaxName);
  options.getFileName("planet-ymin", options.m_sourceFileName, "", yminName);
  options.getFileName("planet-ymax", options.m_sourceFileName, "", ymaxName);
  options.getFileName("planet-zmin", options.m_sourceFileName, "", zminName);
  options.getFileName("planet-zmax", options.m_sourceFileName, "", zmaxName);

  m_surfaceTexture = loadCubeMap(xminName, xmaxName, yminName, ymaxName, zminName, zmaxName);

  // load the clouds cubemap texture
  options.getFileName("clouds-xmin", options.m_sourceFileName, "", xminName);
  options.getFileName("clouds-xmax", options.m_sourceFileName, "", xmaxName);
  options.getFileName("clouds-ymin", options.m_sourceFileName, "", yminName);
  options.getFileName("clouds-ymax", options.m_sourceFileName, "", ymaxName);
  options.getFileName("clouds-zmin", options.m_sourceFileName, "", zminName);
  options.getFileName("clouds-zmax", options.m_sourceFileName, "", zmaxName);

  m_cloudsTexture = loadCubeMap(xminName, xmaxName, yminName, ymaxName, zminName, zmaxName);

  compileShader(options);

  // create the vertex buffer
  glGenBuffers(1, &m_vertexBuffer);
  glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer);

  m_eyePt = mgPoint3(3500, 0, 0);
  m_eyeRotX = 0.0;
  m_eyeRotY = 90.0;
  m_eyeMatrix.rotateYDeg(m_eyeRotY);
  m_eyeMatrix.rotateXDeg(m_eyeRotX);

  m_specularColor = mgPoint3(0.4, 0.4, 0.4);
  m_lightColor = mgPoint3(0.6, 0.6, 0.6);
  m_lightAmbient = mgPoint3(0.2, 0.2, 0.2);
  m_matColor = mgPoint4(1, 1, 1, 1);
}
std::shared_ptr< Texture > MaterialFactory::createCubeMap( tinyxml2::XMLElement* node ) {

	std::shared_ptr< Texture > myTexture = std::shared_ptr< Texture > ( new CubeMap() );

	GLuint textureId;

	loadCubeMap( node->Attribute( "front" ) , node->Attribute( "back" ) , node->Attribute( "top" ) ,
		node->Attribute( "bottom" ) , node->Attribute( "left" ) , node->Attribute( "right" ) , &textureId );

	myTexture->setTexture( node->Attribute( "name" ) , textureId , m_textureLocation );

	printf( " Loaded cubeMap - \n ");
	printf( "	name: %s \n" , node->Attribute( "name" ) );
	printf( "	textureId: %i \n" , textureId );
	printf( "	textureLocation: %i \n", m_textureLocation );

	m_textureLocation++;

	return myTexture;

}
Example #5
0
void View::InitResources()
{
    createShaderPrograms();
    m_skybox = ResourceLoader::loadSkybox();
    //m_comet  = ResourceLoader::loadObjModel("../final/model/planet.OBJ");
    //m_comet  = ResourceLoader::loadObjModel("/course/cs123/bin/models/xyzrgb_dragon.obj");

    loadCubeMap();

    m_texID_sun = loadTexture(":/textures/sun.png");
    m_texID_earth = loadTexture(":/textures/earthmap1k.jpg");
    m_texID_earth_normal = loadTexture(":/textures/earthbump1k_enhance.png");
    m_texID_earth_cloud = loadTexture(":/textures/earthcloudmap.jpg");
    m_texID_moon = loadTexture(":/textures/moonmap2k.jpg");
    m_texID_moon_normal = loadTexture(":/textures/moonmap2k_enhance2.jpg");
    m_texID_comet = loadTexture(":/textures/mercurymap.jpg");
    m_texID_comet_normal = loadTexture(":/textures/mercurybump_normal.jpg");
    m_texID_saturn = loadTexture(":/textures/saturnmap.jpg");
    m_texID_andy = loadTexture(":/textures/Andy.jpg");


}
void CG_initialize(void)
{
    cgVertexProfile		= cgGLGetLatestProfile(CG_GL_VERTEX);
	cgFragmentProfile	= cgGLGetLatestProfile(CG_GL_FRAGMENT);
	
    cgGLSetOptimalOptions(cgVertexProfile);
	cgGLSetOptimalOptions(cgFragmentProfile);
    
    cgContext           = cgCreateContext();
    
    cgVertexProgram = cgCreateProgramFromFile(cgContext,
                                              CG_SOURCE,
                                              "CG_ENVIRO_MAPPING/oglu_per_vertex_reflective_environment_mapping_vs.cg",
                                              cgVertexProfile, 
                                              NULL, 
                                              NULL);	
cgGLLoadProgram(cgVertexProgram);
enviroCgVertexParam_lightPosition =  cgGetNamedParameter(cgVertexProgram, "lightPosition");
enviroCgVertexParam_globalAmbient =  cgGetNamedParameter(cgVertexProgram, "globalAmbient");    
enviroCgVertexParam_lightColor    =  cgGetNamedParameter(cgVertexProgram, "lightColor");  
//enviroCgVertexParam_Ke            =  cgGetNamedParameter(cgVertexProgram, "Ke");
enviroCgVertexParam_Ka            =  cgGetNamedParameter(cgVertexProgram, "Ka");    
enviroCgVertexParam_Kd            =  cgGetNamedParameter(cgVertexProgram, "Kd");  
enviroCgVertexParam_Ks            =  cgGetNamedParameter(cgVertexProgram, "Ks");
enviroCgVertexParam_shininess     =  cgGetNamedParameter(cgVertexProgram, "shininess"); 
enviroCgVertexParam_time     =  cgGetNamedParameter(cgVertexProgram, "time"); 
    


    cgModelViewProj = cgGetNamedParameter(cgVertexProgram, "ModelViewProj");
	cgModelView		= cgGetNamedParameter(cgVertexProgram, "ModelView");
	cgModelViewI	= cgGetNamedParameter(cgVertexProgram, "ModelViewI");
	cgModelViewIT	= cgGetNamedParameter(cgVertexProgram, "ModelViewIT");
	cgPosition		= cgGetNamedParameter(cgVertexProgram, "position");
	cgNormal		= cgGetNamedParameter(cgVertexProgram, "N");
	cgTexcoords		= cgGetNamedParameter(cgVertexProgram, "texCoord");
	cgEyePosition	= cgGetNamedParameter(cgVertexProgram, "eyePosition");
	
	cgGLSetParameter3f(cgEyePosition, 0, 0, 0);
    

    
    
   




    cgFragmentProgram = cgCreateProgramFromFile(cgContext, 
                                                CG_SOURCE, 
                                                "CG_ENVIRO_MAPPING/oglu_per_vertex_reflective_environment_mapping_ps.cg",
											    cgFragmentProfile, 
                                                NULL, 
                                                NULL );
    cgGLLoadProgram(cgFragmentProgram);

    
    cgEnvironmentMap = cgGetNamedParameter(cgFragmentProgram, "environmentMap");
    loadCubeMap();
    cgGLSetTextureParameter(cgEnvironmentMap, cubemapTexture[0]);
}