/* Called whenever no user input given */ void glutWidget::update() { m_frame++; glutPostRedisplay(); //marks window for redrawing setUniform2f(m_program, "center", glutWidget::cx, glutWidget::cy); setUniform1f(m_program, "scale", glutWidget::scale); }
void StaticEntity::DrawFirstPass() { GLuint shad; glm::vec3 minBBoxPoint; glm::vec3 distVec; if(visible) { glPushMatrix(); glMultMatrixf(&matrix[0][0]); glScalef(scale,scale,scale); for(unsigned int i=0; i<meshObj->mesh.size(); i++) { if(meshObj->mesh.at(i)) { if(meshObj->material.at(i)) { //minBBoxPoint = ClosestMeshBBoxPoint(i); //distVec = minBBoxPoint - Camera::getActiveCamera()->pos; //std::cout<<"dist "<<glm::dot(distVec,distVec)<<std::endl; //shad = SceneHandler::shaderLib.GetShaderFromDistance(meshObj->material.at(i)->type,glm::dot(distVec,distVec)); shad=SceneHandler::shaderLib.GetShaderFromType(meshObj->material.at(i)->type); glActiveTexture( GL_TEXTURE0 ); glBindTexture(GL_TEXTURE_2D, meshObj->material.at(i)->diffuseMap); setUniform1i(shad,0,"diffuseMap"); glActiveTexture( GL_TEXTURE1 ); glBindTexture(GL_TEXTURE_2D, meshObj->material.at(i)->normalMap); setUniform1i(shad,1,"normalMap"); glActiveTexture( GL_TEXTURE2 ); glBindTexture(GL_TEXTURE_2D, meshObj->material.at(i)->specularMap); setUniform1i(shad,2,"specularMap"); setAttributeTangent(shad, meshObj->mesh.at(i)->tangent, "tangent"); setUniform2f(shad,SceneHandler::near,SceneHandler::far,"cameraRange"); Camera *cam = Camera::getActiveCamera(); setUniform3f(shad,cam->pos.x,cam->pos.y,cam->pos.z,"cameraPos"); setUniform3f(shad,cam->dir.x,cam->dir.y,cam->dir.z,"cameraDir"); glMaterialfv(GL_FRONT, GL_DIFFUSE, meshObj->material.at(i)->diffuse); glMaterialfv(GL_FRONT, GL_AMBIENT, meshObj->material.at(i)->ambient); glMaterialfv(GL_FRONT, GL_SPECULAR, meshObj->material.at(i)->specular); glMaterialfv(GL_FRONT, GL_SHININESS, meshObj->material.at(i)->shininess); glUseProgram( shad ); meshObj->mesh.at(i)->draw(); glUseProgram( 0 ); } } } glPopMatrix(); } }
void opengl::ShaderUniforms::setUniform2f(const SCP_string &name, const float x, const float y) { vec2d temp; temp.x = x; temp.y = y; setUniform2f(name, temp); }
void opengl_uniform_state::setUniform2f(const SCP_string &name, const float x, const float y) { vec2d temp; temp.x = x; temp.y = y; setUniform2f(name, temp); }
/* Redraws window contents */ void glutWidget::render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clears color and depth bits of framebuffer if(guide) { glBegin(GL_LINE_LOOP); glColor3f(1.0, 0.0, 0.0); glVertex2f((0.2+cx)/(scale*0.5), (-0.1+cy)/(scale*0.5)); glVertex2f((0.45+cx)/(scale*0.5), (-0.1+cy)/(scale*0.5)); glVertex2f((0.325+cx)/(scale*0.5), (0.15+cy)/(scale*0.5)); glEnd(); glBegin(GL_LINE_LOOP); glColor3f(1.0, 0.0, 0.0); glVertex2f((-0.2+cx)/(scale*0.5), (0.8+cy)/(scale*0.5)); glVertex2f((0.0+cx)/(scale*0.5), (0.8+cy)/(scale*0.5)); glVertex2f((0.0+cx)/(scale*0.5), (1.0+cy)/(scale*0.5)); glVertex2f((-0.2+cx)/(scale*0.5), (1.0+cy)/(scale*0.5)); glEnd(); //Circle glBegin(GL_LINE_LOOP); glColor3f(1.0, 0.0, 0.0); for(int i = 0; i < 360; i++) { glVertex2f((cos((float) i * (3.14159265/180.0)) / 6 + cx + (-1.35)) / (scale*0.5), (sin((float) i * (3.14159265/180.0)) / 6 + cy) / (scale*0.5)); } glEnd(); } glUseProgram(m_program); //Enables fragment shader //Pass parameters from main program to fragment shader setUniform2f(m_program, "center", glutWidget::cx, glutWidget::cy); setUniform1f(m_program, "scale", glutWidget::scale); setUniform1i(m_program, "itr", itr); setUniform1i(m_program, "color", color); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(-1, -1); glTexCoord2f(1, 0); glVertex2f(1, -1); glTexCoord2f(1, 1); glVertex2f(1, 1); glTexCoord2f(0, 1); glVertex2f(-1, 1); glEnd(); glUseProgram(0); //Disables fragment shader glutSwapBuffers(); //swaps front and back buffer for double buffering }
void UIShader::begin(){ if (bEnable){ checkShaderFile(); ofShader::begin(); for (int i = 0; i < uniforms.size(); i++){ if (uniforms[i]->type == UNIFORM_FLOAT){ if (uniforms[i]->name == "time"){ setUniform1f(uniforms[i]->name.c_str(), ofGetElapsedTimef()); } else { setUniform1f(uniforms[i]->name.c_str(), uniforms[i]->value.x ); } } else if (uniforms[i]->type == UNIFORM_VEC2){ if (uniforms[i]->name == "mouse"){ setUniform2f(uniforms[i]->name.c_str(), ofGetMouseX(), ofGetMouseY() ); } else if (uniforms[i]->name == "screen"){ setUniform2f(uniforms[i]->name.c_str(), ofGetScreenWidth(), ofGetScreenHeight() ); } else if (uniforms[i]->name == "windows" || uniforms[i]->name == "resolution" ){ setUniform2f(uniforms[i]->name.c_str(), ofGetWidth(), ofGetHeight() ); } else { setUniform2f(uniforms[i]->name.c_str(), uniforms[i]->value.x, uniforms[i]->value.y ); } } else if (uniforms[i]->type == UNIFORM_VEC3){ setUniform3f(uniforms[i]->name.c_str(), uniforms[i]->value.x, uniforms[i]->value.y, uniforms[i]->value.z ); } } } }
//-------------------------------------------------------------- void ofShader::setUniforms(const ofParameterGroup & parameters) const{ for(int i=0;i<parameters.size();i++){ if(parameters[i].type()==typeid(ofParameter<int>).name()){ setUniform1i(parameters[i].getEscapedName(),parameters[i].cast<int>()); }else if(parameters[i].type()==typeid(ofParameter<float>).name()){ setUniform1f(parameters[i].getEscapedName(),parameters[i].cast<float>()); }else if(parameters[i].type()==typeid(ofParameter<ofVec2f>).name()){ setUniform2f(parameters[i].getEscapedName(),parameters[i].cast<ofVec2f>()); }else if(parameters[i].type()==typeid(ofParameter<ofVec3f>).name()){ setUniform3f(parameters[i].getEscapedName(),parameters[i].cast<ofVec3f>()); }else if(parameters[i].type()==typeid(ofParameter<ofVec4f>).name()){ setUniform4f(parameters[i].getEscapedName(),parameters[i].cast<ofVec4f>()); }else if(parameters[i].type()==typeid(ofParameterGroup).name()){ setUniforms((ofParameterGroup&)parameters[i]); } } }
//-------------------------------------------------------------- void ofShader::setUniform2f(const string & name, const ofVec2f & v) const{ setUniform2f(name,v.x,v.y); }
static void drawGLScene() { glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); float w = glutGet( GLUT_WINDOW_WIDTH ); float h = glutGet( GLUT_WINDOW_HEIGHT ); gluPerspective(60, w / h, 0.1, 300); glMatrixMode( GL_MODELVIEW ); //============================================= glLoadIdentity(); static float time = 0.0; time += 0.003; glUseProgramObjectARB(shaderSky); setUniform1f(shaderSky, "time", time); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, colorMapSky); float skySize=10.0; glTranslatef(0,0,-5); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(-skySize, -skySize); glTexCoord2f(1, 0); glVertex2f(skySize, -skySize); glTexCoord2f(1, 1); glVertex2f(skySize, skySize); glTexCoord2f(0, 1); glVertex2f(-skySize, skySize); glEnd(); //============================================= glLoadIdentity(); glTranslatef(0,0,-2.4); glRotatef(xAngle.step(),1,0,0); glRotatef(yAngle.step(),0,1,0); glRotatef(zAngle.step(),0,0,1); glUseProgramObjectARB(shaderProgram); setUniform2f(shaderProgram, "c", koefReD.step(), koefImD.step()); setUniform1f(shaderProgram, "bound", movingHighBound.step()); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, iterLimit, 0, GL_BGRA, GL_UNSIGNED_BYTE, colorMap); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(-1, -1); glTexCoord2f(1, 0); glVertex2f(1, -1); glTexCoord2f(1, 1); glVertex2f(1, 1); glTexCoord2f(0, 1); glVertex2f(-1, 1); glEnd(); //============================================= glutSwapBuffers(); clrMapData.ColorMapStep(); constFps.step(); }
void StaticEntity::Draw() { if(visible) { Light *nearestLight=SceneHandler::FindNearestLight(matrix[3].x, matrix[3].y, matrix[3].z); if(nearestLight) nearestLight->assignTo(0); glPushMatrix(); glMultMatrixf(&matrix[0][0]); glScalef(scale,scale,scale); glMatrixMode(GL_TEXTURE); glActiveTexture(GL_TEXTURE3); glPushMatrix(); glMultMatrixf(&matrix[0][0]); glScalef(scale,scale,scale); //printf("pos: %f %f %f \n",m_matrix.m_posit.m_x, m_matrix.m_posit.m_y, m_matrix.m_posit.m_z); for(unsigned int i=0; i<meshObj->mesh.size(); i++) { if(meshObj->material.at(i) != NULL) { glActiveTexture( GL_TEXTURE0 ); glBindTexture(GL_TEXTURE_2D, meshObj->material.at(i)->diffuseMap); setUniform1i(meshObj->material.at(i)->shader,0,"diffuseMap"); glActiveTexture( GL_TEXTURE1 ); glBindTexture(GL_TEXTURE_2D, meshObj->material.at(i)->normalMap); setUniform1i(meshObj->material.at(i)->shader,1,"normalMap"); glActiveTexture( GL_TEXTURE2 ); glBindTexture(GL_TEXTURE_2D, meshObj->material.at(i)->specularMap); setUniform1i(meshObj->material.at(i)->shader,2,"specularMap"); setAttributeTangent(meshObj->material.at(i)->shader, meshObj->mesh.at(i)->tangent, "tangent"); glMaterialfv(GL_FRONT, GL_DIFFUSE, meshObj->material.at(i)->diffuse); glMaterialfv(GL_FRONT, GL_AMBIENT, meshObj->material.at(i)->ambient); glMaterialfv(GL_FRONT, GL_SPECULAR, meshObj->material.at(i)->specular); glMaterialfv(GL_FRONT, GL_SHININESS, meshObj->material.at(i)->shininess); setUniform1f(meshObj->material.at(i)->shader,nearestLight->getRadius(),"lightRadius"); setUniform2f(meshObj->material.at(i)->shader,(GLfloat)SceneHandler::width,(GLfloat)SceneHandler::height,"bufferSize"); setUniform1i(meshObj->material.at(i)->shader,SceneHandler::width,"screenWidth"); setUniform1i(meshObj->material.at(i)->shader,SceneHandler::height,"screenHeight"); glUseProgram( meshObj->material.at(i)->shader ); } if(meshObj->mesh.at(i)) { meshObj->mesh.at(i)->draw(); } } glUseProgram( 0 ); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glBindTexture(GL_TEXTURE_2D, 0); } }
void setUniform(const fvec2& value) { setUniform2f(1, value.ptr()); }
void setUniform(int count, const fvec2* value) { setUniform2f(count, value->ptr()); }
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; }