Example #1
0
void test_initgbuf()
{

#if 1

#define MRT 0

#if MRT
	if (!shaderpdm_mrt) shaderpdm_mrt=vfs_load("shaders/pdm_mrt.c");
	rnd_tg("ttd", gbuf_color, gbuf_normal, gbuf_depth);
#else
	rnd_tg("td", gbuf_color, gbuf_depth);
//	rnd_tg(0);
#endif

	rnd_clearall();
	
	////////////////////////////////
	test_vbfmt_t verts[4];
	verts[0].co=vec(-10, -10, 30);
	verts[1].co=vec(10, -10, 30);
	verts[2].co=vec(10, 10, 30);
	verts[3].co=vec(-10, 10, 30);
	for (int i=0; i<4; i++) {
		verts[i].normal=vec(0,0,-1);
		verts[i].tangent=vec(1,0,0);
		verts[i].binormal=vec(0,1,0);
	}

	verts[0].texco[0]=0;
	verts[0].texco[1]=0;
	verts[1].texco[0]=.5;
	verts[1].texco[1]=0;
	verts[2].texco[0]=.5;
	verts[2].texco[1]=.5;
	verts[3].texco[0]=0;
	verts[3].texco[1]=.5;

#if MRT
	vfs_use(shaderpdm_mrt);
#else
	vfs_use(shaderpdm);
#endif


	samp2d("color_map", texcolor);
	samp2d("relief_map", texrelief);
	samp2d("pyramid_map", texpyramid);
	samp2d("depth_map", texdepth);
	uni3f("lightpos", 5.36f, 10.0f, 1.8f);
	int vb=vb_alloc(4, sizeof(test_vbfmt_t), verts);
	rendq("{co texco normal tangent binormal}", -1, vb);
	vb_free(vb);

#endif //0

	vfs_use(-1);
#if 1
	float tcbnd[4]={0,0,1,1};
	float qbnd[4]={-10,-10,10,10};

	glColor4f(1,1,1,1);
//	glEnable(GL_TEXTURE_2D);
//	glBindTexture(GL_TEXTURE_2D, texcolor); //texpyramid);//texrelief); //texlena);

	float z=50;
	glBegin(GL_QUADS);
	glTexCoord2f(tcbnd[0], tcbnd[1]);	glVertex3f(qbnd[0], qbnd[1], z);
	glTexCoord2f(tcbnd[2], tcbnd[1]);	glVertex3f(qbnd[2], qbnd[1], z);
	glTexCoord2f(tcbnd[2], tcbnd[3]);	glVertex3f(qbnd[2], qbnd[3], z);
	glTexCoord2f(tcbnd[0], tcbnd[3]);	glVertex3f(qbnd[0], qbnd[3], z);
	glEnd();

//	glDisable(GL_TEXTURE_2D); //TODO

#endif


	
}
Example #2
0
 void Shader::uni3f (const char* uniName, float uniValue1, float uniValue2, float uniValue3)
 {
   GLuint uni = checkUniform (uniName);
   uni3f (uni, uniValue1, uniValue2, uniValue3);
 }