Example #1
0
void Ex06_16::InitGL()
{
	if (! LoadGL() )
		return;

	ShaderInfo  base_shaders[] = {
		{ GL_VERTEX_SHADER, "Shaders/sh06_16.vert" },
		{ GL_FRAGMENT_SHADER, "Shaders/sh06_16.frag" },
		{ GL_NONE, NULL }
	};

	base_prog = LoadShaders( base_shaders );

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

	static const GLfloat quad_data[] =
	{
		1.0f, -1.0f,
		-1.0f, -1.0f,
		-1.0f, 1.0f,
		1.0f, 1.0f,

		0.0f, 0.0f,
		1.0f, 0.0f,
		1.0f, 1.0f,
		0.0f, 1.0f
	};

	glBufferData(GL_ARRAY_BUFFER, sizeof(quad_data), quad_data, GL_STATIC_DRAW);

	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(8 * sizeof(float)));

	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);

	glLinkProgram(base_prog);

	char buf[1024];
	glGetProgramInfoLog(base_prog, 1024, NULL, buf);

	tc_rotate_loc = glGetUniformLocation(base_prog, "tc_rotate");

	vglImageData image;

	tex = vglLoadTexture("Media/cloud.dds", 0, &image);

	glTexParameteri(image.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	vglUnloadImage(&image);
}
Example #2
0
void Ex06_14::InitGL()
{
	if (! LoadGL() )
		return;

	ShaderInfo  base_shaders[] = {
		{ GL_VERTEX_SHADER, "Shaders/sh06_14.vert" },
		{ GL_FRAGMENT_SHADER, "Shaders/sh06_14.frag" },
		{ GL_NONE, NULL }
	};

	base_prog = LoadShaders( base_shaders );

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

	static const GLfloat quad_data[] =
	{
		1.0f, -1.0f,
		-1.0f, -1.0f,
		-1.0f, 1.0f,
		1.0f, 1.0f,

		0.0f, 0.0f,
		1.0f, 0.0f,
		1.0f, 1.0f,
		0.0f, 1.0f
	};

	glBufferData(GL_ARRAY_BUFFER, sizeof(quad_data), quad_data, GL_STATIC_DRAW);

	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(8 * sizeof(float)));

	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);

	glLinkProgram(base_prog);

	char buf[1024];
	glGetProgramInfoLog(base_prog, 1024, NULL, buf);

	// prog is the name of a linked program containing our example
	// vertex and fragment shaders
	glUseProgram(base_prog);
	// For the first texture, we will use texture unit 0...
	// Get the uniform location
	GLint tex1_uniform_loc = glGetUniformLocation(base_prog, "tex1");
	// Set it to 0
	glUniform1i(tex1_uniform_loc, 0);
	// Select texture unit 0
	glActiveTexture(GL_TEXTURE0);
	// Bind a texture to it
	glBindTexture(GL_TEXTURE_2D, tex1);
	// Repeat the above process for texture unit 1
	GLint tex2_uniform_loc = glGetUniformLocation(base_prog, "tex2");
	glUniform1i(tex2_uniform_loc, 1);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, tex2);

 	time_loc = glGetUniformLocation(base_prog, "time");

	vglImageData image;
 
	tex1 = vglLoadTexture("Media/test.dds", 0, &image);

	glTexParameteri(image.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

	vglUnloadImage(&image);

	tex2 = vglLoadTexture("Media/test3.dds", 0, &image);

	vglUnloadImage(&image);
}
Example #3
0
GLuint vglLoadTexture(const char* filename,
                      GLuint texture,
                      vglImageData* image)
{
    vglImageData local_image;
    int level;

    if (image == 0)
        image = &local_image;

    vglLoadImage(filename, image);

    if (texture == 0)
    {
        glGenTextures(1, &texture);
    }

    glBindTexture(image->target, texture);

    GLubyte * ptr = (GLubyte *)image->mip[0].data;

    switch (image->target)
    {
        case GL_TEXTURE_1D:
            glTexStorage1D(image->target,
                           image->mipLevels,
                           image->internalFormat,
                           image->mip[0].width);
            for (level = 0; level < image->mipLevels; ++level)
            {
                glTexSubImage1D(GL_TEXTURE_1D,
                                level,
                                0,
                                image->mip[level].width,
                                image->format, image->type,
                                image->mip[level].data);
            }
            break;
        case GL_TEXTURE_1D_ARRAY:
            glTexStorage2D(image->target,
                           image->mipLevels,
                           image->internalFormat,
                           image->mip[0].width,
                           image->slices);
            for (level = 0; level < image->mipLevels; ++level)
            {
                glTexSubImage2D(GL_TEXTURE_1D,
                                level,
                                0, 0,
                                image->mip[level].width, image->slices,
                                image->format, image->type,
                                image->mip[level].data);
            }
            break;
        case GL_TEXTURE_2D:
            glTexStorage2D(image->target,
                           image->mipLevels,
                           image->internalFormat,
                           image->mip[0].width,
                           image->mip[0].height);
            for (level = 0; level < image->mipLevels; ++level)
            {
                glTexSubImage2D(GL_TEXTURE_2D,
                                level,
                                0, 0,
                                image->mip[level].width, image->mip[level].height,
                                image->format, image->type,
                                image->mip[level].data);
            }
            break;
        case GL_TEXTURE_CUBE_MAP:
            for (level = 0; level < image->mipLevels; ++level)
            {
                ptr = (GLubyte *)image->mip[level].data;
                for (int face = 0; face < 6; face++)
                {
                    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
                                 level,
                                 image->internalFormat,
                                 image->mip[level].width, image->mip[level].height,
                                 0,
                                 image->format, image->type,
                                 ptr + image->sliceStride * face);
                }
            }
            break;
        case GL_TEXTURE_2D_ARRAY:
            glTexStorage3D(image->target,
                           image->mipLevels,
                           image->internalFormat,
                           image->mip[0].width,
                           image->mip[0].height,
                           image->slices);
            for (level = 0; level < image->mipLevels; ++level)
            {
                glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
                                level,
                                0, 0, 0,
                                image->mip[level].width, image->mip[level].height, image->slices,
                                image->format, image->type,
                                image->mip[level].data);
            }
            break;
        case GL_TEXTURE_CUBE_MAP_ARRAY:
            glTexStorage3D(image->target,
                           image->mipLevels,
                           image->internalFormat,
                           image->mip[0].width,
                           image->mip[0].height,
                           image->slices);
            break;
        case GL_TEXTURE_3D:
            glTexStorage3D(image->target,
                           image->mipLevels,
                           image->internalFormat,
                           image->mip[0].width,
                           image->mip[0].height,
                           image->mip[0].depth);
            for (level = 0; level < image->mipLevels; ++level)
            {
                glTexSubImage3D(GL_TEXTURE_3D,
                                level,
                                0, 0, 0,
                                image->mip[level].width, image->mip[level].height, image->mip[level].depth,
                                image->format, image->type,
                                image->mip[level].data);
            }
            break;
        default:
            break;
    }

    glTexParameteriv(image->target, GL_TEXTURE_SWIZZLE_RGBA, reinterpret_cast<const GLint *>(image->swizzle));

    if (image == &local_image)
    {
        vglUnloadImage(image);
    }

    return texture;
}
void MultiTextureExample::Initialize(const char * title)
{
    base::Initialize(title);

    base_prog = glCreateProgram();

    static const char quad_shader_vs[] =
        "#version 330 core\n"
        "\n"
        "layout (location = 0) in vec2 in_position;\n"
        "layout (location = 1) in vec2 in_tex_coord;\n"
        "\n"
        "out vec2 tex_coord0;\n"
        "out vec2 tex_coord1;\n"
        "\n"
        "uniform float time;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    mat2 m = mat2( vec2(cos(time), sin(time)),\n"
        "                   vec2(-sin(time), cos(time)) );\n"
        "    gl_Position = vec4(in_position, 0.5, 1.0);\n"
        "    tex_coord0 = in_tex_coord * m;\n"
        "    tex_coord1 = in_tex_coord * transpose(m);\n"
        "}\n"
    ;

    static const char quad_shader_fs[] =
        "#version 330 core\n"
        "\n"
        "in vec2 tex_coord0;\n"
        "in vec2 tex_coord1;\n"
        "\n"
        "layout (location = 0) out vec4 color;\n"
        "\n"
        "uniform sampler2D tex1;\n"
        "uniform sampler2D tex2;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    color = texture(tex1, tex_coord0) + texture(tex2, tex_coord1);\n"
        "}\n"
    ;

    vglAttachShaderSource(base_prog, GL_VERTEX_SHADER, quad_shader_vs);
    vglAttachShaderSource(base_prog, GL_FRAGMENT_SHADER, quad_shader_fs);

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

    static const GLfloat quad_data[] =
    {
         1.0f, -1.0f,
        -1.0f, -1.0f,
        -1.0f, 1.0f,
         1.0f, 1.0f,

         0.0f, 0.0f,
         1.0f, 0.0f,
         1.0f, 1.0f,
         0.0f, 1.0f
    };

    glBufferData(GL_ARRAY_BUFFER, sizeof(quad_data), quad_data, GL_STATIC_DRAW);

    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(8 * sizeof(float)));

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    glLinkProgram(base_prog);

    char buf[1024];
    glGetProgramInfoLog(base_prog, 1024, NULL, buf);

    glUseProgram(base_prog);

    time_loc = glGetUniformLocation(base_prog, "time");
    glUniform1i(glGetUniformLocation(base_prog, "tex1"), 0);
    glUniform1i(glGetUniformLocation(base_prog, "tex2"), 1);

    vglImageData image;

    tex1 = vglLoadTexture("media/test.dds", 0, &image);

    glBindTexture(image.target, tex1);
    glTexParameteri(image.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

    vglUnloadImage(&image);

    tex2 = vglLoadTexture("media/test3.dds", 0, &image);

    vglUnloadImage(&image);
}
Example #5
0
void LoadTextureExample::Initialize(const char * title)
{
    base::Initialize(title);

    base_prog = glCreateProgram();

    static const char quad_shader_vs[] =
        "#version 330 core\n"
        "\n"
        "layout (location = 0) in vec2 in_position;\n"
        "layout (location = 1) in vec2 in_tex_coord;\n"
        "\n"
        "out vec2 tex_coord;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    gl_Position = vec4(in_position, 0.5, 1.0);\n"
        "    tex_coord = in_tex_coord;\n"
        "}\n"
    ;

    static const char quad_shader_fs[] =
        "#version 330 core\n"
        "\n"
        "in vec2 tex_coord;\n"
        "\n"
        "layout (location = 0) out vec4 color;\n"
        "\n"
        "uniform sampler2D tex;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    color = texture(tex, tex_coord);\n"
        "}\n"
    ;

    vglAttachShaderSource(base_prog, GL_VERTEX_SHADER, quad_shader_vs);
    vglAttachShaderSource(base_prog, GL_FRAGMENT_SHADER, quad_shader_fs);

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

    static const GLfloat quad_data[] =
    {
         1.0f, -1.0f,
        -1.0f, -1.0f,
        -1.0f, 1.0f,
         1.0f, 1.0f,

         0.0f, 0.0f,
         1.0f, 0.0f,
         1.0f, 1.0f,
         0.0f, 1.0f
    };

    glBufferData(GL_ARRAY_BUFFER, sizeof(quad_data), quad_data, GL_STATIC_DRAW);

    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(8 * sizeof(float)));

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    glLinkProgram(base_prog);

    char buf[1024];
    glGetProgramInfoLog(base_prog, 1024, NULL, buf);

    vglImageData image;

    tex = vglLoadTexture("d:/svn/Vermilion-Book/trunk/Code/media/test.dds", 0, &image);

    glTexParameteri(image.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

    vglUnloadImage(&image);
}
Example #6
0
void CubeMapExample::Initialize(const char * title)
{
    base::Initialize(title);

    skybox_prog = glCreateProgram();

    static const char skybox_shader_vs[] =
        "#version 330 core\n"
        "\n"
        "layout (location = 0) in vec3 in_position;\n"
        "\n"
        "out vec3 tex_coord;\n"
        "\n"
        "uniform mat4 tc_rotate;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    gl_Position = tc_rotate * vec4(in_position, 1.0);\n"
        "    tex_coord = in_position;\n"
        "}\n"
    ;

    static const char skybox_shader_fs[] =
        "#version 330 core\n"
        "\n"
        "in vec3 tex_coord;\n"
        "\n"
        "layout (location = 0) out vec4 color;\n"
        "\n"
        "uniform samplerCube tex;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    color = texture(tex, tex_coord);\n"
        "}\n"
    ;

    vglAttachShaderSource(skybox_prog, GL_VERTEX_SHADER, skybox_shader_vs);
    vglAttachShaderSource(skybox_prog, GL_FRAGMENT_SHADER, skybox_shader_fs);

    glLinkProgram(skybox_prog);

    static const char object_shader_vs[] =
        "#version 330 core\n"
        "\n"
        "layout (location = 0) in vec4 in_position;\n"
        "layout (location = 1) in vec3 in_normal;\n"
        "\n"
        "out vec3 vs_fs_normal;\n"
        "out vec3 vs_fs_position;\n"
        "\n"
        "uniform mat4 mat_mvp;\n"
        "uniform mat4 mat_mv;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    gl_Position = mat_mvp * in_position;\n"
        "    vs_fs_normal = mat3(mat_mv) * in_normal;\n"
        "    vs_fs_position = (mat_mv * in_position).xyz;\n"
        "}\n"
    ;

    static const char object_shader_fs[] =
        "#version 330 core\n"
        "\n"
        "in vec3 vs_fs_normal;\n"
        "in vec3 vs_fs_position;\n"
        "\n"
        "layout (location = 0) out vec4 color;\n"
        "\n"
        "uniform samplerCube tex;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    vec3 tc =  reflect(vs_fs_position, normalize(vs_fs_normal));\n"
        "    color = vec4(0.3, 0.2, 0.1, 1.0) + vec4(0.97, 0.83, 0.79, 0.0) * texture(tex, tc);\n"
        "}\n"
    ;

    object_prog = glCreateProgram();

    vglAttachShaderSource(object_prog, GL_VERTEX_SHADER, object_shader_vs);
    vglAttachShaderSource(object_prog, GL_FRAGMENT_SHADER, object_shader_fs);

    glLinkProgram(object_prog);

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

    static const GLfloat cube_vertices[] =
    {
        -1.0f, -1.0f, -1.0f,
        -1.0f, -1.0f,  1.0f,
        -1.0f,  1.0f, -1.0f,
        -1.0f,  1.0f,  1.0f,
         1.0f, -1.0f, -1.0f,
         1.0f, -1.0f,  1.0f,
         1.0f,  1.0f, -1.0f,
         1.0f,  1.0f,  1.0f
    };

    static const GLushort cube_indices[] =
    {
        0, 1, 2, 3, 6, 7, 4, 5,         // First strip
        2, 6, 0, 4, 1, 5, 3, 7          // Second strip
    };

    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);

    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
    glEnableVertexAttribArray(0);

    glGenBuffers(1, &cube_element_buffer);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cube_element_buffer);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_indices), cube_indices, GL_STATIC_DRAW);

    skybox_rotate_loc = glGetUniformLocation(skybox_prog, "tc_rotate");
    object_mat_mvp_loc = glGetUniformLocation(object_prog, "mat_mvp");
    object_mat_mv_loc = glGetUniformLocation(object_prog, "mat_mv");

    vglImageData image;

    tex = vglLoadTexture("../../media/TantolundenCube.dds", 0, &image);

    GLenum e;

    e = glGetError();

    vglUnloadImage(&image);

    object.LoadFromVBM("../../media/unit_torus.vbm", 0, 1, 2);
}