Example #1
0
void setMatrices()
{
    mat4 mv = view * model;
    prog.setUniform("ModelViewMatrix", mv);
    prog.setUniform("NormalMatrix",
                    mat3( vec3(mv[0]), vec3(mv[1]), vec3(mv[2]) ));
    prog.setUniform("MVP", projection * mv);
}
void PlaneModelData::useMaterial(GLSLProgram const& prog) const
{
	prog.setUniform("material.ambient", *reinterpret_cast<glm::vec3 const*>(material.ambient));
	prog.setUniform("material.diffuse", *reinterpret_cast<glm::vec3 const*>(material.diffuse));
	prog.setUniform("material.specular", *reinterpret_cast<glm::vec3 const*>(material.specular));
	prog.setUniform("material.shininess", material.shininess);

	glActiveTexture(GL_TEXTURE0 + 5);
	glBindTexture(GL_TEXTURE_2D, (GLuint) material.texture1_map.user_ptr);
}
Example #3
0
///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    mat4 mv = view * model;
    prog.setUniform("ModelViewMatrix", mv);
    prog.setUniform("NormalMatrix", mat3( vec3(mv[0]), vec3(mv[1]), vec3(mv[2]) ));
    prog.setUniform("MVP", projection * mv);

    current->render();
}
void PlaneModelData::drawInstances(GLSLProgram const& prog) const
{
	glBindVertexArray(modelVAO);

	useMaterial(prog);

	BOOST_FOREACH(DrawInstance const& inst, drawInst)
	{
		prog.setUniform("modelMatrix", inst.modelMatrix);
		prog.setUniform("tint", inst.tint);
		glDrawElements(GL_TRIANGLE_STRIP, NUM_INDICES, GL_UNSIGNED_BYTE, NULL);
	}
Example #5
0
void OgroInvasion::customInit()
{
	filename = g_programName + "/" + "Lenna.png";

	try
	{
		glslProgram.loadShader(GLSLShaderType::VERTEX, g_programName + "/" + "shader.vert");
		glslProgram.loadShader(GLSLShaderType::FRAGMENT, g_programName + "/" + "shader.frag");
	}
	catch (GLSLProgramException& e)
	{
		printf("%s\n", e.what());
		system("pause");
		exit(EXIT_FAILURE);
	}

	glslProgram.link();

	GLint vertexAttribLoc = glslProgram.getAttributeLocation("vVertex");

	//quad vertices and indices
	glm::vec2 vertices[4];
	GLushort indices[6];

	vertices[0] = glm::vec2(0.0f, 0.0f);
	vertices[1] = glm::vec2(1.0f, 0.0f);
	vertices[2] = glm::vec2(1.0f, 1.0f);
	vertices[3] = glm::vec2(0.0f, 1.0f);

	GLushort* id = indices;
	*id++ = 0;
	*id++ = 1;
	*id++ = 2;
	*id++ = 0;
	*id++ = 2;
	*id++ = 3;

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

	glGenBuffers(1, &vboVerticesID);
	glGenBuffers(1, &vboIndicesID);
	glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	glVertexAttribPointer(vertexAttribLoc, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
	glEnableVertexAttribArray(vertexAttribLoc);

	glBindVertexArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	mTexture = new Texture(filename);
	mTexture->load();
	mTexture->activateTexture(0); // GL_TEXTURE0

	glslProgram.setUniform("textureMap", 0); // GL_TEXTURE0
}
Example #6
0
///////////////////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering context. 
// This is the first opportunity to do any OpenGL related tasks.
void SetupRC()
{
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

    prog.compileShaderFromFile("phong.vert", GLSLShader::VERTEX);
    prog.compileShaderFromFile("phong.frag", GLSLShader::FRAGMENT);
    prog.link();
    prog.use();

    glEnable(GL_DEPTH_TEST);

    teapot = new VBOTeapot(13, mat4(1.0f));
    //torus = new VBOTorus(0.7f, 0.3f, 50, 50);
    torus = new VBOTorus(1.75f, 0.75f, 50, 50);
    current = teapot;

    model = mat4(1.0f);
    model *= glm::translate(vec3(0.0f,0.0f,0.0f));
    model *= glm::rotate(-90.0f, vec3(1.0f,0.0f,0.0f));
    view = glm::lookAt(vec3(0.0f,3.0f,5.0f), vec3(0.0f,0.75f,0.0f), vec3(0.0f,1.0f,0.0f));
    vec4 worldLight = vec4(5.0f,5.0f,2.0f,1.0f);

    prog.setUniform("Material.Kd", 0.9f, 0.5f, 0.3f);
    prog.setUniform("Light.Ld", 1.0f, 1.0f, 1.0f);
    prog.setUniform("Light.Position", view * worldLight );
    prog.setUniform("Material.Ka", 0.9f, 0.5f, 0.3f);
    prog.setUniform("Light.La", 0.4f, 0.4f, 0.4f);
    prog.setUniform("Material.Ks", 0.8f, 0.8f, 0.8f);
    prog.setUniform("Light.Ls", 1.0f, 1.0f, 1.0f);
    prog.setUniform("Material.Shininess", 100.0f);
}
Example #7
0
///////////////////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering context. 
// This is the first opportunity to do any OpenGL related tasks.
void SetupRC()
{
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
    glEnable(GL_DEPTH_TEST);

    prog.compileShaderFromFile("texture.vs", GLSLShader::VERTEX);
    prog.compileShaderFromFile("texture.fs", GLSLShader::FRAGMENT);
    prog.link();
    prog.use();

    cube = new VBOCube();

    glActiveTexture(GL_TEXTURE0);
    GLuint tex_2d = SOIL_load_OGL_texture("brick1.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS|SOIL_FLAG_INVERT_Y);

    // Typical Texture Generation Using Data From The Bitmap
    glBindTexture(GL_TEXTURE_2D, tex_2d);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    prog.setUniform("Tex1", 0);

    view = glm::lookAt(vec3(1.0f,1.25f,1.25f), vec3(0.0f,0.0f,0.0f), vec3(0.0f,1.0f,0.0f));
    projection = mat4(1.0f);

    prog.setUniform("Light.Position", vec4(0.0f,0.0f,0.0f,1.0f) );
    prog.setUniform("Light.Intensity", vec3(1.0f,1.0f,1.0f) );
    prog.setUniform("Material.Kd", 0.9f, 0.9f, 0.9f);
    prog.setUniform("Material.Ks", 0.95f, 0.95f, 0.95f);
    prog.setUniform("Material.Ka", 0.1f, 0.1f, 0.1f);
    prog.setUniform("Material.Shininess", 100.0f);
}
void BlockModelData::drawInstances(GLSLProgram const& prog, Frustum const& cullFrustum) const
{
    glBindVertexArray(modelVAO);

    useMaterial(prog);

    BOOST_FOREACH(DrawInstance const& inst, drawInst)
    {
        if (OrientedBoundingBox(boundingBox, inst.modelMatrix).frustumIntersect(cullFrustum) == IntersectionResult::OUTSIDE)
        {
            continue;
        }

        prog.setUniform("modelMatrix", inst.modelMatrix);
        prog.setUniform("tint", inst.tint);
        glDrawElements(GL_TRIANGLES, NUM_INDICES, GL_UNSIGNED_BYTE, NULL);
    }

    glBindVertexArray(0);
}
Example #9
0
///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Time Based animation
    static CStopWatch	rotTimer;
    float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
    //model = glm::rotate(mat4(1.0f), yRot, vec3(0.0f, 1.0f, 0.0f));

    model = mat4(1.0f);
    model *= glm::rotate(-35.0f, vec3(1.0f,0.0f,0.0f));
    model *= glm::rotate(yRot, vec3(0.0f, 1.0f, 0.0f));
    
    mat4 mv = view * model;
    prog.setUniform("ModelViewMatrix", mv);
    prog.setUniform("NormalMatrix", mat3( vec3(mv[0]), vec3(mv[1]), vec3(mv[2]) ));
    prog.setUniform("MVP", projection * mv);

    torus->render();
}
Example #10
0
///////////////////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering context. 
// This is the first opportunity to do any OpenGL related tasks.
void SetupRC()
{
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

    prog.compileShaderFromFile("subroutine.vert", GLSLShader::VERTEX);
    prog.compileShaderFromFile("subroutine.frag", GLSLShader::FRAGMENT);
    prog.link();
    prog.use();

    glEnable(GL_DEPTH_TEST);

    plane  = new VBOPlane(50.0f, 50.0f, 1, 1);
    teapot = new VBOTeapot(14, mat4(1.0f));

    view = glm::lookAt(vec3(0.0f,0.0f,10.0f), vec3(0.0f,0.0f,0.0f), vec3(0.0f,1.0f,0.0f));
    prog.setUniform("Light.Position", vec4(0.0f,0.0f,0.0f,1.0f));
    prog.setUniform("Light.La", 0.4f, 0.4f, 0.4f);
    prog.setUniform("Light.Ld", 1.0f, 1.0f, 1.0f);
    prog.setUniform("Light.Ls", 1.0f, 1.0f, 1.0f);

    prog.setUniform("Material.Kd", 0.9f, 0.5f, 0.3f);
    prog.setUniform("Material.Ka", 0.9f, 0.5f, 0.3f);
    prog.setUniform("Material.Ks", 0.8f, 0.8f, 0.8f);
    prog.setUniform("Material.Shininess", 100.0f);
}
Example #11
0
void renderPlane(const struct aiNode *nd)
{
	aiMatrix4x4 m = nd->mTransformation;
	m.Transpose();

	GLfloat aux[16];
	memcpy(aux, &m, sizeof(GLfloat) * 16);

	mat4 matrix = mstack.top() * glm::make_mat4(aux);
	mstack.push(matrix);

	for (GLuint n = 0; n < nd->mNumMeshes; ++n) {
		GLuint index = nd->mMeshes[n];
		const aiMesh* mesh = scene->mMeshes[index];
		d_program.setUniform("ModelView", mstack.top());
		d_program.setUniform("Projection", pstack.top());
		d_program.setUniform("MVP", pstack.top() * mstack.top());
		d_program.setUniform("NormalMatrix", 
					glm::inverseTranspose(mat3(mstack.top()) * mat3(g_modelview)));

		if (mesh->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) {			
			glBindVertexArray(vaos[index]);
			glDrawElements(GL_TRIANGLES, index_count[index], GL_UNSIGNED_INT, 0);
		} 
		else if (mesh->mPrimitiveTypes == aiPrimitiveType_POINT) {			
			glBindVertexArray(vaos[index]);
			glDrawElements(GL_POINTS, index_count[index], GL_UNSIGNED_INT, 0);
		}
		else if (mesh->mPrimitiveTypes == aiPrimitiveType_LINE) {			
			glBindVertexArray(vaos[index]);
			glDrawElements(GL_LINES, index_count[index], GL_UNSIGNED_INT, 0);
		} 
	}

	for (GLuint n = 0; n < nd->mNumChildren; ++n)
		renderPlane(nd->mChildren[n]);

	mstack.pop();
}
Example #12
0
void renderFn()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);



	g_program.use();
	setPerspective();
	glActiveTexture(GL_TEXTURE9);
	glBindTexture(GL_TEXTURE_2D, omap2);

	g_program.setUniform("MaxTessLevel", max_tess);
	g_program.setUniform("ModelView", g_modelview);
	g_program.setUniform("Projection", g_projection);
	g_program.setUniform("MVP", g_projection * g_modelview);
	g_program.setUniform("NormalMatrix", 
			glm::inverseTranspose(mat3(g_modelview)));
	g_program.setUniform("MousePosition", mouse);
	
	g_program.setUniform("Time", elapsed);
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	renderLand();

	d_program.use();
	
	glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &plv); 
	glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, &plf); 

	glActiveTexture(GL_TEXTURE9);
	glBindTexture(GL_TEXTURE_2D, plane);
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	renderPlane(scene->mRootNode);

	glDisable(GL_DEPTH_TEST);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	d_program.setUniform("FrameTime", clockdiff);
	d_program.setUniform("Elapsed", elapsed);
	glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &pav); 
	glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, &paf); 
	renderParticles();

	glEnable(GL_DEPTH_TEST);
	glDisable(GL_BLEND);
}
Example #13
0
int main()
{
	// Create and initialize window.
	setErrorCallbackAndInit(error_callback);
	GraphicsWindow* window = new GraphicsWindow(1200,800,"Test Window",NULL,NULL,key_callback);
	window->makeContextCurrent();

	// Initalize glew.
	initGlew();

	// Create and initialize Camera
	FreeCamera* camera = new FreeCamera(45.0f, 16.0f/9.0f, 
					0.0f, 0.0f, 
					0.1f, 10000.0f, 
					0.0004f, 3.0f,
					glm::vec3(0,0,-50), 
					glm::vec3(0,1,0), 
					glm::vec3(0,0,0), 
					true);

	camera->setViewport(window->getWindowWidth(),window->getWindowHeight(),0.5f,0.5f);

	// Load accumulation shader for accumulating all the transparent matrials, as well as their alphas.
	GLSLProgram* defaultShader = new GLSLProgram();
	defaultShader->initShaderProgram("Vert.glsl","","","","Frag.glsl");

	// Load screen filling quad shader.
	GLSLProgram* screenFillingQuadShader = new GLSLProgram();
	screenFillingQuadShader->initShaderProgram("screenFillingQuadVert.glsl","","","","screenFillingQuadFrag.glsl");

	// Load accumulation shader for accumulating all the transparent matrials, as well as their alphas.
	GLSLProgram* accumTransparencyRevealageShader = new GLSLProgram();
	accumTransparencyRevealageShader->initShaderProgram("AccumTransparencyRevealageVert.glsl","","","","AccumTransparencyRevealageFrag.glsl");

	// Load Weighted Average shader, which will be used for final compositing (a variation of screen filling quad shader using multiple textures).
	GLSLProgram* newOITCoverageShader = new GLSLProgram();
	newOITCoverageShader->initShaderProgram("NewOITCoverageVert.glsl","","","","NewOITCoverageFrag.glsl");

	// Create screen filling quad.
	Quad* screenFillingQuad = new Quad(glm::vec3(-1.0,1.0,0), glm::vec3(-1.0,-1.0,0), glm::vec3(1.0,-1.0,0), glm::vec3(1.0,1.0,0), glm::vec3(0), 0, 0, 0);
	
	screenFillingQuad->initQuad();
	screenFillingQuad->setGLSLProgram(*newOITCoverageShader);

	TextureManager::GetInstance().loadTexture("../Content/Textures/Particle_Smoke/smoke_particle_red_base.png");
	TextureManager::GetInstance().loadTexture("../Content/Textures/Particle_Smoke/smoke_particle_grey_base_2.png");
	TextureManager::GetInstance().loadTexture("../Content/Textures/Particle_Smoke/smoke_particle_grey_base_3.png");

	Quad* quad1 = new Quad(glm::vec3(100+100,100+100,-1), glm::vec3(100+100,-100+100,-1), glm::vec3(-100+100,-100+100,-1), glm::vec3(-100+100,100+100,-1), glm::vec3(0), 10, 10, 0);
	quad1->initQuad();
	quad1->initDefaultTexture(255,0,0,89);
	quad1->setTexture(TextureManager::GetInstance().getTextureHandle("../Content/Textures/Particle_Smoke/smoke_particle_grey_base_3.png"));

	Quad* quad2 = new Quad(glm::vec3(100+100,100+100,-20), glm::vec3(100+100,-100+100,-20), glm::vec3(-100+100,-100+100,-20), glm::vec3(-100+100,100+100,-20), glm::vec3(0), 10, 10, 0);
	quad2->initQuad();
	quad2->initDefaultTexture(0,255,0,89);
	quad2->setTexture(TextureManager::GetInstance().getTextureHandle("../Content/Textures/Particle_Smoke/smoke_particle_grey_base_2.png"));

	Quad* quad3 = new Quad(glm::vec3(100+100,100+100,20), glm::vec3(100+100,-100+100,20), glm::vec3(-100+100,-100+100,20), glm::vec3(-100+100,100+100,20), glm::vec3(0), 10, 10, 0);
	quad3->initQuad();
	quad3->initDefaultTexture(0,0,255,89);
	quad3->setTexture(TextureManager::GetInstance().getTextureHandle("../Content/Textures/Particle_Smoke/smoke_particle_red_base.png"));

	Quad* quad4 = new Quad(glm::vec3(100+100,100+100,-40), glm::vec3(100+100,-100+100,-40), glm::vec3(-100+100,-100+100,-40), glm::vec3(-100+100,100+100,-40), glm::vec3(0), 10, 10, 0);
	quad4->initQuad();
	quad4->initDefaultTexture(255,0,127,50);

	Quad* quad5 = new Quad(glm::vec3(100+100,100+100,40), glm::vec3(100+100,-100+100,40), glm::vec3(-100+100,-100+100,40), glm::vec3(-100+100,100+100,40), glm::vec3(0), 10, 10, 0);
	quad5->initQuad();
	quad5->initDefaultTexture(255,127,0,50);

	ModelLoader* modelImporter = new ModelLoader();
	modelImporter->importModel("../Content/Models/crytek-sponza/sponza.obj", processFlagsOnModelImport);

	// Create and initialize model
	Model* model = new Model(glm::vec3(0,0,0), "../Content/Models/crytek-sponza/");
	model->loadModel(modelImporter->getScene());

	// Create framebuffers
	std::vector<unsigned int> activeColorAttachmentsOpaque;
	std::vector<unsigned int> activeColorAttachmentsTransparent;

	Framebuffer* opaqueFrameBuffer = new Framebuffer(window->getWindowWidth(),window->getWindowHeight());
	
	activeColorAttachmentsOpaque.push_back(0);

	opaqueFrameBuffer->setColorAttachment(0);

	//frameBuffer->setDepthAttachment();
	opaqueFrameBuffer->setDepthStencilTexture();

	opaqueFrameBuffer->unbind();

	Framebuffer* accumFrameBuffer = new Framebuffer(window->getWindowWidth(),window->getWindowHeight());
	
	activeColorAttachmentsTransparent.push_back(0);
	activeColorAttachmentsTransparent.push_back(1);

	accumFrameBuffer->setColorAttachment(0);
	accumFrameBuffer->setColorAttachment(1);

	//frameBuffer->setDepthAttachment();
	accumFrameBuffer->setDepthStencilTexture();

	accumFrameBuffer->unbind();

	// Additional textures to pass for the second transparency render pass.
	std::vector<GLuint> additionalTextureHandles;
	additionalTextureHandles.push_back(accumFrameBuffer->getColorAttachment(0));
	additionalTextureHandles.push_back(accumFrameBuffer->getColorAttachment(1));

	std::vector<GLuint> opaqueTextureHandle;
	opaqueTextureHandle.push_back(opaqueFrameBuffer->getColorAttachment(0));

	// Move this to "GraphicsWindow" 
	glfwSetCursorPos(window->getWindowHandle(), (double) (window->getWindowWidth()/2.0), (double) (window->getWindowHeight()/2.0));
	
	// Move this to "Camera"
	//glClearColor(0.4f,0.6f,0.94f,0.0f);
	glClearColor(0.0f,0.0f,0.0f,0.0f);

	const float clearColorWhite = 1.0f;
	const float clearColorBlack = 0.0f;

	// Sampler
	GLuint sampler = 0;
	glGenSamplers(1, &sampler);

	glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_REPEAT);  
	glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

	check_gl_error();

	// Render Loop
	while(!window->shouldClose())
	{
		//glClearColor(0.0f,0.0f,0.0f,0.0f);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

		glEnable(GL_DEPTH_TEST);
		glDepthFunc(GL_LEQUAL);
		glEnable(GL_CULL_FACE);
		glCullFace(GL_BACK);

		// Update camera
		camera->camControll(window->getWindowHandle());
		camera->update();
		
		// Update shader uniforms
		model->getCurrentGLSLProgram()->use();
		model->getCurrentGLSLProgram()->setUniform("lightPosition", camera->getCamPos());
		model->getCurrentGLSLProgram()->setUniform("camPosition", camera->getCamPos());
		model->getCurrentGLSLProgram()->setUniform("viewMatrix", camera->getVMatrix());
		model->getCurrentGLSLProgram()->setUniform("normalMatrix", camera->getTranspInvMVMatrix()); // Change this!
		model->getCurrentGLSLProgram()->setUniform("VPMatrix", camera->getVPMatrix());

		opaqueFrameBuffer->clean();
		opaqueFrameBuffer->bind();
		opaqueFrameBuffer->bindForRenderPass(activeColorAttachmentsOpaque);

		model->renderOpaque();
		//quad4->render();
		//quad5->render();

		//opaqueFrameBuffer->unbind();

		//// Blitting the opaque scene depth to propperly depth test the transparen against it.
		//opaqueFrameBuffer->bindForReading();

		//accumFrameBuffer->bindForWriting();
		//glBlitFramebuffer(0, 0, window->getWindowWidth(), window->getWindowHeight(), 0, 0, window->getWindowWidth(), window->getWindowHeight(), 
		//				  GL_DEPTH_BUFFER_BIT, GL_NEAREST);

		//opaqueFrameBuffer->unbind();

		//_______________________________________________________________________________________________________________________________________________________________________________
		// Acuumulation pass
		accumTransparencyRevealageShader->use();
		accumTransparencyRevealageShader->setUniform("VPMatrix", camera->getVPMatrix());

		model->setGLSLProgram(accumTransparencyRevealageShader);
		quad1->setGLSLProgram(*accumTransparencyRevealageShader);
		quad2->setGLSLProgram(*accumTransparencyRevealageShader);
		quad3->setGLSLProgram(*accumTransparencyRevealageShader);
		quad4->setGLSLProgram(*accumTransparencyRevealageShader);
		quad5->setGLSLProgram(*accumTransparencyRevealageShader);

		accumFrameBuffer->clean();
		accumFrameBuffer->bind();
		accumFrameBuffer->bindForRenderPass(activeColorAttachmentsTransparent);
		accumFrameBuffer->cleanColorAttachment(1,clearColorWhite);

		opaqueFrameBuffer->unbind();

		// Blitting the opaque scene depth to propperly depth test the transparen against it.
		opaqueFrameBuffer->bindForReading();

		accumFrameBuffer->bindForWriting();
		glBlitFramebuffer(0, 0, window->getWindowWidth(), window->getWindowHeight(), 0, 0, window->getWindowWidth(), window->getWindowHeight(), 
						  GL_DEPTH_BUFFER_BIT, GL_NEAREST);

		opaqueFrameBuffer->unbind();

		accumFrameBuffer->bind();
		accumFrameBuffer->bindForRenderPass(activeColorAttachmentsTransparent);

		glEnable(GL_BLEND);
		glBlendFunci(0, GL_ONE, GL_ONE);
		glBlendFunci(1, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
		//glEnable(GL_DEPTH_TEST);
		glDepthMask(GL_FALSE);
		glDisable(GL_CULL_FACE);

		model->renderTransparent();
		quad1->render();
		quad2->render();
		quad3->render();
		//quad4->render();
		//quad5->render();

		accumFrameBuffer->unbind();

		model->setGLSLProgram(defaultShader);
		quad1->setGLSLProgram(*defaultShader);
		quad2->setGLSLProgram(*defaultShader);
		quad3->setGLSLProgram(*defaultShader);
		quad4->setGLSLProgram(*defaultShader);
		quad5->setGLSLProgram(*defaultShader);

		glDisable(GL_BLEND);
		//glEnable(GL_DEPTH_TEST);
		glDepthMask(GL_TRUE);
		glEnable(GL_CULL_FACE);
		glCullFace(GL_BACK);

		//_______________________________________________________________________________________________________________________________________________________________________________
		// Final compositing pass

		//screenFillingQuad->setGLSLProgram(*screenFillingQuadShader);
		//screenFillingQuad->getCurrentShaderProgram()->use();
		//screenFillingQuad->renderWithAdditionalTextures(opaqueTextureHandle,sampler);

		newOITCoverageShader->use();

		glDepthMask(GL_FALSE);
		glEnable(GL_BLEND);
		glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);

		screenFillingQuad->renderWithAdditionalTextures(additionalTextureHandles,sampler);

		glDepthMask(GL_TRUE);
		glDisable(GL_BLEND);
		//_______________________________________________________________________________________________________________________________________________________________________________

		// For debug!
		//screenFillingQuad->setGLSLProgram(*screenFillingQuadShader);
		//screenFillingQuad->getCurrentShaderProgram()->use();
		//screenFillingQuad->setTexture(opaqueFrameBuffer->getColorAttachment(0));
		//screenFillingQuad->render();

		accumFrameBuffer->clean();

		window->swapBuffers();

		glfwPollEvents();

		check_gl_error();
	}

	glfwTerminate();
	window->release();
	
	return 0;
}
Example #14
0
void loadAssets()
{
	loadParticles();
	loadPlane();

	pstack.push(glm::perspective(45.0f, 
					(GLfloat)window.GetWidth()/window.GetHeight(), 0.1f, 175.0f));
	
	mstack.push(glm::lookAt(vec3(0, 2.7, 7), vec3(0, 2.4, 6), vec3(0, 1, 0)));
	
	// Load terrain shader
	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-vert.glsl", 
			GLSLShader::VERTEX)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-frag.glsl", 
			GLSLShader::FRAGMENT)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-tc.glsl", 
			GLSLShader::TESS_CONTROL)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-te.glsl", 
			GLSLShader::TESS_EVALUATION)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.link()) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	// Load plane shader
	if (!d_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "default-vert.glsl", 
			GLSLShader::VERTEX)) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	if (!d_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "default-frag.glsl", 
			GLSLShader::FRAGMENT)) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	const char *outputNames[] = { "Position" };
	glTransformFeedbackVaryings(d_program.getHandle(), 1, outputNames, GL_SEPARATE_ATTRIBS);

	if (!d_program.link()) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	
	g_program.use();
	g_program.setUniform("Viewport", viewport);
	
	g_program.setUniform("MinTessLevel", 1.0f);
	g_program.setUniform("MaxTessLevel", max_tess);
	//g_program.setUniform("MaxTessLevel", 20.0f);

	g_program.setUniform("NearClip", 0.1f);
	g_program.setUniform("FarClip", 175.0f);
	g_program.setUniform("NearFog", 10.0f);
	g_program.setUniform("FarFog", 125.0f);

	g_program.setUniform("Light0.position", vec3(L0POSITION));
	g_program.setUniform("Light0.La", vec3(L0AMBIENT));
	g_program.setUniform("Light0.Ld", vec3(L0DIFFUSE));


	GLuint terrainmap = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "heightmap-vlarge.png",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint watermap = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "watermap.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex1 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "grass.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex2 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "stonesnow.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex3 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "water.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex4 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "foam.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint nmap1 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "normalmap-vlarge.png",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint nmap2 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "watermap_NRM.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint omap1 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "occmap-vlarge.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	omap2 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "watermap_OCC.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	plane = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "F16_diffusemap2.tga",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );

	
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, terrainmap);
	g_program.setUniform("TerrainMap", 0);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);

	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, watermap);
	g_program.setUniform("WaterMap", 1);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, ttex1);
	g_program.setUniform("TTex1", 2);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE3);
	glBindTexture(GL_TEXTURE_2D, ttex2);
	g_program.setUniform("TTex2", 3);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE4);
	glBindTexture(GL_TEXTURE_2D, ttex3);
	g_program.setUniform("TTex3", 4);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE5);
	glBindTexture(GL_TEXTURE_2D, ttex4);
	g_program.setUniform("TTex4", 5);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE6);
	glBindTexture(GL_TEXTURE_2D, nmap1);
	g_program.setUniform("NMap1", 6);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE7);
	glBindTexture(GL_TEXTURE_2D, nmap2);
	g_program.setUniform("NMap2", 7);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE8);
	glBindTexture(GL_TEXTURE_2D, omap1);
	g_program.setUniform("OMap1", 8);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE9);
	glBindTexture(GL_TEXTURE_2D, omap2);
	g_program.setUniform("OMap2", 9);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	
	d_program.use();

	plv = glGetSubroutineIndex(d_program.getHandle(), GL_VERTEX_SHADER, "RenderPlane");
	plf = glGetSubroutineIndex(d_program.getHandle(), GL_FRAGMENT_SHADER, "RenderPlane");
	pav = glGetSubroutineIndex(d_program.getHandle(), GL_VERTEX_SHADER, "RenderParticles");
	paf = glGetSubroutineIndex(d_program.getHandle(), GL_FRAGMENT_SHADER, "RenderParticles");


	glActiveTexture(GL_TEXTURE9);
	glBindTexture(GL_TEXTURE_2D, plane);
	d_program.setUniform("PlaneTex", 9);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	d_program.setUniform("Light0.position", vec3(L0POSITION));
	d_program.setUniform("Light0.La", vec3(L0AMBIENT));
	d_program.setUniform("Light0.Ld", vec3(L0DIFFUSE));

	loadLand(156, 100);
}