Example #1
0
	MyCaveGeneratorTestLoop(Window *w) : SDLLoop(w) 
	{
		cout << "Initializing glew\n";
		glewInit();

		cout << "Binding program\n";
		program.addShader(Shader(GL_VERTEX_SHADER, "functional/phong/shader.vp"));
		program.addShader(Shader(GL_FRAGMENT_SHADER, "functional/phong/shader.fp"));
		program.link();
		program.bind();
		
		cout << "Getting locations of shader parameters\n";
		vertexLocation = program.getAttributeLocation("vPosition");
		texCoordLocation = program.getAttributeLocation("uv");
		vertexColorLocation = program.getAttributeLocation("vColor");
		samplerLocation = program.getUniformLocation("image");
		modelLocation = program.getUniformLocation("model");
		perspectiveLocation= program.getUniformLocation("perspective");
		normalLocation = program.getAttributeLocation("Normal");
		ambientProductLocation = program.getUniformLocation("ambientProduct");
		diffuseProductLocation = program.getUniformLocation("diffuseProduct");
		specularProductLocation = program.getUniformLocation("specularProduct");
		lightPositionLocation = program.getUniformLocation("LightPosition");
		shininessLocation = program.getUniformLocation("shininess");
		
		program.enableAttributeArray(vertexLocation);
		program.enableAttributeArray(texCoordLocation);
		program.enableAttributeArray(vertexColorLocation);
		program.enableAttributeArray(normalLocation);
		
		signal = new PerlinSignal;
		signal->addFrequency(2, 0.2);
		signal->addFrequency(16, 0.01);
	}
	MyArray3DLayeredHeightfieldTestLoop(Window *w) : SDLLoop(w) 
	{
		cout << "Initializing glew\n";
		glewInit();

		cout << "Binding program\n";
		program.addShader(Shader(GL_VERTEX_SHADER, "functional/phong/shader.vp"));
		program.addShader(Shader(GL_FRAGMENT_SHADER, "functional/phong/shader.fp"));
		program.link();
		program.bind();
		
		cout << "Getting locations of shader parameters\n";
		vertexLocation = program.getAttributeLocation("vPosition");
		texCoordLocation = program.getAttributeLocation("uv");
		vertexColorLocation = program.getAttributeLocation("vColor");
		samplerLocation = program.getUniformLocation("image");
		modelLocation = program.getUniformLocation("model");
		perspectiveLocation= program.getUniformLocation("perspective");
		normalLocation = program.getAttributeLocation("Normal");
		ambientProductLocation = program.getUniformLocation("ambientProduct");
		diffuseProductLocation = program.getUniformLocation("diffuseProduct");
		specularProductLocation = program.getUniformLocation("specularProduct");
		lightPositionLocation = program.getUniformLocation("LightPosition");
		shininessLocation = program.getUniformLocation("shininess");
		
		program.enableAttributeArray(vertexLocation);
		program.enableAttributeArray(texCoordLocation);
		program.enableAttributeArray(vertexColorLocation);
		program.enableAttributeArray(normalLocation);
		
		signal = new PerlinSignal;
		signal->addFrequency(2, 0.5);
		signal->addFrequency(16, 0.01);
		generator = new MyLayeredVoxeledHeightfield(signal);

		voxels = new Array3D<bool>(128, 128, 128);
		generator->populateArray(voxels, 128);
		
		for (int j = 0; j<5; j++) make_hole(*voxels);
		for (int i =0; i<10; i++) (*voxels).copy(erode(*voxels));
		
		adapter = new Array3DLayeredHeightfieldAdapter(*voxels);
		adapter->generate();
		h = adapter->getField();
		cout << "Number of levels " << h->levelCount() << endl;

	}
	MyVoxeledTerrainTestLoop(Window *w) : SDLLoop(w) 
	{
		cout << "Initializing glew\n";
		glewInit();

		cout << "Binding program\n";
		program.addShader(Shader(GL_VERTEX_SHADER, "functional/scene/shader.vp"));
		program.addShader(Shader(GL_FRAGMENT_SHADER, "functional/scene/shader.fp"));
		program.link();
		program.bind();
		
		cout << "Getting locations of shader parameters\n";
		vertexLocation = program.getAttributeLocation("vPosition");
		texCoordLocation = program.getAttributeLocation("uv");
		vertexColorLocation = program.getAttributeLocation("vColor");
		samplerLocation = program.getUniformLocation("image");
		modelLocation = program.getUniformLocation("model");
		perspectiveLocation= program.getUniformLocation("perspective");
		normalLocation = program.getAttributeLocation("Normal");
		ambientProductLocation = program.getUniformLocation("ambientProduct");
		diffuseProductLocation = program.getUniformLocation("diffuseProduct");
		specularProductLocation = program.getUniformLocation("specularProduct");
		lightPositionLocation = program.getUniformLocation("LightPosition");
		shininessLocation = program.getUniformLocation("shininess");
		
		cout <<  program.getAttributeLocation("vPosition")<< endl;
		cout <<  program.getAttributeLocation("uv")<< endl;
		cout <<  program.getAttributeLocation("vColor")<< endl;
		cout <<  program.getUniformLocation("image")<< endl;
		cout <<  program.getUniformLocation("model")<< endl;
		cout <<  program.getUniformLocation("perspective")<< endl;
		cout <<  program.getAttributeLocation("Normal")<< endl;
		cout <<  program.getUniformLocation("ambientProduct")<< endl;
		cout <<  program.getUniformLocation("diffuseProduct")<< endl;
		cout <<  program.getUniformLocation("specularProduct")<< endl;
		cout <<  program.getUniformLocation("LightPosition")<< endl;
		cout <<  program.getUniformLocation("shininess")<< endl;
		
		cout << "Normal location: " << normalLocation << endl;

		program.enableAttributeArray(vertexLocation);
		program.enableAttributeArray(texCoordLocation);
		program.enableAttributeArray(vertexColorLocation);
		program.enableAttributeArray(normalLocation);
	}