Example #1
0
void myinit(void)
{
    // Load shaders and use the resulting shader program
    GLuint program = InitShader( "vshader.glsl", "fshader.glsl" );
    glUseProgram(program);

    // Generate vertex arrays for geometric shapes
    generateCube(program, &cubeData);
    generateCrate(program, &crateData);

    uModelView  = glGetUniformLocation( program, "ModelView"  );
    uProjection = glGetUniformLocation( program, "Projection" );
    uView       = glGetUniformLocation( program, "View"       );

    glClearColor( 0.1, 0.1, 0.2, 1.0 ); // dark blue background

    uAmbient   = glGetUniformLocation( program, "AmbientProduct"  );
    uDiffuse   = glGetUniformLocation( program, "DiffuseProduct"  );
    uSpecular  = glGetUniformLocation( program, "SpecularProduct" );
    uLightPos  = glGetUniformLocation( program, "LightPosition"   );
    uShininess = glGetUniformLocation( program, "Shininess"       );
    uTex       = glGetUniformLocation( program, "Tex"             );
    uEnableTex = glGetUniformLocation( program, "EnableTex"       );

    glUniform4f(uAmbient,    0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uDiffuse,    0.6f,  0.6f,  0.6f, 1.0f);
    glUniform4f(uSpecular,   0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uLightPos,  15.0f, 15.0f, 30.0f, 0.0f);
    glUniform1f(uShininess, 100.0f);

    glEnable(GL_DEPTH_TEST);

    //Problem2: Load a tga file into a buffer.
    TgaImage cubeImage;
    if (!cubeImage.loadTGA("crate.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }
    
    TgaImage crateImage;
    if (!crateImage.loadTGA("crate.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

    // Tri-linear filtering for problem 5
    glGenTextures( 1, &texture_cube );
    glBindTexture( GL_TEXTURE_2D, texture_cube );
    glTexImage2D(GL_TEXTURE_2D, 0, 4, cubeImage.width, cubeImage.height, 0,
                 (cubeImage.byteCount == 3) ? GL_BGR : GL_BGRA,
                 GL_UNSIGNED_BYTE, cubeImage.data );

    glGenerateMipmap(GL_TEXTURE_2D);    
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    
    // Nearest neighbor filtering for problem 5    
    glGenTextures( 1, &texture_crate );
    glBindTexture( GL_TEXTURE_2D, texture_crate );
    glTexImage2D(GL_TEXTURE_2D, 0, 4, crateImage.width, crateImage.height, 0,
                 (crateImage.byteCount == 3) ? GL_BGR : GL_BGRA,
                 GL_UNSIGNED_BYTE, crateImage.data );
    
    glGenerateMipmap(GL_TEXTURE_2D);
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
    glUniform1i( uTex, 0);





}
Example #2
0
void Cylinder::init(const char *textureFile)
{
	m_textureOn = (textureFile[0] != '\0')? true: false;

	// Allocate space for vertices
	memAlloc();
	m_circlePoints = new vec2[m_numDivisions];

	generateCylinder();	// generate cylinder points

	// Create a vertex array object
#ifdef __APPLE__
    glGenVertexArraysAPPLE(1, &m_vertexArrayObject);
    glBindVertexArrayAPPLE(m_vertexArrayObject);
#else
	glGenVertexArrays(1, &m_vertexArrayObject);
    glBindVertexArray(m_vertexArrayObject);
#endif

	 // Create a buffer object
    glGenBuffers(1, &m_vertexBufferObject);
    glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObject);    

	// Initialize buffer
	glBufferData(GL_ARRAY_BUFFER, (sizeof(m_vertices[0]) + sizeof(m_normals[0]) + sizeof(m_textureUV[0]))*m_numVertices + sizeof(m_edges[0])*m_numEdges, NULL, GL_STATIC_DRAW);
	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(m_vertices[0])*m_numVertices, m_vertices);
	glBufferSubData(GL_ARRAY_BUFFER, sizeof(m_vertices[0])*m_numVertices, sizeof(m_edges[0])*m_numEdges, m_edges);
	glBufferSubData(GL_ARRAY_BUFFER, sizeof(m_vertices[0])*m_numVertices + sizeof(m_edges[0])*m_numEdges, sizeof(m_normals[0])*m_numVertices, m_normals);
	glBufferSubData(GL_ARRAY_BUFFER, (sizeof(m_vertices[0]) + sizeof(m_normals[0]))*m_numVertices + sizeof(m_edges[0])*m_numEdges, sizeof(m_textureUV[0])*m_numVertices, m_textureUV);

	// Load shaders and use the resulting shader program
    m_program = InitShader("vshader.glsl", "fshader.glsl");
	glUseProgram(m_program);

	// Specify vertex positions as an input to the shader program
    GLuint position = glGetAttribLocation(m_program, "vPosition");
    glEnableVertexAttribArray(position);
    glVertexAttribPointer(position, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); 

	// Specify normal vectors as an input to the shader program
	GLuint normal = glGetAttribLocation(m_program, "vNormal");
	glEnableVertexAttribArray(normal);
	glVertexAttribPointer(normal, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(m_vertices[0])*m_numVertices + sizeof(m_edges[0])*m_numEdges));

	// Specify texture positions as an input to the shader program
	GLuint texture = glGetAttribLocation(m_program, "vTexture");
	glEnableVertexAttribArray(texture);
	glVertexAttribPointer(texture, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET((sizeof(m_vertices[0]) + sizeof(m_normals[0]))*m_numVertices + sizeof(m_edges[0])*m_numEdges)); 

	// Load image
	TgaImage image;
	if(m_textureOn && !image.loadTGA(textureFile))
	{
		printf("Error loading image file\n");
		exit(1);
	}

	// Bind texture
	glGenTextures(1, &m_textureBufferObject);
	glBindTexture(GL_TEXTURE_2D, m_textureBufferObject);
	glTexImage2D(GL_TEXTURE_2D, 0, 4, image.width, image.height, 0, (image.byteCount == 3) ? GL_BGR : GL_BGRA, GL_UNSIGNED_BYTE, image.data);
    
	glGenerateMipmap(GL_TEXTURE_2D);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

	glUniform1i(glGetUniformLocation(m_program, "Tex"), 0);

	// Clean up
	delete [] m_vertices;
	delete [] m_edges;
	delete [] m_textureUV;
	delete [] m_normals;
	delete [] m_circlePoints;
}
void myinit(void)
{
    // Load shaders and use the resulting shader program
    GLuint program = InitShader( "vshader.glsl", "fshader.glsl" );
    glUseProgram(program);

    // Generate vertex arrays for geometric shapes
    generateCube(program, &cubeData);
    generateSphere(program, &sphereData);
    generateCone(program, &coneData);
    generateCylinder(program, &cylData);
	generatePyramid(program, &pyramidData);

    uModelView  = glGetUniformLocation( program, "ModelView"  );
    uProjection = glGetUniformLocation( program, "Projection" );
    uView       = glGetUniformLocation( program, "View"       );

    glClearColor( .1, .1, .6, 1.0 ); // dark blue background

    uAmbient   = glGetUniformLocation( program, "AmbientProduct"  );
    uDiffuse   = glGetUniformLocation( program, "DiffuseProduct"  );
    uSpecular  = glGetUniformLocation( program, "SpecularProduct" );
    uLightPos  = glGetUniformLocation( program, "LightPosition"   );
    uShininess = glGetUniformLocation( program, "Shininess"       );
    uTex       = glGetUniformLocation( program, "Tex"             );
    uEnableTex = glGetUniformLocation( program, "EnableTex"       );

    glUniform4f(uAmbient,    0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uDiffuse,    0.6f,  0.6f,  0.6f, 1.0f);
    glUniform4f(uSpecular,   0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uLightPos,  15.0f, 15.0f, 30.0f, 0.0f);
    glUniform1f(uShininess, 100.0f);

    glEnable(GL_DEPTH_TEST);

    TgaImage coolImage;
    if (!coolImage.loadTGA("dirt.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }
    
    TgaImage earthImage;
    if (!earthImage.loadTGA("earth.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

	 TgaImage roofImage;
    if (!roofImage.loadTGA("roof.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

	TgaImage treeImage;
    if (!treeImage.loadTGA("tree.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

	TgaImage skyImage;
    if (!skyImage.loadTGA("sky.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

	TgaImage stoneImage;
    if (!stoneImage.loadTGA("stone.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

	TgaImage leafImage;
    if (!leafImage.loadTGA("leaf.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }
    
    glGenTextures( 1, &texture_cube );	
    glBindTexture( GL_TEXTURE_2D, texture_cube );
    
    glTexImage2D(GL_TEXTURE_2D, 0, 4, coolImage.width, coolImage.height, 0,
                 (coolImage.byteCount == 3) ? GL_BGR : GL_BGRA,
                 GL_UNSIGNED_BYTE, coolImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	
    
    
    glGenTextures( 1, &texture_earth );
    glBindTexture( GL_TEXTURE_2D, texture_earth );
    
    glTexImage2D(GL_TEXTURE_2D, 0, 4, earthImage.width, earthImage.height, 0,
                 (earthImage.byteCount == 3) ? GL_BGR : GL_BGRA,
                 GL_UNSIGNED_BYTE, earthImage.data );
    
	//roof
	 glGenTextures( 1, &texture_roof );
    glBindTexture( GL_TEXTURE_2D, texture_roof );

    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	 glTexImage2D(GL_TEXTURE_2D, 0, 4, roofImage.width, roofImage.height, 0,
            (roofImage.byteCount == 3) ? GL_BGR : GL_BGRA,
             GL_UNSIGNED_BYTE, roofImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

		 glGenTextures( 1, &texture_trees );
    glBindTexture( GL_TEXTURE_2D, texture_trees );

    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	 glTexImage2D(GL_TEXTURE_2D, 0, 4, treeImage.width, treeImage.height, 0,
            (treeImage.byteCount == 3) ? GL_BGR : GL_BGRA,
             GL_UNSIGNED_BYTE, treeImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	glGenTextures( 1, &texture_leaf );
    glBindTexture( GL_TEXTURE_2D, texture_leaf );

    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	 glTexImage2D(GL_TEXTURE_2D, 0, 4, leafImage.width, leafImage.height, 0,
            (leafImage.byteCount == 3) ? GL_BGR : GL_BGRA,
             GL_UNSIGNED_BYTE, leafImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

		glGenTextures( 1, &texture_stone );
    glBindTexture( GL_TEXTURE_2D, texture_stone );

    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	 glTexImage2D(GL_TEXTURE_2D, 0, 4, stoneImage.width, stoneImage.height, 0,
            (stoneImage.byteCount == 3) ? GL_BGR : GL_BGRA,
             GL_UNSIGNED_BYTE, stoneImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

    
    // Set texture sampler variable to texture unit 0
    // (set in glActiveTexture(GL_TEXTURE0))
    
    glUniform1i( uTex, 0);
    
    Arcball = new BallData;
    Ball_Init(Arcball);
    Ball_Place(Arcball,qOne,0.75);
}
Example #4
0
void myinit(void)
{
    // Load shaders and use the resulting shader program
    GLuint program = InitShader( "vshader.glsl", "fshader.glsl" );
    glUseProgram(program);

    // Generate vertex arrays for geometric shapes
	generateGrass(program, &grassData);
	generateHeart(program, &heartData);
    generateCube(program, &cubeData);
    generateSphere(program, &sphereData);
    generateCone(program, &coneData);
    generateCylinder(program, &cylData);

    uModelView  = glGetUniformLocation( program, "ModelView"  );
    uProjection = glGetUniformLocation( program, "Projection" );
    uView       = glGetUniformLocation( program, "View"       );

    glClearColor( 0.5, 0.5, 1.0, 1.0 ); // dark blue background

    uAmbient   = glGetUniformLocation( program, "AmbientProduct"  );
    uDiffuse   = glGetUniformLocation( program, "DiffuseProduct"  );
    uSpecular  = glGetUniformLocation( program, "SpecularProduct" );
    uLightPos  = glGetUniformLocation( program, "LightPosition"   );
    uShininess = glGetUniformLocation( program, "Shininess"       );
    uTex       = glGetUniformLocation( program, "Tex"             );
    uEnableTex = glGetUniformLocation( program, "EnableTex"       );

    glUniform4f(uAmbient,    0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uDiffuse,    0.6f,  0.6f,  0.6f, 1.0f);
    glUniform4f(uSpecular,   0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uLightPos,  15.0f, 15.0f, 30.0f, 0.0f);
    glUniform1f(uShininess, 100.0f);

    glEnable(GL_DEPTH_TEST);

    TgaImage coolImage;
    if (!coolImage.loadTGA("challenge.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

    GLuint texture;
    glGenTextures( 1, &texture );
    glBindTexture( GL_TEXTURE_2D, texture );
    
    glTexImage2D(GL_TEXTURE_2D, 0, 4, coolImage.width, coolImage.height, 0,
                 (coolImage.byteCount == 3) ? GL_BGR : GL_BGRA,
                 GL_UNSIGNED_BYTE, coolImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, texture );
    
    // Set texture sampler variable to texture unit 0
    // (set in glActiveTexture(GL_TEXTURE0))
    glUniform1i( uTex, 0 );
    
    Arcball = new BallData ;
    Ball_Init(Arcball);
    Ball_Place(Arcball,qOne,0.75);
}