Example #1
0
void FurApplication::Display(bool auto_redraw)
{
    float t = float(GetTickCount() & 0x3FFF) / float(0x3FFF);
    static const vmath::vec3 X(1.0f, 0.0f, 0.0f);
    static const vmath::vec3 Y(0.0f, 1.0f, 0.0f);
    static const vmath::vec3 Z(0.0f, 0.0f, 1.0f);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClearDepth(1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    vmath::mat4 p(vmath::frustum(-1.0f, 1.0f, aspect, -aspect, 1.0f, 5000.0f));
    vmath::mat4 m;

    m = vmath::mat4(vmath::translate(0.0f,
                                       0.0f,
                                         /* 100.0f * sinf(6.28318531f * t)*/ - 150.0f) *
                    //vmath::rotation(360.0f * t, X) *
                    vmath::rotate(360.0f * t * 1.0f, Y) *
                    vmath::rotate(180.0f, Z) *
                    vmath::translate(0.0f, -80.0f, 0.0f));

    glUseProgram(base_prog);

    glUniformMatrix4fv(base_model_matrix_pos, 1, GL_FALSE, m[0]);
    glUniformMatrix4fv(base_projection_matrix_pos, 1, GL_FALSE, p);

    glDisable(GL_BLEND);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);


    object.Render();

    glUseProgram(fur_prog);

    glUniformMatrix4fv(fur_model_matrix_pos, 1, GL_FALSE, m[0]);
    glUniformMatrix4fv(fur_projection_matrix_pos, 1, GL_FALSE, p);

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

	//glDisable(GL_DEPTH_TEST);
  
    glDepthMask(GL_FALSE);

    object.Render();

    glDepthMask(GL_TRUE);
    glDisable(GL_BLEND);

    base::Display();
}
void ShadowMapExample::DrawScene(bool depth_only)
{
    // Set material properties for the object
    if (!depth_only)
    {
        glUniform3fv(render_scene_uniforms.material_ambient, 1, vec3(0.1f, 0.0f, 0.2f));
        glUniform3fv(render_scene_uniforms.material_diffuse, 1, vec3(0.3f, 0.2f, 0.8f));
        glUniform3fv(render_scene_uniforms.material_specular, 1, vec3(1.0f, 1.0f, 1.0f));
        glUniform1f(render_scene_uniforms.material_specular_power, 25.0f);
    }

    // Draw the object
    object.Render();

    // Set material properties for the ground
    if (!depth_only)
    {
        glUniform3fv(render_scene_uniforms.material_ambient, 1, vec3(0.1f, 0.1f, 0.1f));
        glUniform3fv(render_scene_uniforms.material_diffuse, 1, vec3(0.1f, 0.5f, 0.1f));
        glUniform3fv(render_scene_uniforms.material_specular, 1, vec3(0.1f, 0.1f, 0.1f));
        glUniform1f(render_scene_uniforms.material_specular_power, 3.0f);
    }

    // Draw the ground
    glBindVertexArray(ground_vao);
    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
    glBindVertexArray(0);
}
void LightingExample::Display(bool auto_redraw)
{
    float time = 0.5f; // float(GetTickCount() & 0xFFFF) / float(0xFFFF);

    vmath::mat4 mv_matrix = vmath::translate(0.0f, 0.0f, -4.0f) *
                            vmath::rotate(987.0f * time * 3.14159f, vmath::vec3(0.0f, 0.0f, 1.0f)) *
                            vmath::rotate(1234.0f * time * 3.14159f, vmath::vec3(1.0f, 0.0f, 0.0f));
    vmath::mat4 prj_matrix = vmath::perspective(60.0f, 1.333f, 0.1f, 1000.0f);

    glUseProgram(render_prog);

    glUniformMatrix4fv(mv_mat_loc, 1, GL_FALSE, mv_matrix);
    glUniformMatrix4fv(prj_mat_loc, 1, GL_FALSE, prj_matrix);

    // Clear, select the rendering program and draw a full screen quad
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glCullFace(GL_BACK);
    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);

    object.Render();

    base::Display();
}
Example #4
0
void FurApplication::Initialize(const char * title)
{
    base::Initialize(title);

	static ShaderInfo shader_info[] =
    {
        { GL_VERTEX_SHADER, "base_vs.glsl" },
        { GL_FRAGMENT_SHADER, "base_fs.glsl" },
        { GL_NONE, NULL }
    };
    base_prog =  LoadShaders(shader_info);
    glUseProgram(base_prog);

    base_model_matrix_pos = glGetUniformLocation(base_prog, "model_matrix");
    base_projection_matrix_pos = glGetUniformLocation(base_prog, "projection_matrix");


	static ShaderInfo shader_info2[] =
    {
        { GL_VERTEX_SHADER, "fur_vs.glsl" },
        { GL_GEOMETRY_SHADER, "fur_gs.glsl" },
		{ GL_FRAGMENT_SHADER, "fur_fs.glsl" },
        { GL_NONE, NULL }
    };
    fur_prog =  LoadShaders(shader_info2);
    glUseProgram(fur_prog);

    fur_model_matrix_pos = glGetUniformLocation(fur_prog, "model_matrix");
    fur_projection_matrix_pos = glGetUniformLocation(fur_prog, "projection_matrix");

    glGenTextures(1, &fur_texture);
    unsigned char * tex = (unsigned char *)malloc(1024 * 1024 * 4);
    memset(tex, 0, 1024 * 1024 * 4);

    int n, m;

    for (n = 0; n < 256; n++)
    {
        for (m = 0; m < 1270; m++)
        {
            int x = rand() & 0x3FF;
            int y = rand() & 0x3FF;
            tex[(y * 1024 + x) * 4 + 0] = n;//(rand() & 0x3F) + 0xC0;
            tex[(y * 1024 + x) * 4 + 1] = n;//(rand() & 0x3F) + 0xC0;
            tex[(y * 1024 + x) * 4 + 2] = n;//(rand() & 0x3F) + 0xC0;
            tex[(y * 1024 + x) * 4 + 3] = n;
        }
    }

    glBindTexture(GL_TEXTURE_2D, fur_texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    free(tex);

	//object.LoadFromVBM("F:/tzpRepository/opengl/oglpg-8th-edition/media/unit_cube.vbm", 0, 1, 2);
    object.LoadFromVBM("F:/tzpRepository/opengl/oglpg-8th-edition/media/ninja.vbm", 0, 1, 2);
}
void ImageApp::init_buffer()
{
	render_scene_prog = -1;

	// Create palette texture
	glGenBuffers(1, &image_palette_buffer);
	glBindBuffer(GL_TEXTURE_BUFFER, image_palette_buffer);
	glBufferData(GL_TEXTURE_BUFFER, 256 * 4 * sizeof(float), NULL, GL_STATIC_DRAW);
	glGenTextures(1, &image_palette_texture);
	glBindTexture(GL_TEXTURE_BUFFER, image_palette_texture);
	glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, image_palette_buffer);

	vmath::vec4 * data = (vmath::vec4 *)glMapBuffer(GL_TEXTURE_BUFFER, GL_WRITE_ONLY);
	for (int i = 0; i < 256; i++)
	{
		data[i] = vmath::vec4((float)i);
	}
	glUnmapBuffer(GL_TEXTURE_BUFFER);

	// Create overdraw counter texture
	glGenTextures(1, &overdraw_count_buffer);
	glBindTexture(GL_TEXTURE_2D, overdraw_count_buffer);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, MAX_FRAMEBUFFER_WIDTH, MAX_FRAMEBUFFER_HEIGHT, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, NULL);
	glBindTexture(GL_TEXTURE_2D, 0);

	// Create buffer for clearing the head pointer texture
	glGenBuffers(1, &overdraw_count_clear_buffer);
	glBindBuffer(GL_PIXEL_UNPACK_BUFFER, overdraw_count_clear_buffer);
	glBufferData(GL_PIXEL_UNPACK_BUFFER, MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT * sizeof(GLuint), NULL, GL_STATIC_DRAW);

	data = (vmath::vec4 *)glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
	memset(data, 0x00, MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT * sizeof(GLuint));
	glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);

	// Create VAO containing quad for the final blit
	glGenVertexArrays(1, &quad_vao);
	glBindVertexArray(quad_vao);

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

	glGenBuffers(1, &quad_vbo);
	glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(quad_verts), quad_verts, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
	glEnableVertexAttribArray(0);

	glClearDepth(1.0f);

	object.LoadFromVBM("../../../media/objects/unit_pipe.vbm", 0, 1, 2);
}
Example #6
0
void InstancingExample::Display(bool auto_redraw)
{
    float t = float(GetTickCount() & 0x3FFF) / float(0x3FFF);
    static float q = 0.0f;
    static const vec3 X(1.0f, 0.0f, 0.0f);
    static const vec3 Y(0.0f, 1.0f, 0.0f);
    static const vec3 Z(0.0f, 0.0f, 1.0f);
    int n;

    // Clear
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Setup
    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);

    // Bind the weight VBO and change its data
    glBindBuffer(GL_ARRAY_BUFFER, model_matrix_buffer);

    // Set model matrices for each instance
    mat4 * matrices = (mat4 *)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);

    for (n = 0; n < INSTANCE_COUNT; n++)
    {
        float a = 50.0f * float(n) / 4.0f;
        float b = 50.0f * float(n) / 5.0f;
        float c = 50.0f * float(n) / 6.0f;

        matrices[n] = rotate(a + t * 360.0f, 1.0f, 0.0f, 0.0f) *
                      rotate(b + t * 360.0f, 0.0f, 1.0f, 0.0f) *
                      rotate(c + t * 360.0f, 0.0f, 0.0f, 1.0f) *
                      translate(10.0f + a, 40.0f + b, 50.0f + c);
    }

    glUnmapBuffer(GL_ARRAY_BUFFER);

    // Activate instancing program
    glUseProgram(render_prog);

    // Set up the view and projection matrices
    mat4 view_matrix(translate(0.0f, 0.0f, -1500.0f) * rotate(t * 360.0f * 2.0f, 0.0f, 1.0f, 0.0f));
    mat4 projection_matrix(frustum(-1.0f, 1.0f, -aspect, aspect, 1.0f, 5000.0f));

    glUniformMatrix4fv(view_matrix_loc, 1, GL_FALSE, view_matrix);
    glUniformMatrix4fv(projection_matrix_loc, 1, GL_FALSE, projection_matrix);

    // Render INSTANCE_COUNT objects
    object.Render(0, INSTANCE_COUNT);

    lookat(vec3(0.0f, 0.0f, 0.0f), vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f));

    base::Display();
}
Example #7
0
void CubeMapExample::Display(bool auto_redraw)
{
    static const unsigned int start_time = GetTickCount();
    float t = float((GetTickCount() - start_time)) / float(0x3FFF);
    static const vmath::vec3 X(1.0f, 0.0f, 0.0f);
    static const vmath::vec3 Y(0.0f, 1.0f, 0.0f);
    static const vmath::vec3 Z(0.0f, 0.0f, 1.0f);

    vmath::mat4 tc_matrix(vmath::mat4::identity());

    glClearColor(0.0f, 0.25f, 0.3f, 1.0f);
    glClearDepth(1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glDisable(GL_CULL_FACE);
	
	//调用天空盒映射着色器程序
    glUseProgram(skybox_prog);

	//GL_TEXTURE_CUBE_MAP_SEAMLESS启用无缝立方体映射滤波,避免立方体映射相邻边之间的缝
    glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);

    tc_matrix = vmath::rotate(80.0f * 3.0f * t, Y);// * vmath::rotate(22.0f, Z);
    tc_matrix = vmath::perspective(35.0f, 1.0f / aspect, 0.1f, 100.0f) * tc_matrix;

    glUniformMatrix4fv(skybox_rotate_loc, 1, GL_FALSE, tc_matrix);
    glBindVertexArray(vao);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cube_element_buffer);

	//绘制天空盒,完成立方体映射
    glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_SHORT, NULL);
    glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_SHORT, BUFFER_OFFSET(8 * sizeof(GLushort)));

	//调用环境映射着色器程序
    glUseProgram(object_prog);

    tc_matrix = vmath::translate(vmath::vec3(0.0f, 0.0f, -4.0f)) *
                vmath::rotate(80.0f * 3.0f * t, Y) * vmath::rotate(70.0f * 3.0f * t, Z);

    glUniformMatrix4fv(object_mat_mv_loc, 1, GL_FALSE, tc_matrix);
    tc_matrix = vmath::perspective(35.0f, 1.0f / aspect, 0.1f, 100.0f) * tc_matrix;
    glUniformMatrix4fv(object_mat_mvp_loc, 1, GL_FALSE, tc_matrix);

    glClear(GL_DEPTH_BUFFER_BIT);
	//绘制物体,完成环境映射
    object.Render();

    base::Display();
}
void OverdrawCountExample::Display(bool auto_redraw)
{
    float t;

    unsigned int current_time = GetTickCount();

    t = (float)(current_time & 0xFFFFF) / (float)0x3FFF;

    glDisable(GL_DEPTH_TEST);
    glDisable(GL_CULL_FACE);

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    // Clear output image
    glBindBuffer(GL_PIXEL_UNPACK_BUFFER, overdraw_count_clear_buffer);
    glBindTexture(GL_TEXTURE_2D, overdraw_count_buffer);
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_width, current_height, GL_RED_INTEGER, GL_UNSIGNED_INT, NULL);
    glBindTexture(GL_TEXTURE_2D, 0);

    // Bind output image for read-write
    glBindImageTexture(0, overdraw_count_buffer, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32UI);

    // Render
    glUseProgram(render_scene_prog);

    vmath::mat4 model_matrix = vmath::translate(0.0f, 0.0f, -20.0f) *
                               vmath::rotate(t * 360.0f, 0.0f, 0.0f, 1.0f) *
                               vmath::rotate(t * 435.0f, 0.0f, 1.0f, 0.0f) *
                               vmath::rotate(t * 275.0f, 1.0f, 0.0f, 0.0f);
    vmath::mat4 view_matrix = vmath::mat4::identity();
    vmath::mat4 projection_matrix = vmath::frustum(-1.0f, 1.0f, aspect, -aspect, 1.0f, 40.f);

    glUniformMatrix4fv(render_scene_uniforms.model_matrix, 1, GL_FALSE, model_matrix);
    glUniformMatrix4fv(render_scene_uniforms.view_matrix, 1, GL_FALSE, view_matrix);
    glUniformMatrix4fv(render_scene_uniforms.projection_matrix, 1, GL_FALSE, projection_matrix);

    glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);

    object.Render(0, 8 * 8 * 8);

    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    glBindVertexArray(quad_vao);
    glUseProgram(resolve_program);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    // Done
    base::Display();
}
Example #9
0
void Init(void)
{
	ShaderInfo shaders[] = {
		{ GL_VERTEX_SHADER, "light_model.vert" },
		{ GL_FRAGMENT_SHADER, "light_model.frag" },
		{ GL_NONE, NULL}
	};

	light_prog = LoadShaders(shaders);

	model_mat_loc = glGetUniformLocation(light_prog, "model_matrix");
	proj_mat_loc = glGetUniformLocation(light_prog, "proj_matrix");
	color_ambient_loc = glGetUniformLocation(light_prog, "color_ambient");
	color_diffuse_loc = glGetUniformLocation(light_prog, "color_diffuse");
	color_specular_loc = glGetUniformLocation(light_prog, "color_specular");
	shininess_loc = glGetUniformLocation(light_prog, "shininess");
	light_pos_loc = glGetUniformLocation(light_prog, "light_position");

	object.LoadFromVBM("../../media/unit_torus.vbm", 0, 1, 2);
}
Example #10
0
void DisplayFunc(void)
{
	float time = float(GetTickCount() & 0xFFFF) / float(0xFFFF);

	vmath::mat4 model_matrix = vmath::translate(0.0f, 0.0f, -4.0f) *
		vmath::rotate(987.0f * time * 3.141592f, vmath::vec3(0.0f, 0.0f, 1.0f)) *
		vmath::rotate(1234.0f *time * 3.141592f, vmath::vec3(1.0f, 0.0f, 0.0f));
	vmath::mat4 proj_matrix = vmath::perspective(60.0f, 1.333, 0.1f, 1000.0f);

	glUseProgram(light_prog);

	glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, model_matrix);
	glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, proj_matrix);
	
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glCullFace(GL_BACK);
	glEnable(GL_CULL_FACE);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);

	object.Render();

	glutPostRedisplay();
}
Example #11
0
void InstancingExample::Initialize(const char * title)
{
    int n;

    base::Initialize(title);

    // Create the program for rendering the model
    render_prog = glCreateProgram();

    // This is the rendering vertex shader
    static const char render_vs[] =
        "#version 330\n"
        "\n"
        "// 'position' and 'normal' are regular vertex attributes\n"
        "layout (location = 0) in vec4 position;\n"
        "layout (location = 1) in vec3 normal;\n"
        "\n"
        "// Color is a per-instance attribute\n"
        "layout (location = 2) in vec4 color;\n"
        "\n"
        "// model_matrix will be used as a per-instance transformation\n"
        "// matrix. Note that a mat4 consumes 4 consecutive locations, so\n"
        "// this will actually sit in locations, 3, 4, 5, and 6.\n"
        "layout (location = 3) in mat4 model_matrix;\n"
        "\n"
        "// The view matrix and the projection matrix are constant across a draw\n"
        "uniform mat4 view_matrix;\n"
        "uniform mat4 projection_matrix;\n"
        "\n"
        "// The output of the vertex shader (matched to the fragment shader)\n"
        "out VERTEX\n"
        "{\n"
        "    vec3    normal;\n"
        "    vec4    color;\n"
        "} vertex;\n"
        "\n"
        "// Ok, go!\n"
        "void main(void)\n"
        "{\n"
        "    // Construct a model-view matrix from the uniform view matrix\n"
        "    // and the per-instance model matrix.\n"
        "    mat4 model_view_matrix = view_matrix * model_matrix;\n"
        "\n"
        "    // Transform position by the model-view matrix, then by the\n"
        "    // projection matrix.\n"
        "    gl_Position = projection_matrix * (model_view_matrix * position);\n"
        "    // Transform the normal by the upper-left-3x3-submatrix of the\n"
        "    // model-view matrix\n"
        "    vertex.normal = mat3(model_view_matrix) * normal;\n"
        "    // Pass the per-instance color through to the fragment shader.\n"
        "    vertex.color = color;\n"
        "}\n";

    // Simple fragment shader
    static const char render_fs[] =
        "#version 330\n"
        "\n"
        "layout (location = 0) out vec4 color;\n"
        "\n"
        "in VERTEX\n"
        "{\n"
        "    vec3    normal;\n"
        "    vec4    color;\n"
        "} vertex;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    color = vertex.color * (0.1 + abs(vertex.normal.z)) + vec4(0.8, 0.9, 0.7, 1.0) * pow(abs(vertex.normal.z), 40.0);\n"
        "}\n";

    // Compile and link like normal
    vglAttachShaderSource(render_prog, GL_VERTEX_SHADER, render_vs);
    vglAttachShaderSource(render_prog, GL_FRAGMENT_SHADER, render_fs);

    glLinkProgram(render_prog);
    glUseProgram(render_prog);

    // Get the location of the projetion_matrix uniform
    view_matrix_loc = glGetUniformLocation(render_prog, "view_matrix");
    projection_matrix_loc = glGetUniformLocation(render_prog, "projection_matrix");

    // Load the object
    object.LoadFromVBM("../../media/armadillo_low.vbm", 0, 1, 2);

    // Bind its vertex array object so that we can append the instanced attributes
    object.BindVertexArray();

    // Get the locations of the vertex attributes in 'prog', which is the
    // (linked) program object that we're going to be rendering with. Note
    // that this isn't really necessary because we specified locations for
    // all the attributes in our vertex shader. This code could be made
    // more concise by assuming the vertex attributes are where we asked
    // the compiler to put them.
    int position_loc    = glGetAttribLocation(render_prog, "position");
    int normal_loc      = glGetAttribLocation(render_prog, "normal");
    int color_loc       = glGetAttribLocation(render_prog, "color");
    int matrix_loc      = glGetAttribLocation(render_prog, "model_matrix");

    // Configure the regular vertex attribute arrays - position and color.
    /*
    // This is commented out here because the VBM object takes care
    // of it for us.
    glBindBuffer(GL_ARRAY_BUFFER, position_buffer);
    glVertexAttribPointer(position_loc, 4, GL_FLOAT, GL_FALSE, 0, NULL);
    glEnableVertexAttribArray(position_loc);
    glBindBuffer(GL_ARRAY_BUFFER, normal_buffer);
    glVertexAttribPointer(normal_loc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
    glEnableVertexAttribArray(normal_loc);
    */

    // Generate the colors of the objects
    vec4 colors[INSTANCE_COUNT];

    for (n = 0; n < INSTANCE_COUNT; n++)
    {
        float a = float(n) / 4.0f;
        float b = float(n) / 5.0f;
        float c = float(n) / 6.0f;

        colors[n][0] = 0.5f + 0.25f * (sinf(a + 1.0f) + 1.0f);
        colors[n][1] = 0.5f + 0.25f * (sinf(b + 2.0f) + 1.0f);
        colors[n][2] = 0.5f + 0.25f * (sinf(c + 3.0f) + 1.0f);
        colors[n][3] = 1.0f;
    }

    glGenBuffers(1, &color_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_DYNAMIC_DRAW);

    // Now we set up the color array. We want each instance of our geometry
    // to assume a different color, so we'll just pack colors into a buffer
    // object and make an instanced vertex attribute out of it.
    glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
    glVertexAttribPointer(color_loc, 4, GL_FLOAT, GL_FALSE, 0, NULL);
    glEnableVertexAttribArray(color_loc);
    // This is the important bit... set the divisor for the color array to
    // 1 to get OpenGL to give us a new value of 'color' per-instance
    // rather than per-vertex.
    glVertexAttribDivisor(color_loc, 1);

    // Likewise, we can do the same with the model matrix. Note that a
    // matrix input to the vertex shader consumes N consecutive input
    // locations, where N is the number of columns in the matrix. So...
    // we have four vertex attributes to set up.
    glGenBuffers(1, &model_matrix_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, model_matrix_buffer);
    glBufferData(GL_ARRAY_BUFFER, INSTANCE_COUNT * sizeof(mat4), NULL, GL_DYNAMIC_DRAW);
    // Loop over each column of the matrix...
    for (int i = 0; i < 4; i++)
    {
        // Set up the vertex attribute
        glVertexAttribPointer(matrix_loc + i,              // Location
                              4, GL_FLOAT, GL_FALSE,       // vec4
                              sizeof(mat4),                // Stride
                              (void *)(sizeof(vec4) * i)); // Start offset
        // Enable it
        glEnableVertexAttribArray(matrix_loc + i);
        // Make it instanced
        glVertexAttribDivisor(matrix_loc + i, 1);
    }

    // Done (unbind the object's VAO)
    glBindVertexArray(0);
}
void ShadowMapExample::Initialize(const char * title)
{
    base::Initialize(title);

    // Create the program for rendering the scene from the light's POV.
    glCreateProgram();

    ShaderInfo light_shaders[] =
    {
        { GL_VERTEX_SHADER, "shadowmap_shadow.vs.glsl" },
        { GL_FRAGMENT_SHADER, "shadowmap_shadow.fs.glsl" },
        { GL_NONE }
    };

    render_light_prog = LoadShaders(light_shaders);

    // Get the location of the projetion_matrix uniform
    render_light_uniforms.model_view_projection_matrix = glGetUniformLocation(render_light_prog, "model_view_projection_matrix");

    // Create the program for rendering the scene from the viewer's position
    ShaderInfo scene_shaders[] =
    {
        { GL_VERTEX_SHADER, "shadowmap_scene.vs.glsl" },
        { GL_FRAGMENT_SHADER, "shadowmap_scene.fs.glsl" },
        { GL_NONE }
    };

    render_scene_prog = LoadShaders(scene_shaders);

    // Get the locations of all the uniforms in the program
    render_scene_uniforms.model_matrix = glGetUniformLocation(render_scene_prog, "model_matrix");
    render_scene_uniforms.view_matrix = glGetUniformLocation(render_scene_prog, "view_matrix");
    render_scene_uniforms.projection_matrix = glGetUniformLocation(render_scene_prog, "projection_matrix");
    render_scene_uniforms.shadow_matrix = glGetUniformLocation(render_scene_prog, "shadow_matrix");
    render_scene_uniforms.light_position = glGetUniformLocation(render_scene_prog, "light_position");
    render_scene_uniforms.material_ambient = glGetUniformLocation(render_scene_prog, "material_ambient");
    render_scene_uniforms.material_diffuse = glGetUniformLocation(render_scene_prog, "material_diffuse");
    render_scene_uniforms.material_specular = glGetUniformLocation(render_scene_prog, "material_specular");
    render_scene_uniforms.material_specular_power = glGetUniformLocation(render_scene_prog, "material_specular_power");

    // Set the depth texture uniform to unit 0
    glUseProgram(render_scene_prog);
    glUniform1i(glGetUniformLocation(render_scene_prog, "depth_texture"), 0);

    // Create a depth texture
    glGenTextures(1, &depth_texture);
    glBindTexture(GL_TEXTURE_2D, depth_texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, DEPTH_TEXTURE_SIZE, DEPTH_TEXTURE_SIZE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
    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_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glBindTexture(GL_TEXTURE_2D, 0);

    // Create FBO to render depth into
    glGenFramebuffers(1, &depth_fbo);
    glBindFramebuffer(GL_FRAMEBUFFER, depth_fbo);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, depth_texture, 0);
    glDrawBuffer(GL_NONE);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Upload geometry for the ground plane
    static const float ground_vertices[] =
    {
        -500.0f, -50.0f, -500.0f, 1.0f,
        -500.0f, -50.0f,  500.0f, 1.0f,
         500.0f, -50.0f,  500.0f, 1.0f,
         500.0f, -50.0f, -500.0f, 1.0f,
    };

    static const float ground_normals[] =
    {
        0.0f, 1.0f, 0.0f,
        0.0f, 1.0f, 0.0f,
        0.0f, 1.0f, 0.0f,
        0.0f, 1.0f, 0.0f
    };

    glGenVertexArrays(1, &ground_vao);
    glGenBuffers(1, &ground_vbo);
    glBindVertexArray(ground_vao);
    glBindBuffer(GL_ARRAY_BUFFER, ground_vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(ground_vertices) + sizeof(ground_normals), NULL, GL_STATIC_DRAW);
    glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(ground_vertices), ground_vertices);
    glBufferSubData(GL_ARRAY_BUFFER, sizeof(ground_vertices), sizeof(ground_normals), ground_normals);

    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)sizeof(ground_vertices));
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    // Load the object
    object.LoadFromVBM("C:/Vermilion-Book/trunk/Code/media/armadillo_low.vbm", 0, 1, 2);
}
Example #13
0
void FurApplication::Initialize(const char * title)
{
    base::Initialize(title);

    base_prog = glCreateProgram();

    static const char base_vs_source[] =
        "#version 410\n"
        "\n"
        "layout (location = 0) in vec4 position_in;\n"
        "layout (location = 1) in vec3 normal_in;\n"
        "layout (location = 2) in vec2 texcoord_in;\n"
        "\n"
        "uniform mat4 model_matrix;\n"
        "uniform mat4 projection_matrix;\n"
        "\n"
        "out VS_FS_VERTEX\n"
        "{\n"
        "    vec3 normal;\n"
        "} vertex_out;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    vertex_out.normal = normal_in;\n"
        "    gl_Position = projection_matrix * (model_matrix * position_in);\n"
        "}\n";

    static const char base_fs_source[] =
        "#version 410\n"
        "\n"
        "layout (location = 0) out vec4 color;\n"
        "\n"
        "in VS_FS_VERTEX\n"
        "{\n"
        "    vec3 normal;\n"
        "} vertex_in;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    vec3 normal = vertex_in.normal;\n"
        "    color = vec4(0.2, 0.1, 0.5, 1.0) * (0.2 + pow(abs(normal.z), 4.0)) + vec4(0.8, 0.8, 0.8, 0.0) * pow(abs(normal.z), 137.0);\n"
        "}\n";

    vglAttachShaderSource(base_prog, GL_VERTEX_SHADER, base_vs_source);
    vglAttachShaderSource(base_prog, GL_FRAGMENT_SHADER, base_fs_source);

    glLinkProgram(base_prog);
    glUseProgram(base_prog);

    base_model_matrix_pos = glGetUniformLocation(base_prog, "model_matrix");
    base_projection_matrix_pos = glGetUniformLocation(base_prog, "projection_matrix");

    fur_prog = glCreateProgram();

    static const char fur_vs_source[] =
        "#version 410\n"
        "\n"
        "layout (location = 0) in vec4 position_in;\n"
        "layout (location = 1) in vec3 normal_in;\n"
        "layout (location = 2) in vec2 texcoord_in;\n"
        "\n"
        "out VS_GS_VERTEX\n"
        "{\n"
        "    vec3 normal;\n"
        "    vec2 tex_coord;\n"
        "} vertex_out;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    vertex_out.normal = normal_in;\n"
        "    vertex_out.tex_coord = texcoord_in;\n"
        "    gl_Position = position_in;\n"
        "}\n";

    static const char fur_gs_source[] =
        "#version 410\n"
        "\n"
        "layout (triangles) in;\n"
        "layout (triangle_strip, max_vertices = 240) out;\n"
        "\n"
        "uniform mat4 model_matrix;\n"
        "uniform mat4 projection_matrix;\n"
        "\n"
        "uniform int fur_layers = 30;\n"
        "uniform float fur_depth = 5.0;\n"
        "\n"
        "in VS_GS_VERTEX\n"
        "{\n"
        "    vec3 normal;\n"
        "    vec2 tex_coord;\n"
        "} vertex_in[];\n"
        "\n"
        "out GS_FS_VERTEX\n"
        "{\n"
        "    vec3 normal;\n"
        "    vec2 tex_coord;\n"
        "    flat float fur_strength;\n"
        "} vertex_out;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    int i, layer;\n"
        "    float disp_delta = 1.0 / float(fur_layers);\n"
        "    float d = 0.0;\n"
        "    vec4 position;\n"
        "\n"
        "    for (layer = 0; layer < fur_layers; layer++)\n"
        "    {\n"
        "        for (i = 0; i < gl_in.length(); i++) {\n"
        "            vec3 n = vertex_in[i].normal;\n"
        "            vertex_out.normal = n;\n"
        "            vertex_out.tex_coord = vertex_in[i].tex_coord;\n"
        "            vertex_out.fur_strength = 1.0 - d;\n"
        "            position = gl_in[i].gl_Position + vec4(n * d * fur_depth, 0.0);\n"
        "            gl_Position = projection_matrix * (model_matrix * position);\n"
        "            EmitVertex();\n"
        "        }\n"
        "        d += disp_delta;\n"
        "        EndPrimitive();\n"
        "    }\n"
        "}\n";

    static const char fur_fs_source[] =
        "#version 410\n"
        "\n"
        "layout (location = 0) out vec4 color;\n"
        "\n"
        "uniform sampler2D fur_texture;\n"
        "uniform vec4 fur_color = vec4(0.8, 0.8, 0.9, 1.0);\n"
        "\n"
        "in GS_FS_VERTEX\n"
        "{\n"
        "    vec3 normal;\n"
        "    vec2 tex_coord;\n"
        "    flat float fur_strength;\n"
        "} fragment_in;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    vec4 rgba = texture(fur_texture, fragment_in.tex_coord);\n"
        "    float t = rgba.a;\n"
        "    t *= fragment_in.fur_strength;\n"
        "    color = fur_color * vec4(1.0, 1.0, 1.0, t);\n"
        "}\n";

    vglAttachShaderSource(fur_prog, GL_VERTEX_SHADER, fur_vs_source);
    vglAttachShaderSource(fur_prog, GL_GEOMETRY_SHADER, fur_gs_source);
    vglAttachShaderSource(fur_prog, GL_FRAGMENT_SHADER, fur_fs_source);

    glLinkProgram(fur_prog);
    glUseProgram(fur_prog);

    fur_model_matrix_pos = glGetUniformLocation(fur_prog, "model_matrix");
    fur_projection_matrix_pos = glGetUniformLocation(fur_prog, "projection_matrix");

    glGenTextures(1, &fur_texture);
    unsigned char * tex = (unsigned char *)malloc(1024 * 1024 * 4);
    memset(tex, 0, 1024 * 1024 * 4);

    int n, m;

    for (n = 0; n < 256; n++)
    {
        for (m = 0; m < 1270; m++)
        {
            int x = rand() & 0x3FF;
            int y = rand() & 0x3FF;
            tex[(y * 1024 + x) * 4 + 0] = (rand() & 0x3F) + 0xC0;
            tex[(y * 1024 + x) * 4 + 1] = (rand() & 0x3F) + 0xC0;
            tex[(y * 1024 + x) * 4 + 2] = (rand() & 0x3F) + 0xC0;
            tex[(y * 1024 + x) * 4 + 3] = n;
        }
    }

    glBindTexture(GL_TEXTURE_2D, fur_texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    free(tex);

    object.LoadFromVBM("C:/Vermilion-Book/trunk/Code/media/ninja.vbm", 0, 1, 2);
}
void ViewportArrayApplication::Initialize(const char * title)
{
    int i;

    base::Initialize(title);

    glGenTransformFeedbacks(1, &xfb);
    glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);

    sort_prog = glCreateProgram();

    static const char sort_vs_source[] =
            "#version 410\n"
            "\n"
            "uniform mat4 model_matrix;\n"
            "\n"
            "layout (location = 0) in vec4 position;\n"
            "layout (location = 1) in vec3 normal;\n"
            "\n"
            "out vec3 vs_normal;\n"
            "\n"
            "void main(void)\n"
            "{\n"
            "    vs_normal = (model_matrix * vec4(normal, 0.0)).xyz;\n"
            "    gl_Position = model_matrix * position;\n"
            "}\n";

    static const char sort_gs_source[] =
        "#version 410\n"
        "\n"
        "layout (triangles) in;\n"
        "layout (points, max_vertices = 3) out;\n"
        "\n"
        "uniform mat4 projection_matrix;\n"
        "\n"
        "in vec3 vs_normal[];\n"
        "\n"
        "layout (stream = 0) out vec4 rf_position;\n"
        "layout (stream = 0) out vec3 rf_normal;\n"
        "\n"
        "layout (stream = 1) out vec4 lf_position;\n"
        "layout (stream = 1) out vec3 lf_normal;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    vec4 A = gl_in[0].gl_Position;\n"
        "    vec4 B = gl_in[1].gl_Position;\n"
        "    vec4 C = gl_in[2].gl_Position;\n"
        "    vec3 AB = (B - A).xyz;\n"
        "    vec3 AC = (C - A).xyz;\n"
        "    vec3 face_normal = cross(AB, AC);\n"
        "    int i;\n"
        "\n"
        "    if (face_normal.x < 0.0)\n"
        "    {\n"
        "        for (i = 0; i < gl_in.length(); i++)\n"
        "        {\n"
        "            rf_position = projection_matrix * (gl_in[i].gl_Position - vec4(30.0, 0.0, 0.0, 0.0));\n"
        "            rf_normal = vs_normal[i];\n"
        "            EmitStreamVertex(0);\n"
        "        }\n"
        "        EndStreamPrimitive(0);\n"
        "    }\n"
        "    else\n"
        "    {\n"
        "        for (i = 0; i < gl_in.length(); i++)\n"
        "        {\n"
        "            lf_position = projection_matrix * (gl_in[i].gl_Position + vec4(30.0, 0.0, 0.0, 0.0));\n"
        "            lf_normal = vs_normal[i];\n"
        "            EmitStreamVertex(1);\n"
        "        }\n"
        "        EndStreamPrimitive(1);\n"
        "    }\n"
        "}\n";

    vglAttachShaderSource(sort_prog, GL_VERTEX_SHADER, sort_vs_source);
    vglAttachShaderSource(sort_prog, GL_GEOMETRY_SHADER, sort_gs_source);

    static const char * varyings[] =
    {
        "rf_position", "rf_normal",
        "gl_NextBuffer",
        "lf_position", "lf_normal"
    };

    glTransformFeedbackVaryings(sort_prog, 5, varyings, GL_INTERLEAVED_ATTRIBS);

    glLinkProgram(sort_prog);
    glUseProgram(sort_prog);

    model_matrix_pos = glGetUniformLocation(sort_prog, "model_matrix");
    projection_matrix_pos = glGetUniformLocation(sort_prog, "projection_matrix");

    glGenVertexArrays(2, vao);
    glGenBuffers(2, vbo);

    for (i = 0; i < 2; i++)
    {
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, vbo[i]);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 1024 * 1024 * sizeof(GLfloat), NULL, GL_DYNAMIC_COPY);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, vbo[i]);

        glBindVertexArray(vao[i]);
        glBindBuffer(GL_ARRAY_BUFFER, vbo[i]);
        glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vmath::vec4) + sizeof(vmath::vec3), NULL);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(vmath::vec4) + sizeof(vmath::vec3), (GLvoid *)(sizeof(vmath::vec4)));
        glEnableVertexAttribArray(0);
        glEnableVertexAttribArray(1);
    }

    render_prog = glCreateProgram();

    static const char render_vs_source[] =
        "#version 410\n"
        "\n"
        "layout (location = 0) in vec4 position;\n"
        "layout (location = 1) in vec3 normal;\n"
        "\n"
        "out vec3 vs_normal;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    vs_normal = normal;\n"
        "    gl_Position = position;\n"
        "}\n";

    static const char render_fs_source[] =
        "#version 410\n"
        "\n"
        "layout (location = 0) out vec4 color;\n"
        "\n"
        "uniform vec4 pass_color;\n"
        "\n"
        "in vec3 vs_normal;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    color = pass_color * (0.2 + pow(abs(vs_normal.z), 4.0)) + vec4(1.0, 1.0, 1.0, 0.0) * pow(abs(vs_normal.z), 37.0);\n"
        "}\n";

    vglAttachShaderSource(render_prog, GL_VERTEX_SHADER, render_vs_source);
    vglAttachShaderSource(render_prog, GL_FRAGMENT_SHADER, render_fs_source);

    glLinkProgram(render_prog);

    object.LoadFromVBM("D:/svn/Vermilion-Book/trunk/Code/media/ninja.vbm", 0, 1, 2);
}
void ViewportArrayApplication::Display(bool auto_redraw)
{
    float t = float(GetTickCount() & 0x3FFF) / float(0x3FFF);
    static const vmath::vec3 X(1.0f, 0.0f, 0.0f);
    static const vmath::vec3 Y(0.0f, 1.0f, 0.0f);
    static const vmath::vec3 Z(0.0f, 0.0f, 1.0f);

    glDisable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClearDepth(1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glUseProgram(sort_prog);

    vmath::mat4 p(vmath::frustum(-1.0f, 1.0f, aspect, -aspect, 1.0f, 5000.0f));
    vmath::mat4 m;

    m = vmath::mat4(vmath::translate(0.0f,
                                       0.0f,
                                       100.0f * sinf(6.28318531f * t) - 230.0f) *
                    vmath::rotate(360.0f * t, X) *
                    vmath::rotate(360.0f * t * 2.0f, Y) *
                    vmath::rotate(360.0f * t * 5.0f, Z) *
                    vmath::translate(0.0f, -80.0f, 0.0f));

    glUniformMatrix4fv(model_matrix_pos, 1, GL_FALSE, m[0]);
    glUniformMatrix4fv(projection_matrix_pos, 1, GL_FALSE, p);

    glEnable(GL_RASTERIZER_DISCARD);

    glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
    glBeginTransformFeedback(GL_POINTS);

    object.Render();

    glEndTransformFeedback();
    glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);

    glDisable(GL_RASTERIZER_DISCARD);

    static const vmath::vec4 colors[2] =
    {
        vmath::vec4(0.8f, 0.8f, 0.9f, 0.5f),
        vmath::vec4(0.3f, 1.0f, 0.3f, 0.8f)
    };

    glUseProgram(render_prog);

    glUniform4fv(0, 1, colors[0]);
    glBindVertexArray(vao[0]);
    glDrawTransformFeedbackStream(GL_TRIANGLES, xfb, 0);

    glUniform4fv(0, 1, colors[1]);
    glBindVertexArray(vao[1]);
    glDrawTransformFeedbackStream(GL_TRIANGLES, xfb, 1);

    base::Display();
}
Example #16
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);
}
void InstanceIDExample::Initialize(const char * title)
{
    int n;

    base::Initialize(title);

    // Create the program for rendering the model
    render_prog = glCreateProgram();

    // This is the rendering vertex shader
    static const char render_vs[] =
        "#version 410\n"
        "\n"
        "// 'position' and 'normal' are regular vertex attributes\n"
        "layout (location = 0) in vec4 position;\n"
        "layout (location = 1) in vec3 normal;\n"
        "\n"
        "// Color is a per-instance attribute\n"
        "layout (location = 2) in vec4 color;\n"
        "\n"
        "// The view matrix and the projection matrix are constant across a draw\n"
        "uniform mat4 view_matrix;\n"
        "uniform mat4 projection_matrix;\n"
        "\n"
        "// These are the TBOs that hold per-instance colors and per-instance\n"
        "// model matrices\n"
        "uniform samplerBuffer color_tbo;\n"
        "uniform samplerBuffer model_matrix_tbo;\n"
        "\n"
        "// The output of the vertex shader (matched to the fragment shader)\n"
        "out VERTEX\n"
        "{\n"
        "    vec3    normal;\n"
        "    vec4    color;\n"
        "} vertex;\n"
        "\n"
        "// Ok, go!\n"
        "void main(void)\n"
        "{\n"
        "    // Use gl_InstanceID to obtain the instance color from the color TBO\n"
        "    vec4 color = texelFetch(color_tbo, gl_InstanceID);\n"
        "\n"
        "    // Generating the model matrix is more complex because you can't\n"
        "    // store mat4 data in a TBO. Instead, we need to store each matrix\n"
        "    // as four vec4 variables and assemble the matrix in the shader.\n"
        "    // First, fetch the four columns of the matrix (remember, matrices are\n"
        "    // stored in memory in column-primary order).\n"
        "    vec4 col1 = texelFetch(model_matrix_tbo, gl_InstanceID * 4);\n"
        "    vec4 col2 = texelFetch(model_matrix_tbo, gl_InstanceID * 4 + 1);\n"
        "    vec4 col3 = texelFetch(model_matrix_tbo, gl_InstanceID * 4 + 2);\n"
        "    vec4 col4 = texelFetch(model_matrix_tbo, gl_InstanceID * 4 + 3);\n"
        "\n"
        "    // Now assemble the four columns into a matrix.\n"
        "    mat4 model_matrix = mat4(col1, col2, col3, col4);\n"
        "\n"
        "    // Construct a model-view matrix from the uniform view matrix\n"
        "    // and the per-instance model matrix.\n"
        "    mat4 model_view_matrix = view_matrix * model_matrix;\n"
        "\n"
        "    // Transform position by the model-view matrix, then by the\n"
        "    // projection matrix.\n"
        "    gl_Position = projection_matrix * (model_view_matrix * position);\n"
        "    // Transform the normal by the upper-left-3x3-submatrix of the\n"
        "    // model-view matrix\n"
        "    vertex.normal = mat3(model_view_matrix) * normal;\n"
        "    // Pass the per-instance color through to the fragment shader.\n"
        "    vertex.color = color;\n"
        "}\n";

    // Simple fragment shader
    static const char render_fs[] =
        "#version 410\n"
        "\n"
        "layout (location = 0) out vec4 color;\n"
        "\n"
        "in VERTEX\n"
        "{\n"
        "    vec3    normal;\n"
        "    vec4    color;\n"
        "} vertex;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    color = vertex.color * (0.1 + abs(vertex.normal.z)) + vec4(0.8, 0.9, 0.7, 1.0) * pow(abs(vertex.normal.z), 40.0);\n"
        "}\n";

    // Compile and link like normal
    vglAttachShaderSource(render_prog, GL_VERTEX_SHADER, render_vs);
    vglAttachShaderSource(render_prog, GL_FRAGMENT_SHADER, render_fs);

    glLinkProgram(render_prog);
    glUseProgram(render_prog);

    // Get the location of the projetion_matrix uniform
    view_matrix_loc = glGetUniformLocation(render_prog, "view_matrix");
    projection_matrix_loc = glGetUniformLocation(render_prog, "projection_matrix");

    // Set up the TBO samplers
    GLuint color_tbo_loc = glGetUniformLocation(render_prog, "color_tbo");
    GLuint model_matrix_tbo_loc = glGetUniformLocation(render_prog, "model_matrix_tbo");

    // Set them to the right texture unit indices
    glUniform1i(color_tbo_loc, 0);
    glUniform1i(model_matrix_tbo_loc, 1);

    // Load the object
    object.LoadFromVBM("../../media/armadillo_low.vbm", 0, 1, 2);

    /*

        THIS IS COMMENTED OUT HERE BECAUSE THE VBM OBJECT TAKES
        CARE OF IT FOR US

    // Get the locations of the vertex attributes in 'prog', which is the
    // (linked) program object that we're going to be rendering with. Note
    // that this isn't really necessary because we specified locations for
    // all the attributes in our vertex shader. This code could be made
    // more concise by assuming the vertex attributes are where we asked
    // the compiler to put them.
    int position_loc    = glGetAttribLocation(prog, "position");
    int normal_loc      = glGetAttribLocation(prog, "normal");

    // Configure the regular vertex attribute arrays - position and normal.
    glBindBuffer(GL_ARRAY_BUFFER, position_buffer);
    glVertexAttribPointer(position_loc, 4, GL_FLOAT, GL_FALSE, 0, NULL);
    glEnableVertexAttribArray(position_loc);
    glBindBuffer(GL_ARRAY_BUFFER, normal_buffer);
    glVertexAttribPointer(normal_loc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
    glEnableVertexAttribArray(normal_loc);

    */

    // Now we set up the TBOs for the instance colors and the model matrices...

    // First, create the TBO to store colors, bind a buffer to it and initialize
    // its format. The buffer has previously been created and sized to store one
    // vec4 per-instance.
    glGenTextures(1, &color_tbo);
    glBindTexture(GL_TEXTURE_BUFFER, color_tbo);

    // Generate the colors of the objects
    vec4 colors[INSTANCE_COUNT];

    for (n = 0; n < INSTANCE_COUNT; n++)
    {
        float a = float(n) / 4.0f;
        float b = float(n) / 5.0f;
        float c = float(n) / 6.0f;

        colors[n][0] = 0.5f + 0.25f * (sinf(a + 1.0f) + 1.0f);
        colors[n][1] = 0.5f + 0.25f * (sinf(b + 2.0f) + 1.0f);
        colors[n][2] = 0.5f + 0.25f * (sinf(c + 3.0f) + 1.0f);
        colors[n][3] = 1.0f;
    }

    // Create the buffer, initialize it and attach it to the buffer texture
    glGenBuffers(1, &color_buffer);
    glBindBuffer(GL_TEXTURE_BUFFER, color_buffer);
    glBufferData(GL_TEXTURE_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
    glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, color_buffer);

    // Now do the same thing with a TBO for the model matrices. The buffer object
    // (model_matrix_buffer) has been created and sized to store one mat4 per-
    // instance.
    glGenTextures(1, &model_matrix_tbo);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_BUFFER, model_matrix_tbo);
    glGenBuffers(1, &model_matrix_buffer);
    glBindBuffer(GL_TEXTURE_BUFFER, model_matrix_buffer);
    glBufferData(GL_TEXTURE_BUFFER, INSTANCE_COUNT * sizeof(mat4), NULL, GL_DYNAMIC_DRAW);
    glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, model_matrix_buffer);
    glActiveTexture(GL_TEXTURE0);
}
void LightingExample::Initialize(const char * title)
{
    base::Initialize(title);

    // Now create a simple program to visualize the result
    render_prog = glCreateProgram();

    static const char render_vs[] =
        "#version 430 core\n"
        "\n"
        "uniform mat4 model_matrix;\n"
        "uniform mat4 proj_matrix;\n"
        "\n"
        "layout (location = 0) in vec4 position;\n"
        "layout (location = 1) in vec3 normal;\n"
        "\n"
        "out vec3 vs_worldpos;\n"
        "out vec3 vs_normal;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    vec4 position = proj_matrix * model_matrix * position;\n"
        "    gl_Position = position;\n"
        "    vs_worldpos = position.xyz;\n"
        "    vs_normal = mat3(model_matrix) * normal;\n"
        "}\n"
        ;

    static const char render_fs[] =
        "#version 430 core\n"
        "\n"
        "layout (location = 0) out vec4 color;\n"
        "\n"
        "in vec3 vs_worldpos;\n"
        "in vec3 vs_normal;\n"
        "\n"
        "uniform vec4 color_ambient = vec4(0.1, 0.2, 0.5, 1.0);\n"
        "uniform vec4 color_diffuse = vec4(0.2, 0.3, 0.6, 1.0);\n"
        "uniform vec4 color_specular = vec4(0.0); // vec4(1.0, 1.0, 1.0, 1.0);\n"
        "uniform float shininess = 77.0f;\n"
        "\n"
        "uniform vec3 light_position = vec3(12.0f, 32.0f, 560.0f);\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    vec3 light_direction = normalize(light_position - vs_worldpos);\n"
        "    vec3 normal = normalize(vs_normal);\n"
        "    vec3 half_vector = normalize(light_direction + normalize(vs_worldpos));\n"
        "    float diffuse = max(0.0, dot(normal, light_direction));\n"
        "    float specular = pow(max(0.0, dot(vs_normal, half_vector)), shininess);\n"
        "    color = color_ambient + diffuse * color_diffuse + specular * color_specular;\n"
        "}\n";

    vglAttachShaderSource(render_prog, GL_VERTEX_SHADER, render_vs);
    vglAttachShaderSource(render_prog, GL_FRAGMENT_SHADER, render_fs);

    glLinkProgram(render_prog);

    mv_mat_loc = glGetUniformLocation(render_prog, "model_matrix");
    prj_mat_loc = glGetUniformLocation(render_prog, "proj_matrix");
    col_amb_loc = glGetUniformLocation(render_prog, "color_ambient");
    col_diff_loc = glGetUniformLocation(render_prog, "color_diffuse");
    col_spec_loc = glGetUniformLocation(render_prog, "color_specular");

    object.LoadFromVBM("D:\\svn\\Vermilion-Book2\\trunk\\Code\\media\\unit_torus.vbm", 0, 1, 2);
}
Example #19
0
void ShadowMapExample::Initialize(const char * title)
{
    base::Initialize(title);

    // Create the program for rendering the scene from the light's POV.
    glCreateProgram();

	//光照着色器用于生成阴影
    ShaderInfo light_shaders[] =
    {
        { GL_VERTEX_SHADER, "shadowmap_shadow.vs.glsl" },
        { GL_FRAGMENT_SHADER, "shadowmap_shadow.fs.glsl" },
        { GL_NONE }
    };

    render_light_prog = LoadShaders(light_shaders);

    // Get the location of the projetion_matrix uniform
    render_light_uniforms.model_view_projection_matrix = glGetUniformLocation(render_light_prog, "model_view_projection_matrix");

    // Create the program for rendering the scene from the viewer's position
	//场景着色器用于渲染场景最终显示
    ShaderInfo scene_shaders[] =
    {
        { GL_VERTEX_SHADER, "shadowmap_scene.vs.glsl" },
        { GL_FRAGMENT_SHADER, "shadowmap_scene.fs.glsl" },
        { GL_NONE }
    };

    render_scene_prog = LoadShaders(scene_shaders);

    // Get the locations of all the uniforms in the program
    render_scene_uniforms.model_matrix = glGetUniformLocation(render_scene_prog, "model_matrix");
    render_scene_uniforms.view_matrix = glGetUniformLocation(render_scene_prog, "view_matrix");
    render_scene_uniforms.projection_matrix = glGetUniformLocation(render_scene_prog, "projection_matrix");
    render_scene_uniforms.shadow_matrix = glGetUniformLocation(render_scene_prog, "shadow_matrix");
    render_scene_uniforms.light_position = glGetUniformLocation(render_scene_prog, "light_position");
    render_scene_uniforms.material_ambient = glGetUniformLocation(render_scene_prog, "material_ambient");
    render_scene_uniforms.material_diffuse = glGetUniformLocation(render_scene_prog, "material_diffuse");
    render_scene_uniforms.material_specular = glGetUniformLocation(render_scene_prog, "material_specular");
    render_scene_uniforms.material_specular_power = glGetUniformLocation(render_scene_prog, "material_specular_power");

    // Set the depth texture uniform to unit 0
	//注意uniform变量的赋值时必须设置的是当前绑定的着色器程序
    glUseProgram(render_scene_prog);
	GLint render_sence_uniforms_texture = glGetUniformLocation(render_scene_prog, "depth_texture");
	glUniform1i(render_sence_uniforms_texture, 0);

    // Create a depth texture
	//创建深度纹理并绑定
    glGenTextures(1, &depth_texture);
    glBindTexture(GL_TEXTURE_2D, depth_texture);
	//为深度纹理分配数据空间,注意纹理内部格式为GL_DEPTH_COMPONENT32,纹理大小设置为与帧缓存大小相同
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, DEPTH_TEXTURE_SIZE, DEPTH_TEXTURE_SIZE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
	//设置纹理滤波模式为线性滤波
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	//设置纹理比较模式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
	//设置边界截取模式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glBindTexture(GL_TEXTURE_2D, 0);

    // Create FBO to render depth into
	//创建帧缓存对象用于阴影生成
    glGenFramebuffers(1, &depth_fbo);
    glBindFramebuffer(GL_FRAMEBUFFER, depth_fbo);

	//将纹理图的0级别关联作为帧缓存附件到FBO
	//注意当纹理内部格式如上为GL_DEPTH_COMPONENT32时,attachment参数需设置为GL_DEPTH_ATTACHMENT
    glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture, 0);
	//禁止渲染颜色,因为没有设置颜色附件点
    glDrawBuffer(GL_NONE);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Upload geometry for the ground plane
    static const float ground_vertices[] =
    {
        -500.0f, -50.0f, -500.0f, 1.0f,
        -500.0f, -50.0f,  500.0f, 1.0f,
         500.0f, -50.0f,  500.0f, 1.0f,
         500.0f, -50.0f, -500.0f, 1.0f,
    };

    static const float ground_normals[] =
    {
        0.0f, 1.0f, 0.0f,
        0.0f, 1.0f, 0.0f,
        0.0f, 1.0f, 0.0f,
        0.0f, 1.0f, 0.0f
    };

	//地平面数据设置
    glGenVertexArrays(1, &ground_vao);
    glGenBuffers(1, &ground_vbo);
    glBindVertexArray(ground_vao);
    glBindBuffer(GL_ARRAY_BUFFER, ground_vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(ground_vertices) + sizeof(ground_normals), NULL, GL_STATIC_DRAW);
    glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(ground_vertices), ground_vertices);
    glBufferSubData(GL_ARRAY_BUFFER, sizeof(ground_vertices), sizeof(ground_normals), ground_normals);

    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)sizeof(ground_vertices));
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    // Load the object
    object.LoadFromVBM("armadillo_low.vbm", 0, 1, 2);
}