bool LightingTechnique::Init()
{
    if (!Technique::Init()) {
        return false;
    }

    if (!AddShader(GL_VERTEX_SHADER, "../tutorial45/shaders/lighting.vs")) {
        return false;
    }


    if (!AddShader(GL_FRAGMENT_SHADER, "../tutorial45/shaders/lighting.fs")) {
        return false;
    }

    if (!Finalize()) {
        return false;
    }

    m_shaderTypeLocation = GetUniformLocation("gShaderType");
    m_WVPLocation = GetUniformLocation("gWVP");
    m_WorldMatrixLocation = GetUniformLocation("gWorld");
    m_colorTextureLocation = GetUniformLocation("gColorMap");
    m_aoTextureLocation = GetUniformLocation("gAOMap");
    m_eyeWorldPosLocation = GetUniformLocation("gEyeWorldPos");
    m_dirLightLocation.Color = GetUniformLocation("gDirectionalLight.Base.Color");
    m_dirLightLocation.AmbientIntensity = GetUniformLocation("gDirectionalLight.Base.AmbientIntensity");
    m_dirLightLocation.Direction = GetUniformLocation("gDirectionalLight.Direction");
    m_dirLightLocation.DiffuseIntensity = GetUniformLocation("gDirectionalLight.Base.DiffuseIntensity");
    m_matSpecularIntensityLocation = GetUniformLocation("gMatSpecularIntensity");
    m_matSpecularPowerLocation = GetUniformLocation("gSpecularPower");
    m_numPointLightsLocation = GetUniformLocation("gNumPointLights");
    m_numSpotLightsLocation = GetUniformLocation("gNumSpotLights");
    m_screenSizeLocation = GetUniformLocation("gScreenSize");		

    if (m_shaderTypeLocation == INVALID_UNIFORM_LOCATION ||
        m_dirLightLocation.AmbientIntensity == INVALID_UNIFORM_LOCATION ||
        m_WVPLocation == INVALID_UNIFORM_LOCATION ||
        m_WorldMatrixLocation == INVALID_UNIFORM_LOCATION ||
        m_colorTextureLocation == INVALID_UNIFORM_LOCATION ||
        m_aoTextureLocation == INVALID_UNIFORM_LOCATION ||
        m_eyeWorldPosLocation == INVALID_UNIFORM_LOCATION ||
        m_dirLightLocation.Color == INVALID_UNIFORM_LOCATION ||
        m_dirLightLocation.DiffuseIntensity == INVALID_UNIFORM_LOCATION ||
        m_dirLightLocation.Direction == INVALID_UNIFORM_LOCATION ||
        m_matSpecularIntensityLocation == INVALID_UNIFORM_LOCATION ||
        m_matSpecularPowerLocation == INVALID_UNIFORM_LOCATION ||
        m_numPointLightsLocation == INVALID_UNIFORM_LOCATION ||
        m_screenSizeLocation        == INVALID_UNIFORM_LOCATION ||		
        m_numSpotLightsLocation == INVALID_UNIFORM_LOCATION) {
   //     return false;
    }

    for (uint i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_pointLightsLocation) ; i++) {
        char Name[128];
        memset(Name, 0, sizeof(Name));
        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Base.Color", i);
        m_pointLightsLocation[i].Color = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Base.AmbientIntensity", i);
        m_pointLightsLocation[i].AmbientIntensity = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Position", i);
        m_pointLightsLocation[i].Position = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Base.DiffuseIntensity", i);
        m_pointLightsLocation[i].DiffuseIntensity = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Atten.Constant", i);
        m_pointLightsLocation[i].Atten.Constant = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Atten.Linear", i);
        m_pointLightsLocation[i].Atten.Linear = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Atten.Exp", i);
        m_pointLightsLocation[i].Atten.Exp = GetUniformLocation(Name);

        if (m_pointLightsLocation[i].Color == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].AmbientIntensity == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].Position == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].DiffuseIntensity == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].Atten.Constant == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].Atten.Linear == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].Atten.Exp == INVALID_UNIFORM_LOCATION) {
            return false;
        }
    }

    for (uint i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_spotLightsLocation) ; i++) {
        char Name[128];
        memset(Name, 0, sizeof(Name));
        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Base.Color", i);
        m_spotLightsLocation[i].Color = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Base.AmbientIntensity", i);
        m_spotLightsLocation[i].AmbientIntensity = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Position", i);
        m_spotLightsLocation[i].Position = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Direction", i);
        m_spotLightsLocation[i].Direction = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Cutoff", i);
        m_spotLightsLocation[i].Cutoff = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Base.DiffuseIntensity", i);
        m_spotLightsLocation[i].DiffuseIntensity = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Atten.Constant", i);
        m_spotLightsLocation[i].Atten.Constant = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Atten.Linear", i);
        m_spotLightsLocation[i].Atten.Linear = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Atten.Exp", i);
        m_spotLightsLocation[i].Atten.Exp = GetUniformLocation(Name);

        if (m_spotLightsLocation[i].Color == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].AmbientIntensity == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Position == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Direction == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Cutoff == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].DiffuseIntensity == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Atten.Constant == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Atten.Linear == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Atten.Exp == INVALID_UNIFORM_LOCATION) {
            return false;
        }
    }
    
    Enable();
    
    glUniform1i(m_aoTextureLocation, AO_TEXTURE_UNIT_INDEX);
    glUniform1i(m_colorTextureLocation, COLOR_TEXTURE_UNIT_INDEX);

    return true;
}
bool House::Initilize(std::string file)
{
  if (!Technique::Init())
  {
    printf("Technique Init failed.\n");
    return false;
  }

  if (!AddShader(GL_VERTEX_SHADER, "../shaders/house_vertex.glsl"))
  {
    return false;
  }

  if (!AddShader(GL_FRAGMENT_SHADER, "../shaders/house_fragment.glsl"))
  {
    return false;
  }

  if (!Finalize())
  {
    printf("Technique Finalize failed.\n");
    return false;
  }

  /*
  SunLight.Color = GetUniformLocation("sunLight.Base.Color");
  if(SunLight.Color == INVALID_UNIFORM_LOCATION)
  {
    printf("SunLight.Color not found.\n");
    return false;
  }
  SunLight.AmbientIntensity = GetUniformLocation("sunLight.Base.AmbientIntensity");
  if(SunLight.AmbientIntensity == INVALID_UNIFORM_LOCATION)
  {
    printf("SunLight.AmbientIntensity not found.\n");
    return false;
  }
  SunLight.DiffuseIntensity = GetUniformLocation("sunLight.Base.DiffuseIntensity");
  if(SunLight.DiffuseIntensity == INVALID_UNIFORM_LOCATION)
  {
    printf("SunLight.DiffuseIntensity not found.\n");
    return false;
  }
  SunLight.Position = GetUniformLocation("sunLight.Position");
  if(SunLight.Position == INVALID_UNIFORM_LOCATION)
  {
    printf("SunLight.Position not found.\n");
    return false;
  }
  SunLight.Atten.Constant = GetUniformLocation("sunLight.Atten.Constant");
  if(SunLight.Atten.Constant == INVALID_UNIFORM_LOCATION)
  {
    printf("SunLight.Atten.Constant not found.\n");
    return false;
  }
  SunLight.Atten.Linear = GetUniformLocation("sunLight.Atten.Linear");
  if(SunLight.Atten.Linear == INVALID_UNIFORM_LOCATION)
  {
    printf("SunLight.Atten.Linear not found.\n");
    return false;
  }
  SunLight.Atten.Exp = GetUniformLocation("sunLight.Atten.Exp");
  if(SunLight.Atten.Exp == INVALID_UNIFORM_LOCATION)
  {
    printf("SunLight.Atten.Exp not found.\n");
    return false;
  }
  */

  ProjMatrix = GetUniformLocation("matrices.projMatrix");
  if(ProjMatrix == INVALID_UNIFORM_LOCATION)
  {
    printf("ProjMatrix not found\n");
    return false;
  }
  ViewMatrix = GetUniformLocation("matrices.viewMatrix");
  if(ViewMatrix == INVALID_UNIFORM_LOCATION)
  {
    printf("ViewMatrix not found\n");
    return false;
  }
  ModelMatrix = GetUniformLocation("matrices.modelMatrix");
  if(ModelMatrix == INVALID_UNIFORM_LOCATION)
  {
    printf("ModelMatrix not found\n");
    return false;
  }
  /*
  NormalMatrix = GetUniformLocation("matrices.normalMatrix");
  if(NormalMatrix == INVALID_UNIFORM_LOCATION)
  {
    printf("NormalMatrix not found\n");
    return false;
  }
  */

  if(!object.LoadMesh(file))
  {
    printf("The Mesh failed to load.\n");
    return false;
  }

  if(!light1.LoadMesh("../content/streetlamp/streetlamp.obj"))
  {
    printf("The lamp1 failed to load.\n");
    return false;
  }

  if(!light2.LoadMesh("../content/streetlamp/streetlamp.obj"))
  {
    printf("The lamp2 failed to load.\n");
    return false;
  }
  return true;
}
bool LightingTechnique::Init()
{
    if (!Technique::Init()) {
        return false;
    }

    if (!AddShader(GL_VERTEX_SHADER, "lighting.vs")) {
        return false;
    }

    if (!AddShader(GL_TESS_CONTROL_SHADER, "lighting.cs")) {
        return false;
    }

    if (!AddShader(GL_TESS_EVALUATION_SHADER, "lighting.es")) {
        return false;
    }

    if (!AddShader(GL_FRAGMENT_SHADER, "lighting.fs")) {
        return false;
    }
    
    if (!Finalize()) {
        return false;
    }

    m_VPLocation = GetUniformLocation("gVP");
    m_WorldMatrixLocation = GetUniformLocation("gWorld");
    m_colorTextureLocation = GetUniformLocation("gColorMap");
    m_eyeWorldPosLocation = GetUniformLocation("gEyeWorldPos");
    m_dirLightLocation.Color = GetUniformLocation("gDirectionalLight.Base.Color");
    m_dirLightLocation.AmbientIntensity = GetUniformLocation("gDirectionalLight.Base.AmbientIntensity");
    m_dirLightLocation.Direction = GetUniformLocation("gDirectionalLight.Direction");
    m_dirLightLocation.DiffuseIntensity = GetUniformLocation("gDirectionalLight.Base.DiffuseIntensity");
    m_matSpecularIntensityLocation = GetUniformLocation("gMatSpecularIntensity");
    m_matSpecularPowerLocation = GetUniformLocation("gSpecularPower");
    m_numPointLightsLocation = GetUniformLocation("gNumPointLights");
    m_numSpotLightsLocation = GetUniformLocation("gNumSpotLights");
    m_TLLocation = GetUniformLocation("gTessellationLevel");

    if (m_dirLightLocation.AmbientIntensity == INVALID_UNIFORM_LOCATION ||
        m_VPLocation == INVALID_UNIFORM_LOCATION ||
        m_WorldMatrixLocation == INVALID_UNIFORM_LOCATION ||
        m_colorTextureLocation == INVALID_UNIFORM_LOCATION ||
        m_eyeWorldPosLocation == INVALID_UNIFORM_LOCATION ||
        m_dirLightLocation.Color == INVALID_UNIFORM_LOCATION ||
        m_dirLightLocation.DiffuseIntensity == INVALID_UNIFORM_LOCATION ||
        m_dirLightLocation.Direction == INVALID_UNIFORM_LOCATION ||
        m_matSpecularIntensityLocation == INVALID_UNIFORM_LOCATION ||
        m_matSpecularPowerLocation == INVALID_UNIFORM_LOCATION ||
        m_numPointLightsLocation == INVALID_UNIFORM_LOCATION ||
        m_numSpotLightsLocation == INVALID_UNIFORM_LOCATION ||
        m_TLLocation == INVALID_UNIFORM_LOCATION) {
        return false;
    }

    for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_pointLightsLocation) ; i++) {
        char Name[128];
        memset(Name, 0, sizeof(Name));
        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Base.Color", i);
        m_pointLightsLocation[i].Color = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Base.AmbientIntensity", i);
        m_pointLightsLocation[i].AmbientIntensity = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Position", i);
        m_pointLightsLocation[i].Position = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Base.DiffuseIntensity", i);
        m_pointLightsLocation[i].DiffuseIntensity = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Atten.Constant", i);
        m_pointLightsLocation[i].Atten.Constant = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Atten.Linear", i);
        m_pointLightsLocation[i].Atten.Linear = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gPointLights[%d].Atten.Exp", i);
        m_pointLightsLocation[i].Atten.Exp = GetUniformLocation(Name);

        if (m_pointLightsLocation[i].Color == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].AmbientIntensity == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].Position == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].DiffuseIntensity == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].Atten.Constant == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].Atten.Linear == INVALID_UNIFORM_LOCATION ||
            m_pointLightsLocation[i].Atten.Exp == INVALID_UNIFORM_LOCATION) {
            return false;
        }
    }

    for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_spotLightsLocation) ; i++) {
        char Name[128];
        memset(Name, 0, sizeof(Name));
        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Base.Color", i);
        m_spotLightsLocation[i].Color = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Base.AmbientIntensity", i);
        m_spotLightsLocation[i].AmbientIntensity = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Position", i);
        m_spotLightsLocation[i].Position = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Direction", i);
        m_spotLightsLocation[i].Direction = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Cutoff", i);
        m_spotLightsLocation[i].Cutoff = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Base.DiffuseIntensity", i);
        m_spotLightsLocation[i].DiffuseIntensity = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Atten.Constant", i);
        m_spotLightsLocation[i].Atten.Constant = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Atten.Linear", i);
        m_spotLightsLocation[i].Atten.Linear = GetUniformLocation(Name);

        SNPRINTF(Name, sizeof(Name), "gSpotLights[%d].Base.Atten.Exp", i);
        m_spotLightsLocation[i].Atten.Exp = GetUniformLocation(Name);

        if (m_spotLightsLocation[i].Color == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].AmbientIntensity == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Position == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Direction == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Cutoff == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].DiffuseIntensity == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Atten.Constant == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Atten.Linear == INVALID_UNIFORM_LOCATION ||
            m_spotLightsLocation[i].Atten.Exp == INVALID_UNIFORM_LOCATION) {
            return false;
        }
    }

    return true;
}
Exemple #4
0
	void Shader::SetUniformMat4(const String& name, const maths::mat4& matrix)
	{
		SetUniformMat4(GetUniformLocation(name), matrix);
	}
Exemple #5
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	void Shader::SetUniform4f(const String& name, const maths::vec4& vector)
	{
		SetUniform4f(GetUniformLocation(name), vector);
	}
Exemple #6
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	void Shader::SetUniform1iv(const String& name, int* value, int count)
	{
		SetUniform1iv(GetUniformLocation(name), value, count);
	}
Exemple #7
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	void Shader::SetUniform1i(const String& name, int value)
	{
		SetUniform1i(GetUniformLocation(name), value);
	}
Exemple #8
0
	void Shader::SetUniform1f(const String& name, float value)
	{
		SetUniform1f(GetUniformLocation(name), value);
	}