Exemple #1
0
void Init()
{
    //init glew
    GLenum err = glewInit();
    if(err != GLEW_OK) fprintf(stderr,"error : %s\n",glewGetErrorString(err));

    //init clear color
    glClearColor(0.0f,0.0f,0.0f,1.0f);

    //init shader manager
    shaderManager.InitializeStockShaders();

    //init enable functions
    glEnable(GL_DEPTH_TEST);

    //init batches
    initTriangleBatch();
    initFloorBatch();
    initMirrorBatch(&mirrorFrontBatch);

    //bind floor texture
    glGenTextures(1,textures);
    glBindTexture(GL_TEXTURE_2D,textures[0]);
    LoadBMPTexture("Marble.bmp",GL_LINEAR_MIPMAP_LINEAR,GL_LINEAR,GL_REPEAT);

    //create and bind a FBO
    glGenFramebuffers(1,&fboName);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER,fboName);

    //create depth renderbuffer
    glGenRenderbuffers(1,&depthBufferName);
    glBindRenderbuffer(GL_RENDERBUFFER,depthBufferName);
    glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT32,mirrorWidth,mirrorHeight);

    //create reflection texture for mirror
    glGenTextures(1,&mirrorTexture);
    glBindTexture(GL_TEXTURE_2D,mirrorTexture);
    glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,mirrorWidth,mirrorHeight,0,GL_RGBA,GL_FLOAT,NULL);

    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,mirrorTexture,0);
    glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,depthBufferName);

    gltCheckErrors();

    glBindFramebuffer(GL_DRAW_FRAMEBUFFER,0);
}
Exemple #2
0
void Init()
{
	glClearColor(0.3,0.3,0.3,1.0);

	rTest.InitReader("Attack_Big_Center.FBX");
	//init openGL functions
	glEnable(GL_TEXTURE_2D);										// Enable Texture Mapping ( NEW )
	glShadeModel(GL_SMOOTH);										// Enable Smooth Shading
	glClearDepth(1.0f);												// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);										// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);											// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);				// Really Nice Perspective Calculations
	//init as usual

	shaderManager.InitializeStockShaders();
	//enable
	glEnable(GL_DEPTH_TEST);
	//move camera
	cameraFrame.MoveForward(-1000.0);
	//load texture
	fbxTexture = LoadBMPTexture("T_Sumo_Enemy_D.bmp");
}
void SetupRenderingContext()
{
	int i, j;

	// Initialze Shader Manager
	shaderManager.InitializeStockShaders();	
	glEnable(GL_DEPTH_TEST);
	//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  glClearColor(0.94f, 0.94f, 1.0f, 1.0f); // Blue Sky

  /* ------------- */
  /* Scene objects */

  track.SetupRenderingContext();
	theWheel.SetupRenderingContext();
  carousel.SetupRenderingContext();

  unicorn.SetupRenderingContext();
  ostrich.SetupRenderingContext();
  turtle.SetupRenderingContext();

  /* --------------- */
	/* Make the ground */

	GLfloat texSize = 50.0f;
	groundBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
		groundBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
		groundBatch.Vertex3f(-0.5f * FLOOR_GRID_WIDTH, FLOOR_HEIGHT, 0.5f * FLOOR_GRID_WIDTH);	
		groundBatch.MultiTexCoord2f(0, texSize, 0.0f);
		groundBatch.Vertex3f(0.5f * FLOOR_GRID_WIDTH, FLOOR_HEIGHT, 0.5f * FLOOR_GRID_WIDTH);	
		groundBatch.MultiTexCoord2f(0, texSize, texSize);
		groundBatch.Vertex3f(0.5f * FLOOR_GRID_WIDTH, FLOOR_HEIGHT, -0.5f * FLOOR_GRID_WIDTH);	
		groundBatch.MultiTexCoord2f(0, 0.0f, texSize);
		groundBatch.Vertex3f(-0.5f * FLOOR_GRID_WIDTH, FLOOR_HEIGHT, -0.5f * FLOOR_GRID_WIDTH);
	groundBatch.End();

  /* ------------------------------- */
	/* Make texture object for ground. */

	glGenTextures(1, &groundTexture);
	glBindTexture(GL_TEXTURE_2D, groundTexture);
	LoadBMPTexture(GROUND_TEXTURE_FILENAME, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
	
  /* ----------------------------- */
	/* Make texture objects for cap. */

	glGenTextures(NBR_TEXTURE_SETS, capTexture);
	for ( i = 0; i < NBR_TEXTURE_SETS; i++ )
	{
		glBindTexture(GL_TEXTURE_2D, capTexture[i]);
		LoadBMPTexture(CAP_TEXTURE_FILENAME[i], GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
	}

  /* ------------------------------------------ */
	/* Make texture objects for wheel components. */

	glGenTextures(NBR_WHEEL_TEXTURES, wheelTexture);
	for ( i = 0; i < NBR_WHEEL_TEXTURES; i++ )
	{
		glBindTexture(GL_TEXTURE_2D, wheelTexture[i]);
		LoadBMPTexture(WHEEL_TEXTURE_FILENAME[i], GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
	}

  /* ------------------------------------------------ */
	/* Make texture objects for Ferris wheel car walls. */

	for ( i = 0; i < NBR_TEXTURE_SETS; i++ )
	{
		glGenTextures(NBR_WALL_TEXTURES, wallTexture[i]);
		for ( j = 0; j < NBR_WALL_TEXTURES; j++ )
		{
			glBindTexture(GL_TEXTURE_2D, wallTexture[i][j]);
			LoadBMPTexture(WALL_TEXTURE_FILENAME[i][j], GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
		}
	}

  /* ---------------------------------------- */
	/* Make texture objects for car components. */

	glGenTextures(NBR_CAR_TEXTURES, carTexture);
	for ( i = 0; i < NBR_CAR_TEXTURES; i++ )
	{
		glBindTexture(GL_TEXTURE_2D, carTexture[i]);
		LoadBMPTexture(CAR_TEXTURE_FILENAME[i], GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
	}
}
///////////////////////////////////////////////////////////////////////////////
// OpenGL related startup code is safe to put here. Load textures, etc.
void SetupRC(void)
{
#ifndef ANGLE
    GLenum err = glewInit();
	if (GLEW_OK != err)
	{
		/* Problem: glewInit failed, something is seriously wrong. */
		fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
	}
#endif

	// Initialze Shader Manager
	shaderManager.InitializeStockShaders();
	glEnable(GL_DEPTH_TEST);

	// Black
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

	gltMakeTorus(torusBatch, 0.4f, 0.15f, 35, 35);

	GLfloat alpha = 0.25f;
	floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
		floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
		floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
		floorBatch.Normal3f(0.0, 1.0f, 0.0f);
		floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f);

		floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
		floorBatch.MultiTexCoord2f(0, 10.0f, 0.0f);
		floorBatch.Normal3f(0.0, 1.0f, 0.0f);
		floorBatch.Vertex3f(20.0f, -0.41f, 20.0f);

		floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
		floorBatch.MultiTexCoord2f(0, 10.0f, 10.0f);
		floorBatch.Normal3f(0.0, 1.0f, 0.0f);
		floorBatch.Vertex3f(20.0f, -0.41f, -20.0f);

		floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
		floorBatch.MultiTexCoord2f(0, 0.0f, 10.0f);
		floorBatch.Normal3f(0.0, 1.0f, 0.0f);
		floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f);
	floorBatch.End();
	
	glGenTextures(1, textures);
	glBindTexture(GL_TEXTURE_2D, textures[0]);
	LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);

	// Create blur program
	blurProg =  gltLoadShaderPairWithAttributes("blur.vs", "blur.fs", 2,
												GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "texCoord0");

	// Create blur textures
	glGenTextures(6, blurTextures);

    // XXX I don't think this is necessary. Should set texture data to NULL
	// Allocate a pixel buffer to initialize textures and PBOs
	pixelDataSize = screenWidth*screenHeight*3*sizeof(unsigned int); // XXX This should be unsigned byte
	void* data = (void*)malloc(pixelDataSize);
	memset(data, 0x00, pixelDataSize);

	// Setup 6 texture units for blur effect
	// Initialize texture data
	for (int i=0; i<6;i++)
	{
		glActiveTexture(GL_TEXTURE1+i);
		glBindTexture(GL_TEXTURE_2D, blurTextures[i]);
#ifndef OPENGL_ES
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
#else
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#endif
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
	}

	// Alloc space for copying pixels so we dont call malloc on every draw
#ifndef OPENGL_ES
	glGenBuffers(1, pixBuffObjs);
	glBindBuffer(GL_PIXEL_PACK_BUFFER, pixBuffObjs[0]);
	glBufferData(GL_PIXEL_PACK_BUFFER, pixelDataSize, pixelData, GL_DYNAMIC_COPY);
	glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
#endif

	// Create geometry and a matrix for screen aligned drawing
	gltGenerateOrtho2DMat(screenWidth, screenHeight, orthoMatrix, screenQuad);

	// Make sure all went well
	gltCheckErrors();
}
Exemple #5
0
///////////////////////////////////////////////////////////////////////////////
// OpenGL related startup code is safe to put here. Load textures, etc.
void SetupRC(void)
{
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        /* Problem: glewInit failed, something is seriously wrong. */
        fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
    }

    glEnable(GL_DEPTH_TEST);

    exposure = 1.0f;

    // Light Blue
    glClearColor(vSkyBlue[0], vSkyBlue[1], vSkyBlue[2], vSkyBlue[3]);

    // Load geometry
    GLfloat alpha = 0.25f;
    floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
        floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
        floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
        floorBatch.Normal3f(0.0, 1.0f, 0.0f);
        floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f);

        floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
        floorBatch.MultiTexCoord2f(0, 1.00f, 0.0f);
        floorBatch.Normal3f(0.0, 1.0f, 0.0f);
        floorBatch.Vertex3f(20.0f, -0.41f, 20.0f);

        floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
        floorBatch.MultiTexCoord2f(0, 1.00f, 1.00f);
        floorBatch.Normal3f(0.0, 1.0f, 0.0f);
        floorBatch.Vertex3f(20.0f, -0.41f, -20.0f);

        floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
        floorBatch.MultiTexCoord2f(0, 0.0f, 1.00f);
        floorBatch.Normal3f(0.0, 1.0f, 0.0f);
        floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f);
    floorBatch.End();

    windowBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
        windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f);
        windowBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
        windowBatch.Normal3f( 0.0f, 1.0f, 0.0f);
        windowBatch.Vertex3f(-1.0f, 0.0f, 0.0f);

        windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f);
        windowBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
        windowBatch.Normal3f(0.0f, 1.0f, 0.0f);
        windowBatch.Vertex3f(1.0f, 0.0f, 0.0f);

        windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f);
        windowBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
        windowBatch.Normal3f(0.0f, 1.0f, 0.0f);
        windowBatch.Vertex3f(1.0f, 2.0f, 0.0f);

        windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f);
        windowBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
        windowBatch.Normal3f( 0.0f, 1.0f, 0.0f);
        windowBatch.Vertex3f(-1.0f, 2.0f, 0.0f);
    windowBatch.End();

    const float width = 0.2f;
    windowBorderBatch.Begin(GL_TRIANGLE_STRIP, 13);
        windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(-1.01f, width, 0.01f);

        windowBorderBatch.Normal3f(0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(-1.01f, 0.0f, 0.01f);

        windowBorderBatch.Normal3f(0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(1.01f, width, 0.01f);

        windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(1.01f, 0.0f, 0.01f);

        windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(1.01-width, 0.0f, 0.01f);

        windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(1.01f, 2.0f, 0.01f);
            
        windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(1.01-width, 2.0f, 0.01f);
            
        windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(1.01f, 2.0-width, 0.01f);

        windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(-1.01f, 2.f, 0.01f);

        windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(-1.01f, 2.0-width, 0.01f);

        windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(-1.01+width, 2.f, 0.01f);

        windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(-1.01f, 0.0f, 0.01f);

        windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
        windowBorderBatch.Vertex3f(-1.01+width, 0.0f, 0.01f);
    windowBorderBatch.End();

    const float gridWidth = (float)0.01;
    const int gridLineCount = 24;
    windowGridBatch.Begin(GL_TRIANGLES, gridLineCount*2*6);
        // bottom horizontal
        
        for(int i=0; i<gridLineCount; i++)
        {
            float offset = 2*((float)(i+1)/(float)(gridLineCount+1));
            windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(-1.0f, offset+gridWidth, 0.01f);

            windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(-1.0f, offset-gridWidth, 0.01f);

            windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(1.0f, offset-gridWidth, 0.01f);

            windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(1.0f,offset-gridWidth, 0.01f);

            windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(1.0f, offset+gridWidth, 0.01f);

            windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(-1.0f, offset+gridWidth, 0.01f);
        }

        //  Verticals
        for(int i=0; i<gridLineCount; i++)
        {
            float offset = 2*((float)(i+1)/(float)(gridLineCount+1)) - 1.0;
            windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(offset+gridWidth, 0.0f, 0.01f);

            windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(offset-gridWidth, 0.0f, 0.01f);

            windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(offset-gridWidth, 2.0f, 0.01f);

            windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(offset-gridWidth, 2.0f, 0.01f);

            windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(offset+gridWidth, 2.0, 0.01f);

            windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f);
            windowGridBatch.Vertex3f(offset+gridWidth, 0.0f, 0.01f);
        }
    
    windowGridBatch.End();

    glGenTextures(1, textures);
    glBindTexture(GL_TEXTURE_2D, textures[0]);
    LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);

    // Setup HDR render texture
    glGenTextures(1, hdrTextures);
    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, hdrTextures[0]);
    glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGB16F, screenWidth, screenHeight, GL_FALSE);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

    // Attach HDR texture to fbo
    // Create and bind an FBO
    glGenFramebuffers(1,hdrFBO);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, hdrFBO[0]);
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, hdrTextures[0], 0);
    
    // Create window texture
    glGenTextures(1, &windowTexture);
    glBindTexture(GL_TEXTURE_2D, windowTexture);
    GLuint texWidth = 0;
    GLuint texHeight = 0;
    // Load HDR image from EXR file
    LoadOpenEXRImage("window.exr", windowTexture, texWidth, texHeight);

    // Load flat color shader
    flatColorProg =  gltLoadShaderPairWithAttributes("basic.vs", "color.fs", 3, 
                            GLT_ATTRIBUTE_VERTEX, "vVertex", 
                            GLT_ATTRIBUTE_NORMAL, "vNormal", 
                            GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0");
    glBindFragDataLocation(flatColorProg, 0, "oColor");
    glBindFragDataLocation(flatColorProg, 1, "oBright");
    glLinkProgram(flatColorProg);

    // Load texture replace shader
    texReplaceProg =  gltLoadShaderPairWithAttributes("basic.vs", "tex_replace.fs", 3, 
                            GLT_ATTRIBUTE_VERTEX, "vVertex", 
                            GLT_ATTRIBUTE_NORMAL, "vNormal", 
                            GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0");
    glBindFragDataLocation(texReplaceProg, 0, "oColor");
    glBindFragDataLocation(texReplaceProg, 1, "oBright");
    glLinkProgram(texReplaceProg);

    // Load bloom shader
    hdrResolve =  gltLoadShaderPairWithAttributes("basic.vs", "hdr_exposure.fs", 3, 
                            GLT_ATTRIBUTE_VERTEX, "vVertex", 
                            GLT_ATTRIBUTE_NORMAL, "vNormal", 
                            GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0");
    glBindFragDataLocation(hdrResolve, 0, "oColor");
    glLinkProgram(hdrResolve);

    // Uncomment the line below to get the correct behavior.
    floorBatch.Draw();

    // Get the location of each multisample sample
    int sampleCount = 0;
    glGetIntegerv(GL_SAMPLES, &sampleCount);

    float positions[64]; // Enough for at least 32 samples
    for(int i =0; i < sampleCount; i++)
    {
        glGetMultisamplefv(GL_SAMPLE_POSITION, i, &positions[i*2]);
    }

    // Limit sample count to 8x
    //assert(sampleCount >= 8);
    sampleCount = 8;

    float invertedSampleDistances[8];
    // The maxDist is used for doing the distance inversion
    // You could use the actual max dist a sample could be, but that
    // would mean that sample would receive a weighting of 0, use 1.0 instead.
    //float maxDist = sqrt(0.5*0.5*2);
    float maxDist = 1.0f;

    // calculate the distance of each sample from the center,
    // then invert it so that samples closer to the center recieve more weight
    for(int i=0; i<8; i++)
    {
        double xDist = positions[i*2  ]-0.5;
        double yDist = positions[i*2+1]-0.5;
        invertedSampleDistances[i] = maxDist - sqrt(xDist*xDist + yDist*yDist);
    }
    
    // zero out sample weights array
    for(int i=0; i<8; i++)
    {
        for(int j=0; j<8; j++)
        {
            sampleWeights[i][j] = 0.0f;
        }
    }

    // First array is easy, 1 sample so that samples weight is 1
    sampleWeights[0][0] = 1.0f;

    // Add up the distances to get the total used for calculating weights
    for(int i=1; i<8; i++)
    {
        float totalWeight = 0.0f;
        for(int j=0; j<=i; j++)
            totalWeight += invertedSampleDistances[j];

        // Invert to get the factor used for each sample, the sum of all sample weights is always 1.0
        float perSampleFactor = 1 / totalWeight;
        for(int j=0; j<=i; j++)
            sampleWeights[i][j] = invertedSampleDistances[j] * perSampleFactor;
    }
    
    // Setup a texture buffer object for holding the sample weights
    glGenBuffers(1, &sampleWeightBuf);
    glBindBuffer(GL_TEXTURE_BUFFER_ARB, sampleWeightBuf);
    glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*8, sampleWeights, GL_DYNAMIC_DRAW);
    glBindBuffer(GL_TEXTURE_BUFFER_ARB, 0);

    // Load the texBO into texture 1
	glActiveTexture(GL_TEXTURE1);
    glGenTextures(1, &texBOTexture);
	glBindTexture(GL_TEXTURE_BUFFER_ARB, texBOTexture);
	glTexBufferARB(GL_TEXTURE_BUFFER_ARB, GL_R32F, sampleWeightBuf); 
	glActiveTexture(GL_TEXTURE0);

    // Reset framebuffer binding
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

}
///////////////////////////////////////////////////////////////////////////////
// OpenGL related startup code is safe to put here. Load textures, etc.
void SetupRC()
{
#ifndef ANGLE
    GLenum err = glewInit();
	if (GLEW_OK != err)
	{
		/* Problem: glewInit failed, something is seriously wrong. */
		fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
	}
#endif

	// Initialze Shader Manager
	shaderManager.InitializeStockShaders();

	glEnable(GL_DEPTH_TEST);

	// Black
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

#if defined __APPLE__ || defined ANGLE
    ninja.LoadFromSBM("ninja.sbm",
                      GLT_ATTRIBUTE_VERTEX,
                      GLT_ATTRIBUTE_NORMAL,
                      GLT_ATTRIBUTE_TEXTURE0);    
#else
    ninja.LoadFromSBM("../../../Src/Models/Ninja/ninja.sbm",
        GLT_ATTRIBUTE_VERTEX,
        GLT_ATTRIBUTE_NORMAL,
        GLT_ATTRIBUTE_TEXTURE0);
#endif
	gltMakeTorus(torusBatch, 0.4f, 0.15f, 35, 35);
	gltMakeSphere(sphereBatch, 0.1f, 26, 13);

	GLfloat alpha = 0.25f;
	floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
		floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
		floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
		floorBatch.Normal3f(0.0, 1.0f, 0.0f);
		floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f);

		floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
		floorBatch.MultiTexCoord2f(0, 10.0f, 0.0f);
		floorBatch.Normal3f(0.0, 1.0f, 0.0f);
		floorBatch.Vertex3f(20.0f, -0.41f, 20.0f);

		floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
		floorBatch.MultiTexCoord2f(0, 10.0f, 10.0f);
		floorBatch.Normal3f(0.0, 1.0f, 0.0f);
		floorBatch.Vertex3f(20.0f, -0.41f, -20.0f);

		floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
		floorBatch.MultiTexCoord2f(0, 0.0f, 10.0f);
		floorBatch.Normal3f(0.0, 1.0f, 0.0f);
		floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f);
	floorBatch.End();

	glGenTextures(1, textures);
	glBindTexture(GL_TEXTURE_2D, textures[0]);
	LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);

    glGenTextures(1, ninjaTex);
	glBindTexture(GL_TEXTURE_2D, ninjaTex[0]);
#if defined __APPLE__
	LoadBMPTexture("NinjaComp.bmp", GL_LINEAR, GL_LINEAR, GL_CLAMP);
#elif defined ANGLE
	LoadBMPTexture("NinjaComp.bmp", GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
#else
	LoadBMPTexture("../../../Src/Models/Ninja/NinjaComp.bmp", GL_LINEAR, GL_LINEAR, GL_CLAMP);
#endif

	glGenFramebuffers(1,&fboName);

	// Create depth renderbuffer
	glGenRenderbuffers(1, &depthBufferName);
	glBindRenderbuffer(GL_RENDERBUFFER, depthBufferName);
#ifndef ANGLE
	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, screenWidth, screenHeight);
#else
	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screenWidth, screenHeight);
#endif

	// Create 3 color renderbuffers
	glGenRenderbuffers(3, renderBufferNames);
	glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[0]);
	glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight);
	glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[1]);
	glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight);
	glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[2]);
	glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight);

	// Attach all 4 renderbuffers to FBO
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName);
	glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferName);
	glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderBufferNames[0]);
#ifndef OPENGL_ES
	glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, renderBufferNames[1]);
	glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, renderBufferNames[2]);
#endif

	// See bind frag location in Chapter 9
    processProg =  gltLoadShaderPairWithAttributes("multibuffer.vs", "multibuffer_frag_location.fs", 3,
								GLT_ATTRIBUTE_VERTEX, "vVertex", 
								GLT_ATTRIBUTE_NORMAL, "vNormal", 
								GLT_ATTRIBUTE_TEXTURE0, "texCoord0");
#ifndef OPENGL_ES
	glBindFragDataLocation(processProg, 0, "oStraightColor");
	glBindFragDataLocation(processProg, 1, "oGreyscale");
	glBindFragDataLocation(processProg, 2, "oLumAdjColor"); 
#endif
	glLinkProgram(processProg);

#ifndef OPENGL_ES
	// Create 3 new buffer objects
	glGenBuffers(3,texBO);
	glGenTextures(1, &texBOTexture);
	
	int count = 0;
	float* fileData = 0;

	// Load first texBO with a tangent-like curve, 1024 values
	fileData = LoadFloatData("LumTan.data", &count);
	if (count > 0)
	{
		glBindBuffer(GL_TEXTURE_BUFFER_ARB, texBO[0]);
		glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*count, fileData, GL_STATIC_DRAW);
		delete fileData;
	}

	// Load second texBO with a sine-like curve, 1024 values
	fileData = LoadFloatData("LumSin.data", &count);
	if (count > 0)
	{
		glBindBuffer(GL_TEXTURE_BUFFER_ARB, texBO[1]);
		glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*count, fileData, GL_STATIC_DRAW);
		delete fileData;
	}

	// Load third texBO with a linear curve, 1024 values
	fileData = LoadFloatData("LumLinear.data", &count);
	if (count > 0)
	{
		glBindBuffer(GL_TEXTURE_BUFFER_ARB, texBO[2]);
		glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*count, fileData, GL_STATIC_DRAW);
		delete fileData;
	}

	// Load the Tan ramp first
	glBindBuffer(GL_TEXTURE_BUFFER_ARB, 0);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_BUFFER_ARB, texBOTexture);
	glTexBufferARB(GL_TEXTURE_BUFFER_ARB, GL_R32F, texBO[0]); 
#endif
	glActiveTexture(GL_TEXTURE0);

	// Reset framebuffer binding
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

	// Make sure all went well
	gltCheckErrors();
}
Exemple #7
0
///////////////////////////////////////////////////////////////////////////////
// OpenGL related startup code is safe to put here. Load textures, etc.
void SetupRC(void)
{
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        /* Problem: glewInit failed, something is seriously wrong. */
        fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
    }

    // Initialze Shader Manager
    shaderManager.InitializeStockShaders();
    glEnable(GL_DEPTH_TEST);

    gltMakeCylinder(bckgrndCylBatch, 4.0, 4.0, 5.2, 1024, 1);

    gltMakeDisk(diskBatch, 0.0, 1.5, 40, 10);

    glass1Batch.Begin(GL_TRIANGLE_FAN, 4, 1);
        glass1Batch.Vertex3f(-1.0f, -1.0f, 0.0f);
        glass1Batch.Vertex3f( 1.0f, -1.0f, 0.0f);
        glass1Batch.Vertex3f( 1.0f,  1.0f, 0.0f);
        glass1Batch.Vertex3f(-1.0f,  1.0f, 0.0f);
    glass1Batch.End();

    glass2Batch.Begin(GL_TRIANGLE_FAN, 4, 1);
        glass2Batch.Vertex3f( 0.0f,  1.0f, 0.0f);
        glass2Batch.Vertex3f( 1.0f,  0.0f, 0.0f);
        glass2Batch.Vertex3f( 0.0f, -1.0f, 0.0f);
        glass2Batch.Vertex3f(-1.0f,  0.0f, 0.0f);
    glass2Batch.End();
        
    glass3Batch.Begin(GL_TRIANGLE_FAN, 3, 1);
        glass3Batch.Vertex3f( 0.0f,  1.0f, 0.0f);
        glass3Batch.Vertex3f( 1.0f, -1.0f, 0.0f);
        glass3Batch.Vertex3f(-1.0f,  -1.0f, 0.0f);
    glass3Batch.End();

    glass4Batch.Begin(GL_TRIANGLE_FAN, 4, 1);
        glass4Batch.Vertex3f(-1.0f,  1.0f, 0.0f);
        glass4Batch.Vertex3f( 1.0f,  0.5f, 0.0f);
        glass4Batch.Vertex3f( 1.0f, -1.0f, 0.0f);
        glass4Batch.Vertex3f(-1.0f, -0.5f, 0.0f);
    glass4Batch.End();

    glGenTextures(2, textures);
    glBindTexture(GL_TEXTURE_2D, textures[0]);
    LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
    glBindTexture(GL_TEXTURE_2D, textures[1]);
    LoadBMPTexture("start_line.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);

    // Create and bind an FBO
    glGenFramebuffers(1,&msFBO);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO);

    // Create depth texture
    glGenTextures(1, &depthTextureName);
    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, depthTextureName);
    glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_DEPTH_COMPONENT24, screenWidth, screenHeight, GL_FALSE);
             
    // Setup HDR render texture
    glGenTextures(1, msTexture);
    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msTexture[0]);
    glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGBA8, screenWidth, screenHeight, GL_FALSE);
    
    // Create and bind an FBO
    glGenFramebuffers(1, &msFBO);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO);

    // Attach texture to first color attachment and the depth RBO
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, msTexture[0], 0);
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthTextureName, 0);

    // Reset framebuffer binding
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

    // Load oit resolve shader
    oitResolve =  gltLoadShaderPairWithAttributes("basic.vs", "oitResolve.fs", 3, 
                            GLT_ATTRIBUTE_VERTEX, "vVertex", 
                            GLT_ATTRIBUTE_NORMAL, "vNormal", 
                            GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0");
    glBindFragDataLocation(oitResolve, 0, "oColor");
    glLinkProgram(oitResolve);

	// Load multisample resolve shader
    msResolve =  gltLoadShaderPairWithAttributes("basic.vs", "msResolve.fs", 3, 
                            GLT_ATTRIBUTE_VERTEX, "vVertex", 
                            GLT_ATTRIBUTE_NORMAL, "vNormal", 
                            GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0");

    glBindFragDataLocation(msResolve, 0, "oColor");
    glLinkProgram(msResolve);

    // Make sure all went well
    gltCheckErrors(oitResolve);
    gltCheckErrors(msResolve);
    
    int numMasks = 0;
    glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numMasks);
}
Exemple #8
0
///////////////////////////////////////////////////////////////////////////////
// OpenGL related startup code is safe to put here. Load textures, etc.
void SetupRC()
{
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        /* Problem: glewInit failed, something is seriously wrong. */
        fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
    }
    
    // Initialze Shader Manager
    shaderManager.InitializeStockShaders();
    glEnable(GL_DEPTH_TEST);
    
    // Black
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    
    gltMakeTorus(torusBatch, 0.4f, 0.15f, 35, 35);
    gltMakeSphere(sphereBatch, 0.1f, 26, 13);
    gltMakeCylinder(cylinderBatch,0.3f, 0.2f, 1.0, 10,10);
    
    GLfloat alpha = 0.25f;
    floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
    floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
    floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
    floorBatch.Normal3f(0.0, 1.0f, 0.0f);
    floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f);
    
    floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
    floorBatch.MultiTexCoord2f(0, 10.0f, 0.0f);
    floorBatch.Normal3f(0.0, 1.0f, 0.0f);
    floorBatch.Vertex3f(20.0f, -0.41f, 20.0f);
    
    floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
    floorBatch.MultiTexCoord2f(0, 10.0f, 10.0f);
    floorBatch.Normal3f(0.0, 1.0f, 0.0f);
    floorBatch.Vertex3f(20.0f, -0.41f, -20.0f);
    
    floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha);
    floorBatch.MultiTexCoord2f(0, 0.0f, 10.0f);
    floorBatch.Normal3f(0.0, 1.0f, 0.0f);
    floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f);
    floorBatch.End();
    
    mirrorBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
    mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f);
    mirrorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
    mirrorBatch.Normal3f( 0.0f, 1.0f, 0.0f);
    mirrorBatch.Vertex3f(-1.0f, 0.0f, 0.0f);
    
    mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f);
    mirrorBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
    mirrorBatch.Normal3f(0.0f, 1.0f, 0.0f);
    mirrorBatch.Vertex3f(1.0f, 0.0f, 0.0f);
    
    mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f);
    mirrorBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
    mirrorBatch.Normal3f(0.0f, 1.0f, 0.0f);
    mirrorBatch.Vertex3f(1.0f, 2.0f, 0.0f);
    
    mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f);
    mirrorBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
    mirrorBatch.Normal3f( 0.0f, 1.0f, 0.0f);
    mirrorBatch.Vertex3f(-1.0f, 2.0f, 0.0f);
    mirrorBatch.End();
    
    mirrorBorderBatch.Begin(GL_TRIANGLE_STRIP, 13);
    mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(-1.0f, 0.1f, 0.01f);
    
    mirrorBorderBatch.Normal3f(0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(-1.0f, 0.0f, 0.01f);
    
    mirrorBorderBatch.Normal3f(0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(1.0f, 0.1f, 0.01f);
    
    mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(1.0f, 0.0f, 0.01f);
    
    mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(0.9f, 0.0f, 0.01f);
    
    mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(1.0f, 2.0f, 0.01f);
    
    mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(0.9f, 2.0f, 0.01f);
    
    mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(1.0f, 1.9f, 0.01f);
    
    mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(-1.0f, 2.f, 0.01f);
    
    mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(-1.0f, 1.9f, 0.01f);
    
    mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(-0.9f, 2.f, 0.01f);
    
    mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(-1.0f, 0.0f, 0.01f);
    
    mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f);
    mirrorBorderBatch.Vertex3f(-0.9f, 0.0f, 0.01f);
    mirrorBorderBatch.End();
    
    glGenTextures(1, textures);
    glBindTexture(GL_TEXTURE_2D, textures[0]);
    LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
    
    // Create and bind an FBO
    glGenFramebuffers(1,&fboName);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName);
    
    // Create depth renderbuffer
    glGenRenderbuffers(1, &depthBufferName);
    glBindRenderbuffer(GL_RENDERBUFFER, depthBufferName);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, mirrorTexWidth, mirrorTexHeight);
    
    // Create the reflection texture
    glGenTextures(1, &mirrorTexture);
    glBindTexture(GL_TEXTURE_2D, mirrorTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mirrorTexWidth, mirrorTexHeight, 0, GL_RGBA, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
    // Attach texture to first color attachment and the depth RBO
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTexture, 0);
    glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferName);
    
    // Make sure all went well
    gltCheckErrors();
    
    // Reset framebuffer binding
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}