// This function does any needed initialization on the rendering context.
static void SetupRC(void)
{
    // Background
    glClearColor(0.2f, 0.2f, 0.3f, 1.0f );

    glEnable(GL_DEPTH_TEST);

    shaderManager.InitializeStockShaders();
    viewFrame.MoveForward(4.0f);

    // Make the torus
    gltMakeTorus(torusBatch, .70f, 0.30f, 32, 16);

    cullingShader = gltLoadShaderTripletWithAttributes("../../Data/Shaders/Chapter11/GSCulling.vs",
                                                       "../../Data/Shaders/Chapter11/GSCulling.gs",
                                                       "../../Data/Shaders/Chapter11/GSCulling.fs",
                                                       2,
                                                       GLT_ATTRIBUTE_VERTEX, "vVertex",
                                                       GLT_ATTRIBUTE_NORMAL, "vNormal");

    locMVP = glGetUniformLocation(cullingShader, "mvpMatrix");
    locMV  = glGetUniformLocation(cullingShader, "mvMatrix");
    locNM  = glGetUniformLocation(cullingShader, "normalMatrix");
    locViewpoint = glGetUniformLocation(cullingShader, "viewpoint");
}
Exemple #2
0
// This function does any needed initialization on the rendering context.
void SetupRC(void)
{
    // Background
    glClearColor(0.2f, 0.2f, 0.3f, 1.0f );

    glEnable(GL_DEPTH_TEST);

    shaderManager.InitializeStockShaders();
    viewFrame.MoveForward(4.0f);

    // Make the torus
    gltMakeTorus(torusBatch, .70f, 0.10f, 11, 7);

    explodeProgram = gltLoadShaderTripletWithAttributes("../../Data/Shaders/Chapter11/GSExplode.vs",
                                                        "../../Data/Shaders/Chapter11/GSExplode.gs",
                                                        "../../Data/Shaders/Chapter11/GSExplode.fs",
                                                        2,
                                                        GLT_ATTRIBUTE_VERTEX, "vVertex",
                                                        GLT_ATTRIBUTE_NORMAL, "vNormal");

    locMVP = glGetUniformLocation(explodeProgram, "mvpMatrix");
    locMV  = glGetUniformLocation(explodeProgram, "mvMatrix");
    locNM  = glGetUniformLocation(explodeProgram, "normalMatrix");
    locPushOut = glGetUniformLocation(explodeProgram, "push_out");
}
// This function does any needed initialization on the rendering
// context. 
void SetupRC(void)
	{
	// Background
	glClearColor(0.025f, 0.25f, 0.25f, 1.0f );

	glEnable(GL_DEPTH_TEST);

    shaderManager.InitializeStockShaders();
    viewFrame.MoveForward(4.0f);

    // Make the torus
    gltMakeTorus(torusBatch, .80f, 0.25f, 52, 26);

	toonShader = gltLoadShaderPairWithAttributes("ToonShader.vp", "ToonShader.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex",
			GLT_ATTRIBUTE_NORMAL, "vNormal");

	locLight = glGetUniformLocation(toonShader, "vLightPosition");
	locMVP = glGetUniformLocation(toonShader, "mvpMatrix");
	locMV  = glGetUniformLocation(toonShader, "mvMatrix");
	locNM  = glGetUniformLocation(toonShader, "normalMatrix");
	locColorTable = glGetUniformLocation(toonShader, "colorTable");

	glGenTextures(1, &texture);
	glBindTexture(GL_TEXTURE_1D, texture);
	GLubyte textureData[4][3] = { 32,  0, 0,
                                  64,  0, 0,
								  128, 0, 0,
								  255, 0, 0};

	glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 4, 0, GL_RGB, GL_UNSIGNED_BYTE, textureData);
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	}
//////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering
// context. 
void SetupRC()
    {
	// Initialze Shader Manager
	shaderManager.InitializeStockShaders();
	
	glEnable(GL_DEPTH_TEST);
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	
	// This makes a torus
	gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30);
	
    // This make a sphere
    gltMakeSphere(sphereBatch, 0.1f, 26, 13);
    	
	floorBatch.Begin(GL_LINES, 324);
    for(GLfloat x = -20.0; x <= 20.0f; x+= 0.5) {
        floorBatch.Vertex3f(x, -0.55f, 20.0f);
        floorBatch.Vertex3f(x, -0.55f, -20.0f);
        
        floorBatch.Vertex3f(20.0f, -0.55f, x);
        floorBatch.Vertex3f(-20.0f, -0.55f, x);
        }
    floorBatch.End();    

    // Randomly place the spheres
    for(int i = 0; i < NUM_SPHERES; i++) {
        GLfloat x = ((GLfloat)((rand() % 400) - 200) * 0.1f);
        GLfloat z = ((GLfloat)((rand() % 400) - 200) * 0.1f);
        spheres[i].SetOrigin(x, 0.0f, z);
        }
    }
Exemple #5
0
// This function does any needed initialization on the rendering
// context. 
void SetupRC(void)
	{
	// Background
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

	glEnable(GL_DEPTH_TEST);

    shaderManager.InitializeStockShaders();
    viewFrame.MoveForward(4.0f);

    // Make the torus
    gltMakeTorus(torusBatch, .80f, 0.25f, 52, 26);

	ADSDissloveShader = gltLoadShaderPairWithAttributes("Dissolve.vp", "Dissolve.fp", 3, GLT_ATTRIBUTE_VERTEX, "vVertex",
			GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexCoords0");

	locAmbient = glGetUniformLocation(ADSDissloveShader, "ambientColor");
	locDiffuse = glGetUniformLocation(ADSDissloveShader, "diffuseColor");
	locSpecular = glGetUniformLocation(ADSDissloveShader, "specularColor");
	locLight = glGetUniformLocation(ADSDissloveShader, "vLightPosition");
	locMVP = glGetUniformLocation(ADSDissloveShader, "mvpMatrix");
	locMV  = glGetUniformLocation(ADSDissloveShader, "mvMatrix");
	locNM  = glGetUniformLocation(ADSDissloveShader, "normalMatrix");
	locTexture = glGetUniformLocation(ADSDissloveShader, "cloudTexture");
	locDissolveFactor = glGetUniformLocation(ADSDissloveShader, "dissolveFactor");

	glGenTextures(1, &cloudTexture);
	glBindTexture(GL_TEXTURE_1D, cloudTexture);
	LoadTGATexture("Clouds.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
	}
Exemple #6
0
//////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
    // Make sure OpenGL entry points are set
    glewInit();
    
    // Initialze Shader Manager
    shaderManager.InitializeStockShaders();
    
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
    
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    
    // This makes a torus
    gltMakeTorus(torusBatch, 0.4f, 0.15f, 40, 20);
    
    // This makes a sphere
    gltMakeSphere(sphereBatch, 0.1f, 26, 13);
    
    
    // Make the solid ground
    GLfloat texSize = 10.0f;
    floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
    floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
    floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f);
    
    floorBatch.MultiTexCoord2f(0, texSize, 0.0f);
    floorBatch.Vertex3f(20.0f, -0.41f, 20.0f);
    
    floorBatch.MultiTexCoord2f(0, texSize, texSize);
    floorBatch.Vertex3f(20.0f, -0.41f, -20.0f);
    
    floorBatch.MultiTexCoord2f(0, 0.0f, texSize);
    floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f);
    floorBatch.End();
    
    // Make 3 texture objects
    glGenTextures(3, uiTextures);
    
    // Load the Marble
    glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
    LoadTGATexture("marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
    
    // Load Mars
    glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
    LoadTGATexture("marslike.tga", GL_LINEAR_MIPMAP_LINEAR,
                   GL_LINEAR, GL_CLAMP_TO_EDGE);
    
    // Load Moon
    glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
    LoadTGATexture("moonlike.tga", GL_LINEAR_MIPMAP_LINEAR,
                   GL_LINEAR, GL_CLAMP_TO_EDGE);
    
    // Randomly place the spheres
    for(int i = 0; i < NUM_SPHERES; i++) {
        GLfloat x = ((GLfloat)((rand() % 400) - 200) * 0.1f);
        GLfloat z = ((GLfloat)((rand() % 400) - 200) * 0.1f);
        spheres[i].SetOrigin(x, 0.0f, z);
    }
}
//////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
    // Initialze Shader Manager
    shaderManager.InitializeStockShaders();

    glEnable(GL_DEPTH_TEST);
#ifndef OPENGL_ES
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#else
    torusBatch.SetPrimitiveType(GL_LINE_LOOP);
#endif

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

    // This makes a torus
    gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30);


    floorBatch.Begin(GL_LINES, 324);
    for(GLfloat x = -20.0; x <= 20.0f; x+= 0.5) {
        floorBatch.Vertex3f(x, -0.55f, 20.0f);
        floorBatch.Vertex3f(x, -0.55f, -20.0f);

        floorBatch.Vertex3f(20.0f, -0.55f, x);
        floorBatch.Vertex3f(-20.0f, -0.55f, x);
    }
    floorBatch.End();
}
void SetupRC(void)
{
	shaderManager.InitializeStockShaders();

	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);

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

	gltMakeSphere(sphereBatch, 0.2f, 26, 13);

	gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30);

	for (size_t i = 0; i < NUM_SPHERES; ++i)
	{
		float x = (GLfloat(rand() % 400) - 200.0f) * 0.1f;
		float z = (GLfloat(rand() % 400) - 200.0f) * 0.1f;
		sphereFrames[i].SetOrigin(x, 0.0f, z);
	}
	

	//Make the solid ground
	GLfloat texSize = 10.0f;

	floorBatch.Begin(GL_TRIANGLE_FAN, 4,1);
	{
		//没看懂纹理和顶点的映射关系
		floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
		floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f);

		floorBatch.MultiTexCoord2f(0, texSize, 0.0f);
		floorBatch.Vertex3f(20.0f, -0.41f, 20.0f);

		floorBatch.MultiTexCoord2f(0, texSize, texSize);
		floorBatch.Vertex3f(20.0f, -0.41f, -20.0f);

		floorBatch.MultiTexCoord2f(0, 0.0f, texSize);
		floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f);
	}
	floorBatch.End();

	// Make 3 texture objects
	glGenTextures(3, uiTextures);

	// Load the Marble
	glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
	LoadTGATexture("marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);

	// Load Mars
	glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
	LoadTGATexture("marslike.tga", GL_LINEAR_MIPMAP_LINEAR,
		GL_LINEAR, GL_CLAMP_TO_EDGE);

	// Load Moon
	glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
	LoadTGATexture("moonlike.tga", GL_LINEAR_MIPMAP_LINEAR,
		GL_LINEAR, GL_CLAMP_TO_EDGE);
}
// This function does any needed initialization on the rendering
// context. 
void SetupRC()
	{
	// Black background
	glClearColor(0.3f, 0.3f, 0.3f, 1.0f );

    shaderManager.InitializeStockShaders();
    viewFrame.MoveForward(7.0f);

    // Make the torus
    gltMakeTorus(torusBatch, 1.0f, 0.3f, 52, 26);

    glPointSize(4.0f);
	}
void SetupRC()
{
	glClearColor(0.8f, 0.8f, 0.8f, 1.0f);

	glEnable(GL_DEPTH_TEST);

	shaderManger.InitializeStockShaders();

	gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30);

	//线填充,绘制前后两面
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

}
void SetupRC(void)
{
	// Make sure OpenGL entry points are set
	//glewInit();

	shaderManager.InitializeStockShaders();

	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);

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

	gltMakeTorus(torusBatch, 0.3f, 0.1f, 52, 26);
	gltMakeSphere(sphereBatch, 0.1f, 26, 13);

	//make the solid ground
	GLfloat texSize = 10.0f;
	floorBatch.Begin(GL_TRIANGLE_FAN,4,1);
	floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
	floorBatch.Vertex3f(-20.f, -0.41f, 20.f);

	floorBatch.MultiTexCoord2f(0, texSize, 0.0f);
	floorBatch.Vertex3f(20.f, -0.41f, 20.f);

	floorBatch.MultiTexCoord2f(0, texSize, texSize);
	floorBatch.Vertex3f(20.f, -0.41f, -20.f);

	floorBatch.MultiTexCoord2f(0, 0.0f, texSize);
	floorBatch.Vertex3f(-20.f, -0.41f, -20.f);

	floorBatch.End();

	int x = 400;
	int y = 200;
	int width = 300;
	int height = 155;
	logoBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
//像素点的原点是左上角, 根据GL_TRIANGLE_FAN 做了调整

	// Upper left hand corner
	logoBatch.MultiTexCoord2f(0, 0.0f, height);
	logoBatch.Vertex3f(x, y, 0.0f);

	logoBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
	logoBatch.Vertex3f(x, y - height, 0.0f);

	// Lower right hand corner
	logoBatch.MultiTexCoord2f(0, width, 0.0f);
	logoBatch.Vertex3f(x + width, y - height, 0.0f);

	// Upper righ hand corner
	logoBatch.MultiTexCoord2f(0, width, height);
	logoBatch.Vertex3f(x + width, y, 0.0f);

	logoBatch.End();

	glGenTextures(4, uiTextures);

	// Load the Marble
	glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
	LoadTGATexture("marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);

	// Load Mars
	glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
	LoadTGATexture("marslike.tga", GL_LINEAR_MIPMAP_LINEAR,
		GL_LINEAR, GL_CLAMP_TO_EDGE);

	// Load Moon
	glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
	LoadTGATexture("moonlike.tga", GL_LINEAR_MIPMAP_LINEAR,
		GL_LINEAR, GL_CLAMP_TO_EDGE);

	// Load the Logo
	glBindTexture(GL_TEXTURE_RECTANGLE, uiTextures[3]);
	LoadTGATextureRect("OpenGL-Logo.tga", GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE);

	sphereWolrdShader = gltLoadShaderPairWithAttributes("RectReplace.vp", "RectReplace.fp",
		2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord");
	
	locMVP = glGetUniformLocation(sphereWolrdShader, "mvpMatrix");
	locTexture = glGetUniformLocation(sphereWolrdShader, "rectangleImage");


	// -200,200
	// Randomly place the spheres
	for (int i = 0; i < NUM_SPHERES; i++) 
	{
		GLfloat x = ((GLfloat)((rand() % 400) - 200) * 0.1f);
		GLfloat z = ((GLfloat)((rand() % 400) - 200) * 0.1f);
		spheres[i].SetOrigin(x, 0.0f, z);
	}
}
///////////////////////////////////////////////////////////////////////////////
// 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();
}
///////////////////////////////////////////////////////////////////////////////
// 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 #14
0
// This function does any needed initialization on the rendering
// context. 
void SetupRC(void)
	{
	// Background
	glClearColor(0.2f, 0.2f, 0.3f, 1.0f );

	glEnable(GL_DEPTH_TEST);

    shaderManager.InitializeStockShaders();
    viewFrame.MoveForward(4.0f);

    // Make the torus
    gltMakeTorus(torusBatch, .70f, 0.10f, 11, 7);
    gltMakeCube(cubeBatch, 1.0f);

    toonShader = gltLoadShaderTripletWithAttributes("GSTessellate.vs", "GSTessellate.gs", "GSTessellate.fs", 2, GLT_ATTRIBUTE_VERTEX, "vVertex",
    GLT_ATTRIBUTE_NORMAL, "vNormal");

    locMVP = glGetUniformLocation(toonShader, "mvpMatrix");
    locMV  = glGetUniformLocation(toonShader, "mvMatrix");
    locNM  = glGetUniformLocation(toonShader, "normalMatrix");

    static const GLfloat vertices[] =
    {
        -1.0f, -1.0f, -1.0f,        // A
        -1.0f, -1.0f,  1.0f,        // B
        -1.0f,  1.0f, -1.0f,        // C
        -1.0f,  1.0f,  1.0f,        // D
         1.0f, -1.0f, -1.0f,        // E
         1.0f, -1.0f,  1.0f,        // F
         1.0f,  1.0f, -1.0f,        // G
         1.0f,  1.0f,  1.0f         // H
    };

    static const GLshort indices[] =
    {
        0, 1, 2,
        3, 2, 1,
        1, 5, 3,
        7, 3, 5,
        5, 4, 7,
        6, 7, 4,
        4, 0, 6,
        2, 6, 0,
        4, 5, 0,
        1, 0, 5,
        3, 7, 2,
        6, 2, 7
    };

    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
    glEnableVertexAttribArray(0);
    glGenBuffers(1, &element_buffer);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    GLenum e = glGetError();
}
Exemple #15
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);
}
Exemple #16
0
void initTriangleBatch()
{
    gltMakeTorus(torusBatch,1.0f,0.5f,50,25);
    gltMakeSphere(sphereBatch,0.3,32,32);
    gltMakeCylinder(cylinderBatch,1.0,0.5,1.0,16,32);
}