SimpleMesh::SimpleMesh(GLuint a_programId, int a_slicesNum, int a_meshType, float a_halfSize) { if(a_meshType == SPHERE) glusCreateSpheref(&m_glusShape, a_halfSize, a_slicesNum); else if(a_meshType == CUBE) glusCreateCubef(&m_glusShape, a_halfSize); else if(a_meshType == CUBE_OPEN) glusCreateCubeOpenf(&m_glusShape, a_halfSize); else if(a_meshType == PLANE) { if(a_slicesNum <= 2) { glusCreatePlanef(&m_glusShape, a_halfSize); for(unsigned int i=0;i<2*m_glusShape.numberVertices;i++) m_glusShape.texCoords[i] *= 2.0f; } else glusCreatePlaneSlicedf(&m_glusShape, a_halfSize, a_slicesNum); } else if(a_meshType == TORUS) glusCreateTorusf(&m_glusShape, 0.5f*a_halfSize, a_halfSize, a_slicesNum, 32*a_slicesNum); else glusCreateCubef(&m_glusShape, 1.0f); CreateGPUData(a_programId); }
GLUSboolean init(GLUSvoid) { GLfloat modelViewMatrix[16]; GLUSshape plane; GLUSuint planeIndices[] = { 0, 1, 3, 2 }; GLUStextfile vertexSource; GLUStextfile controlSource; GLUStextfile evaluationSource; GLUStextfile geometrySource; GLUStextfile fragmentSource; glusLoadTextFile("../Example13/shader/tessellation.vert.glsl", &vertexSource); glusLoadTextFile("../Example13/shader/tessellation.cont.glsl", &controlSource); glusLoadTextFile("../Example13/shader/tessellation.eval.glsl", &evaluationSource); glusLoadTextFile("../Example13/shader/tessellation.geom.glsl", &geometrySource); glusLoadTextFile("../Example13/shader/tessellation.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &controlSource.text, (const GLUSchar**) &evaluationSource.text, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&controlSource); glusDestroyTextFile(&evaluationSource); glusDestroyTextFile(&geometrySource); glusDestroyTextFile(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_modelViewMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewMatrix"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); // glusCreatePlanef(&plane, 1.0f); glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) plane.vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, g_numberIndicesSphere * sizeof(GLuint), (GLuint*) planeIndices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&plane); // glUseProgram(g_program.program); // Calculate the view matrix ... glusLookAtf(modelViewMatrix, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glUniformMatrix4fv(g_modelViewMatrixLocation, 1, GL_FALSE, modelViewMatrix); glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glEnable( GL_CULL_FACE); // We work with 4 points per patch. glPatchParameteri(GL_PATCH_VERTICES, 4); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUStgaimage image; GLUSshape plane; // glusLookAtf(g_viewMatrix, g_camera.eye[0], g_camera.eye[1], g_camera.eye[2], g_camera.center[0], g_camera.center[1], g_camera.center[2], g_camera.up[0], g_camera.up[1], g_camera.up[2]); // if (!initWavefront(g_viewMatrix, &g_light)) { return GLUS_FALSE; } // glusLoadTextFile("../Example19_ES/shader/basic_proj.vert.glsl", &vertexSource); glusLoadTextFile("../Example19_ES/shader/texture_multi_proj.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // // Retrieve the uniform locations in the program. g_viewProjectionMatrixLocation = glGetUniformLocation(g_program.program, "u_viewProjectionMatrix"); g_viewProjectionBiasTextureMatrixLocation = glGetUniformLocation(g_program.program, "u_viewProjectionBiasTextureMatrix"); g_modelMatrixLocation = glGetUniformLocation(g_program.program, "u_modelMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); g_repeatLocation = glGetUniformLocation(g_program.program, "u_repeat"); g_textureLocation = glGetUniformLocation(g_program.program, "u_texture"); g_mirrorTextureLocation = glGetUniformLocation(g_program.program, "u_mirrorTexture"); // Retrieve the attribute locations in the program. g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); g_texCoordLocation = glGetAttribLocation(g_program.program, "a_texCoord"); // // Texture set up. glusLoadTgaImage("ice.tga", &image); glGenTextures(1, &g_texture); glBindTexture(GL_TEXTURE_2D, g_texture); glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); // Mipmap generation is now included in OpenGL 3 and above glGenerateMipmap(GL_TEXTURE_2D); // Trilinear filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // // Setting up the offscreen frame buffer. // glGenTextures(1, &g_mirrorTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_mirrorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GLUS_RGB, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GLUS_RGB, GL_UNSIGNED_BYTE, 0); 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_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); // glGenRenderbuffers(1, &g_depthMirrorTexture); glBindRenderbuffer(GL_RENDERBUFFER, g_depthMirrorTexture); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, TEXTURE_WIDTH, TEXTURE_HEIGHT); glBindRenderbuffer(GL_RENDERBUFFER, 0); // glGenFramebuffers(1, &g_fboMirrorTexture); glBindFramebuffer(GL_FRAMEBUFFER, g_fboMirrorTexture); // Attach the color buffer ... glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_mirrorTexture, 0); // ... and the depth buffer, glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, g_depthMirrorTexture); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf("GL_FRAMEBUFFER_COMPLETE error 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); return GLUS_FALSE; } glBindFramebuffer(GL_FRAMEBUFFER, 0); // // // glusCreatePlanef(&plane, 3.0f); g_numberIndicesSphere = plane.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.normals, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) plane.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, plane.numberIndices * sizeof(GLuint), (GLuint*) plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&plane); // glUseProgram(g_program.program); glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_texture); glUniform1i(g_textureLocation, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_mirrorTexture); glUniform1i(g_mirrorTextureLocation, 1); // How many times the surface texture is repeated. glUniform1f(g_repeatLocation, 6.0f); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUSshape plane; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUStgaimage image; GLfloat normalMatrix[9]; glusLoadTextFile("../Example07_ES/shader/normmap.vert.glsl", &vertexSource); glusLoadTextFile("../Example07_ES/shader/normmap.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_modelViewMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); // One texture for the color and one for the normals. g_textureLocation = glGetUniformLocation(g_program.program, "u_texture"); g_normalMapLocation = glGetUniformLocation(g_program.program, "u_normalMap"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); // The tangent, bitangent and normal do define the tangent space. They are defined in object space, the inverse brings coordinates back to this tangent space. g_tangentLocation = glGetAttribLocation(g_program.program, "a_tangent"); g_bitangentLocation = glGetAttribLocation(g_program.program, "a_bitangent"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); g_texCoordLocation = glGetAttribLocation(g_program.program, "a_texCoord"); // glusLoadTgaImage("rock_color.tga", &image); glGenTextures(1, &g_texture); glBindTexture(GL_TEXTURE_2D, g_texture); glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); glusDestroyTgaImage(&image); 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_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); glusLoadTgaImage("rock_normal.tga", &image); glGenTextures(1, &g_normalMap); glBindTexture(GL_TEXTURE_2D, g_normalMap); glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); glusDestroyTgaImage(&image); 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_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // glusCreatePlanef(&plane, 1.5f); g_numberIndicesPlane = plane.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_tangentsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_tangentsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.tangents, GL_STATIC_DRAW); glGenBuffers(1, &g_bitangentsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_bitangentsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.bitangents, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.normals, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) plane.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, g_numberIndicesPlane * sizeof(GLuint), (GLuint*) plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&plane); // glUseProgram(g_program.program); glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_tangentsVBO); glVertexAttribPointer(g_tangentLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_tangentLocation); glBindBuffer(GL_ARRAY_BUFFER, g_bitangentsVBO); glVertexAttribPointer(g_bitangentLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_bitangentLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // glusLookAtf(g_viewMatrix, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glUniformMatrix4fv(g_modelViewMatrixLocation, 1, GL_FALSE, g_viewMatrix); glusMatrix4x4ExtractMatrix3x3f(normalMatrix, g_viewMatrix); glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, normalMatrix); // // Activate and bind first ... glUniform1i(g_textureLocation, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_texture); // .. and second texture. glUniform1i(g_normalMapLocation, 1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_normalMap); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUSshape shadowPlane; GLUSshape plane; GLUSshape torus, torusWithAdjacency; GLUStextfile vertexSource; GLUStextfile geometrySource; GLUStextfile fragmentSource; GLfloat viewMatrix[16]; GLfloat lightDirection[3]; lightDirection[0] = g_lightDirection[0]; lightDirection[1] = g_lightDirection[1]; lightDirection[2] = g_lightDirection[2]; glusVector3Normalizef(lightDirection); // glusLoadTextFile("../Example22/shader/color.vert.glsl", &vertexSource); glusLoadTextFile("../Example22/shader/color.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_viewMatrixLocation = glGetUniformLocation(g_program.program, "u_viewMatrix"); g_modelMatrixLocation = glGetUniformLocation(g_program.program, "u_modelMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_colorLocation = glGetUniformLocation(g_program.program, "u_shapeColor"); g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // glusLoadTextFile("../Example22/shader/shadowvolume.vert.glsl", &vertexSource); glusLoadTextFile("../Example22/shader/shadowvolume.geom.glsl", &geometrySource); glusLoadTextFile("../Example22/shader/shadowvolume.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_programShadowVolume, (const GLUSchar**) &vertexSource.text, 0, 0, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&geometrySource); glusDestroyTextFile(&fragmentSource); // g_projectionMatrixShadowVolumeLocation = glGetUniformLocation(g_programShadowVolume.program, "u_projectionMatrix"); g_viewMatrixShadowVolumeLocation = glGetUniformLocation(g_programShadowVolume.program, "u_viewMatrix"); g_modelMatrixShadowVolumeLocation = glGetUniformLocation(g_programShadowVolume.program, "u_modelMatrix"); g_lightDirectionShadowVolumeLocation = glGetUniformLocation(g_programShadowVolume.program, "u_lightDirection"); g_vertexShadowVolumeLocation = glGetAttribLocation(g_programShadowVolume.program, "a_vertex"); // glusLoadTextFile("../Example22/shader/shadow.vert.glsl", &vertexSource); glusLoadTextFile("../Example22/shader/shadow.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_programShadowPlane, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // g_vertexShadowPlaneLocation = glGetAttribLocation(g_programShadowPlane.program, "a_vertex"); // glusCreateTorusf(&torus, 0.5f, 1.0f, 32, 32); glusCreateAdjacencyShapef(&torusWithAdjacency, &torus); glusDestroyShapef(&torus); g_numberIndices = torusWithAdjacency.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, torusWithAdjacency.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) torusWithAdjacency.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, torusWithAdjacency.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) torusWithAdjacency.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, torusWithAdjacency.numberIndices * sizeof(GLuint), (GLuint*) torusWithAdjacency.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&torusWithAdjacency); // glusCreatePlanef(&plane, 10.0f); g_numberIndicesPlane = plane.numberIndices; glGenBuffers(1, &g_verticesPlaneVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesPlaneVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsPlaneVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsPlaneVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesPlaneVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesPlaneVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, plane.numberIndices * sizeof(GLuint), (GLuint*) plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&plane); // // The plane extends from -1.0 to 1.0 for both sides. So when rendering in NDC, the plane is always fullscreen. glusCreatePlanef(&shadowPlane, 1.0f); g_numberIndicesShadowPlane = shadowPlane.numberIndices; glGenBuffers(1, &g_verticesShadowPlaneVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesShadowPlaneVBO); glBufferData(GL_ARRAY_BUFFER, shadowPlane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) shadowPlane.vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesShadowPlaneVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesShadowPlaneVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, shadowPlane.numberIndices * sizeof(GLuint), (GLuint*) shadowPlane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&shadowPlane); // glusLookAtf(viewMatrix, g_cameraPosition[0], g_cameraPosition[1], g_cameraPosition[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // Bring light from world to camera / view space glusMatrix4x4MultiplyVector3f(lightDirection, viewMatrix, lightDirection); glUseProgram(g_program.program); glUniform3fv(g_lightDirectionLocation, 1, lightDirection); // glUseProgram(g_programShadowVolume.program); glUniform3fv(g_lightDirectionShadowVolumeLocation, 1, lightDirection); // Torus glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // Shadow Volume glGenVertexArrays(1, &g_vaoShadowVolume); glBindVertexArray(g_vaoShadowVolume); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexShadowVolumeLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexShadowVolumeLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // Plane glGenVertexArrays(1, &g_vaoPlane); glBindVertexArray(g_vaoPlane); glBindBuffer(GL_ARRAY_BUFFER, g_verticesPlaneVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsPlaneVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesPlaneVBO); // Shadow Plane glGenVertexArrays(1, &g_vaoShadowPlane); glBindVertexArray(g_vaoShadowPlane); glBindBuffer(GL_ARRAY_BUFFER, g_verticesShadowPlaneVBO); glVertexAttribPointer(g_vertexShadowPlaneLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexShadowPlaneLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesShadowPlaneVBO); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClearStencil(0); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPolygonOffset(0.0f, 100.0f); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { // This is a white light. struct LightProperties light = { { 1.0f, 1.0f, 1.0f }, { 0.3f, 0.3f, 0.3f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } }; // Blue color material with white specular color. struct MaterialProperties material = { { 0.0f, 0.1f, 0.1f, 1.0f }, { 0.0f, 0.8f, 0.8f, 1.0f }, { 0.6f, 0.6f, 0.6f, 1.0f }, 60.0f }; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSshape sphere; GLUSshape plane; glusLoadTextFile("../Example18/shader/phong.vert.glsl", &vertexSource); glusLoadTextFile("../Example18/shader/phong.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_viewMatrixLocation = glGetUniformLocation(g_program.program, "u_viewMatrix"); g_modelMatrixLocation = glGetUniformLocation(g_program.program, "u_modelMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_light.directionLocation = glGetUniformLocation(g_program.program, "u_light.direction"); g_light.ambientColorLocation = glGetUniformLocation(g_program.program, "u_light.ambientColor"); g_light.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_light.diffuseColor"); g_light.specularColorLocation = glGetUniformLocation(g_program.program, "u_light.specularColor"); g_material.ambientColorLocation = glGetUniformLocation(g_program.program, "u_material.ambientColor"); g_material.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_material.diffuseColor"); g_material.specularColorLocation = glGetUniformLocation(g_program.program, "u_material.specularColor"); g_material.specularExponentLocation = glGetUniformLocation(g_program.program, "u_material.specularExponent"); g_planeLocation = glGetUniformLocation(g_program.program, "u_plane"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // // Use a helper function to create a sphere. glusCreateSpheref(&sphere, 0.5f, 64); g_numberIndicesSphere = sphere.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, sphere.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) sphere.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, sphere.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) sphere.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sphere.numberIndices * sizeof(GLuint), (GLuint*) sphere.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&sphere); // glusCreatePlanef(&plane, 0.5f); g_numberIndicesPlane = plane.numberIndices; glGenBuffers(1, &g_verticesPlaneVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesPlaneVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsPlaneVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsPlaneVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesPlaneVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesPlaneVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, plane.numberIndices * sizeof(GLuint), (GLuint*) plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&plane); // glUseProgram(g_program.program); glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // glGenVertexArrays(1, &g_planeVAO); glBindVertexArray(g_planeVAO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesPlaneVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsPlaneVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesPlaneVBO); // glusLookAtf(g_viewMatrix, 0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glUniformMatrix4fv(g_viewMatrixLocation, 1, GL_FALSE, g_viewMatrix); // glusVector3Normalizef(light.direction); // Transform light to camera space, as it is currently in world space. glusMatrix4x4MultiplyVector3f(light.direction, g_viewMatrix, light.direction); // Set up light ... glUniform3fv(g_light.directionLocation, 1, light.direction); glUniform4fv(g_light.ambientColorLocation, 1, light.ambientColor); glUniform4fv(g_light.diffuseColorLocation, 1, light.diffuseColor); glUniform4fv(g_light.specularColorLocation, 1, light.specularColor); // ... and material values. glUniform4fv(g_material.ambientColorLocation, 1, material.ambientColor); glUniform4fv(g_material.diffuseColorLocation, 1, material.diffuseColor); glUniform4fv(g_material.specularColorLocation, 1, material.specularColor); glUniform1f(g_material.specularExponentLocation, material.specularExponent); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); // No back face culling, as we need it for the stencil algorithm. // Enable the stencil test - mainly needed for the plane. glEnable(GL_STENCIL_TEST); return GLUS_TRUE; }
SimpleMesh::SimpleMesh(GLuint a_programId, int a_slicesNum, int a_meshType, float a_halfSize) { if(a_meshType == SPHERE) glusCreateSpheref(&m_glusShape, a_halfSize, a_slicesNum); else if(a_meshType == CUBE) glusCreateCubef(&m_glusShape, a_halfSize); else if(a_meshType == PLANE) { glusCreatePlanef(&m_glusShape, a_halfSize); for(unsigned int i=0;i<2*m_glusShape.numberVertices;i++) m_glusShape.texCoords[i] *= 2.0f; } else if(a_meshType == TORUS) glusCreateTorusf(&m_glusShape, 0.5f*a_halfSize, a_halfSize, a_slicesNum, 32*a_slicesNum); else glusCreateCubef(&m_glusShape, 1.0f); m_vertexPosBufferObject = 0; m_vertexPosLocation = glGetAttribLocation(a_programId, "vertex"); m_vertexNormLocation = glGetAttribLocation(a_programId, "normal"); m_vertexTexCoordsLocation = glGetAttribLocation(a_programId, "texCoord"); GLint maxVertexAttributes = 0; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttributes); // create buffers a,d fill them with data // vertex positions // glGenBuffers(1, &m_vertexPosBufferObject); CHECK_GL_ERRORS; glBindBuffer(GL_ARRAY_BUFFER, m_vertexPosBufferObject); CHECK_GL_ERRORS; glBufferData(GL_ARRAY_BUFFER, m_glusShape.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) m_glusShape.vertices, GL_STATIC_DRAW); CHECK_GL_ERRORS; // vertex normals // glGenBuffers(1, &m_vertexNormBufferObject); CHECK_GL_ERRORS; glBindBuffer(GL_ARRAY_BUFFER, m_vertexNormBufferObject); CHECK_GL_ERRORS; glBufferData(GL_ARRAY_BUFFER, m_glusShape.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) m_glusShape.normals, GL_STATIC_DRAW); CHECK_GL_ERRORS; // vertex texture coordinates // glGenBuffers(1, &m_vertexTexCoordsBufferObject); CHECK_GL_ERRORS; glBindBuffer(GL_ARRAY_BUFFER, m_vertexTexCoordsBufferObject); CHECK_GL_ERRORS; glBufferData(GL_ARRAY_BUFFER, m_glusShape.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) m_glusShape.texCoords, GL_STATIC_DRAW); CHECK_GL_ERRORS; // index buffer // glGenBuffers(1, &m_indexBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_glusShape.numberIndices * sizeof(GLuint), (GLuint*)m_glusShape.indices, GL_STATIC_DRAW); // create VAO and bind each buffer to appropriate "pointer", called vertex array attribute // glGenVertexArrays(1, &m_vertexArrayObject); CHECK_GL_ERRORS; glBindVertexArray(m_vertexArrayObject); CHECK_GL_ERRORS; if(m_vertexPosLocation < GLuint(maxVertexAttributes)) { glBindBuffer(GL_ARRAY_BUFFER, m_vertexPosBufferObject); CHECK_GL_ERRORS; glEnableVertexAttribArray(m_vertexPosLocation); CHECK_GL_ERRORS; glVertexAttribPointer(m_vertexPosLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); CHECK_GL_ERRORS; } if(m_vertexNormLocation < GLuint(maxVertexAttributes)) { glBindBuffer(GL_ARRAY_BUFFER, m_vertexNormBufferObject); CHECK_GL_ERRORS; glEnableVertexAttribArray(m_vertexNormLocation); CHECK_GL_ERRORS; glVertexAttribPointer(m_vertexNormLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); CHECK_GL_ERRORS; } if(m_vertexTexCoordsLocation < GLuint(maxVertexAttributes)) { glBindBuffer(GL_ARRAY_BUFFER, m_vertexTexCoordsBufferObject); CHECK_GL_ERRORS; glEnableVertexAttribArray(m_vertexTexCoordsLocation); CHECK_GL_ERRORS; glVertexAttribPointer(m_vertexTexCoordsLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); CHECK_GL_ERRORS; } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBufferObject); CHECK_GL_ERRORS; glBindVertexArray(0); // unbind VAO }
GLUSboolean init(GLUSvoid) { GLUSshape background; GLUSshape torus; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLfloat viewMatrix[16]; GLfloat lightDirection[3]; GLenum none[] = {GL_NONE}; lightDirection[0] = g_lightPosition[0]; lightDirection[1] = g_lightPosition[1]; lightDirection[2] = g_lightPosition[2]; glusVector3Normalizef(lightDirection); // glusLoadTextFile("../Example12_ES/shader/rendershadow.vert.glsl", &vertexSource); glusLoadTextFile("../Example12_ES/shader/rendershadow.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_programShadow, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // glusLoadTextFile("../Example12_ES/shader/useshadow.vert.glsl", &vertexSource); glusLoadTextFile("../Example12_ES/shader/useshadow.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // g_projectionMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_projectionMatrix"); g_modelViewMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_modelViewMatrix"); g_vertexShadowLocation = glGetAttribLocation(g_programShadow.program, "a_vertex"); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_viewMatrixLocation = glGetUniformLocation(g_program.program, "u_viewMatrix"); g_modelMatrixLocation = glGetUniformLocation(g_program.program, "u_modelMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_shadowMatrixLocation = glGetUniformLocation(g_program.program, "u_shadowMatrix"); g_shadowTextureLocation = glGetUniformLocation(g_program.program, "u_shadowTexture"); g_colorLocation = glGetUniformLocation(g_program.program, "u_shapeColor"); g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // glGenTextures(1, &g_shadowTexture); glBindTexture(GL_TEXTURE_2D, g_shadowTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, g_shadowTextureSize, g_shadowTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); glBindTexture(GL_TEXTURE_2D, 0); // glGenFramebuffers(1, &g_fbo); glBindFramebuffer(GL_FRAMEBUFFER, g_fbo); glDrawBuffers(1, none); glReadBuffer(GL_NONE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, g_shadowTexture, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf("GL_FRAMEBUFFER_COMPLETE error 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); return GLUS_FALSE; } glClearDepthf(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glBindFramebuffer(GL_FRAMEBUFFER, 0); // glusCreateTorusf(&torus, 0.5f, 1.0f, 32, 32); g_numberIndicesSphere = torus.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, torus.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) torus.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, torus.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) torus.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, torus.numberIndices * sizeof(GLuint), (GLuint*) torus.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&torus); // glusCreatePlanef(&background, 10.0f); g_numberIndicesBackground = background.numberIndices; glGenBuffers(1, &g_verticesBackgroundVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO); glBufferData(GL_ARRAY_BUFFER, background.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) background.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsBackgroundVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsBackgroundVBO); glBufferData(GL_ARRAY_BUFFER, background.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) background.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesBackgroundVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, background.numberIndices * sizeof(GLuint), (GLuint*) background.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&background); // glUseProgram(g_program.program); glusLookAtf(viewMatrix, g_cameraPosition[0], g_cameraPosition[1], g_cameraPosition[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glusMatrix4x4MultiplyVector3f(lightDirection, viewMatrix, lightDirection); glUniform3fv(g_lightDirectionLocation, 1, lightDirection); glUniform1i(g_shadowTextureLocation, 0); // Torus glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // Plane glGenVertexArrays(1, &g_vaoBackground); glBindVertexArray(g_vaoBackground); glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsBackgroundVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO); // glUseProgram(g_programShadow.program); // Torus glGenVertexArrays(1, &g_vaoShadow); glBindVertexArray(g_vaoShadow); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexShadowLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexShadowLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // Plane glGenVertexArrays(1, &g_vaoShadowBackground); glBindVertexArray(g_vaoShadowBackground); glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO); glVertexAttribPointer(g_vertexShadowLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexShadowLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); // Needed when rendering the shadow map. This will avoid artifacts. glPolygonOffset(1.0f, 0.0f); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUStgaimage image; GLUSshape plane; GLint i; // glusLookAtf(g_viewMatrix, g_camera.eye[0], g_camera.eye[1], g_camera.eye[2], g_camera.center[0], g_camera.center[1], g_camera.center[2], g_camera.up[0], g_camera.up[1], g_camera.up[2]); // if (!initWavefront(g_viewMatrix, &g_light)) { return GLUS_FALSE; } // glusLoadTextFile("../Example28/shader/texture.vert.glsl", &vertexSource); glusLoadTextFile("../Example28/shader/texture.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_program, (const GLUSchar**)&vertexSource.text, 0, 0, 0, (const GLUSchar**)&fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // // Retrieve the uniform locations in the program. g_viewProjectionMatrixLocation = glGetUniformLocation(g_program.program, "u_viewProjectionMatrix"); g_modelMatrixLocation = glGetUniformLocation(g_program.program, "u_modelMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); g_repeatLocation = glGetUniformLocation(g_program.program, "u_repeat"); g_textureLocation = glGetUniformLocation(g_program.program, "u_texture"); // Retrieve the attribute locations in the program. g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); g_texCoordLocation = glGetAttribLocation(g_program.program, "a_texCoord"); // // SSAO shader etc. // glusLoadTextFile("../Example28/shader/ssao.vert.glsl", &vertexSource); glusLoadTextFile("../Example28/shader/ssao.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_ssaoProgram, (const GLUSchar**)&vertexSource.text, 0, 0, 0, (const GLUSchar**)&fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // // Retrieve the uniform locations in the program. g_ssaoTextureLocation = glGetUniformLocation(g_ssaoProgram.program, "u_texture"); g_ssaoNormalTextureLocation = glGetUniformLocation(g_ssaoProgram.program, "u_normalTexture"); g_ssaoDepthTextureLocation = glGetUniformLocation(g_ssaoProgram.program, "u_depthTexture"); g_ssaoKernelLocation = glGetUniformLocation(g_ssaoProgram.program, "u_kernel"); g_ssaoRotationNoiseTextureLocation = glGetUniformLocation(g_ssaoProgram.program, "u_rotationNoiseTexture"); g_ssaoRotationNoiseScaleLocation = glGetUniformLocation(g_ssaoProgram.program, "u_rotationNoiseScale"); g_ssaoInverseProjectionMatrixLocation = glGetUniformLocation(g_ssaoProgram.program, "u_inverseProjectionMatrix"); g_ssaoProjectionMatrixLocation = glGetUniformLocation(g_ssaoProgram.program, "u_projectionMatrix"); g_ssaoRadiusLocation = glGetUniformLocation(g_ssaoProgram.program, "u_radius"); // Retrieve the attribute locations in the program. g_ssaoVertexLocation = glGetAttribLocation(g_ssaoProgram.program, "a_vertex"); g_ssaoTexCoordLocation = glGetAttribLocation(g_ssaoProgram.program, "a_texCoord"); // // Blur shader etc. // glusLoadTextFile("../Example28/shader/blur.vert.glsl", &vertexSource); glusLoadTextFile("../Example28/shader/blur.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_blurProgram, (const GLUSchar**)&vertexSource.text, 0, 0, 0, (const GLUSchar**)&fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // // Retrieve the uniform locations in the program. g_blurColorTextureLocation = glGetUniformLocation(g_blurProgram.program, "u_colorTexture"); g_blurSSAOTextureLocation = glGetUniformLocation(g_blurProgram.program, "u_ssaoTexture"); g_blurTexelStepLocation = glGetUniformLocation(g_blurProgram.program, "u_texelStep"); g_blurNoSSAOLocation = glGetUniformLocation(g_blurProgram.program, "u_noSSAO"); // Retrieve the attribute locations in the program. g_blurVertexLocation = glGetAttribLocation(g_blurProgram.program, "a_vertex"); g_blurTexCoordLocation = glGetAttribLocation(g_blurProgram.program, "a_texCoord"); // // Texture set up for the ground plane. // glusLoadTgaImage("wood_texture.tga", &image); glGenTextures(1, &g_texture); glBindTexture(GL_TEXTURE_2D, g_texture); glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); // Mipmap generation is now included in OpenGL 3 and above glGenerateMipmap(GL_TEXTURE_2D); // Trilinear filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // // Setting up the SSAO frame buffer. // glGenTextures(1, &g_ssaoTexture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_ssaoTexture); glTexImage2D(GL_TEXTURE_2D, 0, GLUS_RGB, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GLUS_RGB, GL_UNSIGNED_BYTE, 0); 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_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); // glGenTextures(1, &g_ssaoNormalTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_ssaoNormalTexture); glTexImage2D(GL_TEXTURE_2D, 0, GLUS_RGB, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GLUS_RGB, GL_UNSIGNED_BYTE, 0); 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_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); // glGenTextures(1, &g_ssaoDepthTexture); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, g_ssaoDepthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); 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_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); // glGenFramebuffers(1, &g_ssaoFBO); glBindFramebuffer(GL_FRAMEBUFFER, g_ssaoFBO); // Attach the color buffer ... glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_ssaoTexture, 0); // Attach the normal buffer ... glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, g_ssaoNormalTexture, 0); // ... and the depth buffer, glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, g_ssaoDepthTexture, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf("GL_FRAMEBUFFER_COMPLETE error 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); return GLUS_FALSE; } glBindFramebuffer(GL_FRAMEBUFFER, 0); // // Setting up the blur frame buffer // glGenTextures(1, &g_blurTexture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_blurTexture); glTexImage2D(GL_TEXTURE_2D, 0, GLUS_RGB, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GLUS_RGB, GL_UNSIGNED_BYTE, 0); 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_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); // glGenFramebuffers(1, &g_blurFBO); glBindFramebuffer(GL_FRAMEBUFFER, g_blurFBO); // Attach the color buffer ... glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_blurTexture, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf("GL_FRAMEBUFFER_COMPLETE error 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); return GLUS_FALSE; } glBindFramebuffer(GL_FRAMEBUFFER, 0); // // Ground plane setup. // glusCreatePlanef(&plane, 20.0f); g_numberIndicesPlane = plane.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*)plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*)plane.normals, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*)plane.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, plane.numberIndices * sizeof(GLuint), (GLuint*)plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&plane); // glUseProgram(g_program.program); glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBindVertexArray(0); // glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_texture); glUniform1i(g_textureLocation, 0); // How many times the surface texture is repeated. glUniform1f(g_repeatLocation, 6.0f); // // Post process plane setup. // glusCreatePlanef(&plane, 1.0f); g_numberIndicesPostprocessPlane = plane.numberIndices; glGenBuffers(1, &g_postprocessVerticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessVerticesVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*)plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_postprocessTexCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessTexCoordsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*)plane.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_postprocessIndicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_postprocessIndicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, plane.numberIndices * sizeof(GLuint), (GLuint*)plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&plane); // glUseProgram(g_ssaoProgram.program); glGenVertexArrays(1, &g_ssaoVAO); glBindVertexArray(g_ssaoVAO); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessVerticesVBO); glVertexAttribPointer(g_ssaoVertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_ssaoVertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessTexCoordsVBO); glVertexAttribPointer(g_ssaoTexCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_ssaoTexCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_postprocessIndicesVBO); glBindVertexArray(0); // glUniform1i(g_ssaoTextureLocation, 0); glUniform1i(g_ssaoNormalTextureLocation, 1); glUniform1i(g_ssaoDepthTextureLocation, 2); glUniform1i(g_ssaoRotationNoiseTextureLocation, 3); glUniform1f(g_ssaoRadiusLocation, SSAO_RADIUS); // // Create the Kernel for SSAO. // for (i = 0; i < KERNEL_SIZE; i++) { g_kernel[i * 3 + 0] = glusRandomUniformGetFloatf(-1.0f, 1.0f); g_kernel[i * 3 + 1] = glusRandomUniformGetFloatf(-1.0f, 1.0f); g_kernel[i * 3 + 2] = glusRandomUniformGetFloatf(0.0f, 1.0f); // Kernel hemisphere points to positive Z-Axis. glusVector3Normalizef(&g_kernel[i * 3]); // Normalize, so included in the hemisphere. GLfloat scale = (GLfloat)i / (GLfloat)KERNEL_SIZE; // Create a scale value between [0;1[ . scale = glusClampf(scale * scale, 0.1f, 1.0f); // Adjust scale, that there are more values closer to the center of the g_kernel. glusVector3MultiplyScalarf(&g_kernel[i * 3], &g_kernel[i * 3], scale); } // Pass g_kernel to shader glUniform3fv(g_ssaoKernelLocation, KERNEL_SIZE, g_kernel); // // Create the rotation noise texture // for (i = 0; i < ROTATION_NOISE_SIZE; i++) { g_rotationNoise[i * 3 + 0] = glusRandomUniformGetFloatf(-1.0f, 1.0f); g_rotationNoise[i * 3 + 1] = glusRandomUniformGetFloatf(-1.0f, 1.0f); g_rotationNoise[i * 3 + 2] = 0.0f; // Rotate on x-y-plane, so z is zero. glusVector3Normalizef(&g_rotationNoise[i * 3]); // Normalized rotation vector. } // glGenTextures(1, &g_ssaoRotationNoiseTexture); glBindTexture(GL_TEXTURE_2D, g_ssaoRotationNoiseTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, ROTATION_NOISE_SIDE_LENGTH, ROTATION_NOISE_SIDE_LENGTH, 0, GL_RGB, GL_FLOAT, g_rotationNoise); // No filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // // g_rotationNoiseScale[0] = (GLfloat)TEXTURE_WIDTH / (GLfloat)ROTATION_NOISE_SIDE_LENGTH; g_rotationNoiseScale[1] = (GLfloat)TEXTURE_HEIGHT / (GLfloat)ROTATION_NOISE_SIDE_LENGTH; // Pass the scale, as the rotation noise texture is repeated over the screen x / y times. glUniform2fv(g_ssaoRotationNoiseScaleLocation, 1, g_rotationNoiseScale); // // glUseProgram(g_blurProgram.program); glGenVertexArrays(1, &g_blurVAO); glBindVertexArray(g_blurVAO); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessVerticesVBO); glVertexAttribPointer(g_blurVertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_blurVertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessTexCoordsVBO); glVertexAttribPointer(g_blurTexCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_blurTexCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_postprocessIndicesVBO); glBindVertexArray(0); // glUniform1i(g_blurColorTextureLocation, 0); glUniform1i(g_blurSSAOTextureLocation, 1); g_texelStep[0] = 1.0f / (GLfloat)TEXTURE_WIDTH; g_texelStep[1] = 1.0f / (GLfloat)TEXTURE_HEIGHT; // Pass the value to step from one to another texel. glUniform2fv(g_blurTexelStepLocation, 1, g_texelStep); // Variable to toggle between SSAO on and off glUniform1f(g_blurNoSSAOLocation, 0.0f); // // Basic OpenGL set up. // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); return GLUS_TRUE; }
GLUSuint initWaterTexture(GLUSfloat waterPlaneLength) { GLfloat projectionMatrixWaterTexture[16]; GLfloat modelViewMatrixWaterTexture[16]; GLUSshape plane; GLUStextfile vertexSource; GLUStextfile fragmentSource; glusLoadTextFile("../Example15/shader/WaterTexture.vert.glsl", &vertexSource); glusLoadTextFile("../Example15/shader/WaterTexture.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_programWaterTexture, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // g_projectionMatrixWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_projectionMatrix"); g_modelViewMatrixWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_modelViewMatrix"); g_waterPlaneLengthWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_waterPlaneLength"); g_passedTimeWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_passedTime"); g_waveParametersWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_waveParameters"); g_waveDirectionsWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_waveDirections"); g_vertexWaterTextureLocation = glGetAttribLocation(g_programWaterTexture.program, "a_vertex"); g_texCoordWaterTextureLocation = glGetAttribLocation(g_programWaterTexture.program, "a_texCoord"); // glGenTextures(1, &g_mirrorTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_mirrorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GLUS_RGB, TEXTURE_SIZE, TEXTURE_SIZE, 0, GLUS_RGB, GL_UNSIGNED_BYTE, 0); 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_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // glGenRenderbuffers(1, &g_depthMirrorTexture); glBindRenderbuffer(GL_RENDERBUFFER, g_depthMirrorTexture); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, TEXTURE_SIZE, TEXTURE_SIZE); glBindRenderbuffer(GL_RENDERBUFFER, 0); // glGenFramebuffers(1, &g_fboWaterTexture); glBindFramebuffer(GL_FRAMEBUFFER, g_fboWaterTexture); // Attach the color buffer ... glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_mirrorTexture, 0); // ... and the depth buffer, glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, g_depthMirrorTexture); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf("GL_FRAMEBUFFER_COMPLETE error 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); return GLUS_FALSE; } glBindFramebuffer(GL_FRAMEBUFFER, 0); // glBindVertexArray(0); // glusCreatePlanef(&plane, TEXTURE_SIZE / 2.0f); g_numberIndicesWaterTexture = plane.numberIndices; glGenBuffers(1, &g_verticesWaterTextureVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesWaterTextureVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsWaterTextureVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsWaterTextureVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) plane.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesWaterTextureVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesWaterTextureVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, plane.numberIndices * sizeof(GLuint), (GLuint*) plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&plane); // glUseProgram(g_programWaterTexture.program); glusLookAtf(modelViewMatrixWaterTexture, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glUniformMatrix4fv(g_modelViewMatrixWaterTextureLocation, 1, GL_FALSE, modelViewMatrixWaterTexture); glusOrthof(projectionMatrixWaterTexture, -(GLfloat) TEXTURE_SIZE / 2, (GLfloat) TEXTURE_SIZE / 2, -(GLfloat) TEXTURE_SIZE / 2, (GLfloat) TEXTURE_SIZE / 2, 1.0f, 100.0f); glUniformMatrix4fv(g_projectionMatrixWaterTextureLocation, 1, GL_FALSE, projectionMatrixWaterTexture); glUniform1f(g_waterPlaneLengthWaterTextureLocation, waterPlaneLength); // glGenVertexArrays(1, &g_vaoWaterTexture); glBindVertexArray(g_vaoWaterTexture); glBindBuffer(GL_ARRAY_BUFFER, g_verticesWaterTextureVBO); glVertexAttribPointer(g_vertexWaterTextureLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexWaterTextureLocation); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsWaterTextureVBO); glVertexAttribPointer(g_texCoordWaterTextureLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordWaterTextureLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesWaterTextureVBO); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return g_mirrorTexture; }