bool build(ilG_renderman *rm, char **error) {
        this->rm = rm;
        ilG_material m;
        ilG_material_init(&m);
        ilG_material_name(&m, "Teapot Material");
        ilG_material_arrayAttrib(&m, ILG_MESH_POS, "in_Position");
        ilG_material_arrayAttrib(&m, ILG_MESH_TEX, "in_Texcoord");
        ilG_material_arrayAttrib(&m, ILG_MESH_NORM, "in_Normal");
        ilG_material_arrayAttrib(&m, ILG_MESH_DIFFUSE, "in_Diffuse");
        ilG_material_arrayAttrib(&m, ILG_MESH_SPECULAR, "in_Specular");
        ilG_material_textureUnit(&m, 0, "tex");
        ilG_material_fragData(&m, ILG_GBUFFER_ALBEDO, "out_Albedo");
        ilG_material_fragData(&m, ILG_GBUFFER_NORMAL, "out_Normal");
        ilG_material_fragData(&m, ILG_GBUFFER_REFRACTION, "out_Refraction");
        ilG_material_fragData(&m, ILG_GBUFFER_GLOSS, "out_Gloss");
        if (!ilG_renderman_addMaterialFromFile(rm, m, "teapot.vert", "teapot.frag", &mat, error)) {
            return false;
        }
        ilG_material *mat = ilG_renderman_findMaterial(rm, this->mat);
        mvp_loc = ilG_material_getLoc(mat, "mvp");
        imt_loc = ilG_material_getLoc(mat, "imt");

        if (!ilG_mesh_fromfile(&mesh, &demo_fs, "teapot.obj")) {
            return false;
        }

        ilG_tex_loadfile(&tex, &demo_fs, "white-marble-texture.png");
        return true;
    }
Exemple #2
0
ilG_renderer ilG_heightmap_new(unsigned w, unsigned h, ilG_tex height, ilG_tex normal, ilG_tex color)
{
    ilA_mesh *mesh = ilA_mesh_new(ILA_MESH_POSITION|ILA_MESH_TEXCOORD, w * h * 6);
    unsigned x, y, i = 0, j;
    
    mesh->mode = ILA_MESH_TRIANGLES;
    for (y = 1; y < h; y++) {
        for (x = 1; x < w; x++) {
            float pos[] = {
                x,  y,  0, 1,
                x,  y-1,0, 1,
                x-1,y,  0, 1,

                x,  y-1,0, 1,
                x-1,y-1,0, 1,
                x-1,y,  0, 1,
            };
            for (j = 0; j < 24; j += 4) {
                pos[j] /= w;
            }
            for (j = 1; j < 24; j += 4) {
                pos[j] /= h;
            }
            memcpy(mesh->position + i, pos, sizeof(pos));
            float tex[] = {
                x, y, 0, 0,
                x, y, 0, 0,
                x, y, 0, 0,

                x, y, 0, 0,
                x, y, 0, 0,
                x, y, 0, 0,
            };
            memcpy(mesh->texcoord + i, tex, sizeof(tex));
            i += 6;
        }
    }

    ilG_heightmap *self = calloc(1, sizeof(ilG_heightmap));
    self->w = w;
    self->h = h;
    height.unit = 0;
    normal.unit = 1;
    color.unit = 2;
    self->height = height;
    self->normal = normal;
    self->color = color;
    self->mesh = mesh;

    ilG_material *mat = self->shader = ilG_material_new();
    ilG_material_vertex_file(mat, "heightmap.vert");
    ilG_material_fragment_file(mat, "heightmap.frag");
    ilG_material_name(mat, "Heightmap Shader");
    ilG_material_arrayAttrib(mat, ILG_ARRATTR_POSITION, "in_Position");
    ilG_material_arrayAttrib(mat, ILG_ARRATTR_TEXCOORD, "in_Texcoord");
    ilG_material_textureUnit(mat, 0, "height_tex");
    ilG_material_textureUnit(mat, 1, "normal_tex");
    ilG_material_textureUnit(mat, 2, "ambient_tex");
    ilG_material_fragData(mat, ILG_FRAGDATA_ACCUMULATION, "out_Ambient");
    ilG_material_fragData(mat, ILG_FRAGDATA_NORMAL, "out_Normal");
    ilG_material_fragData(mat, ILG_FRAGDATA_DIFFUSE, "out_Diffuse");
    ilG_material_fragData(mat, ILG_FRAGDATA_SPECULAR, "out_Specular");
    ilG_material_matrix(mat, ILG_MVP, "mvp");
    ilG_material_matrix(mat, ILG_INVERSE | ILG_MODEL | ILG_TRANSPOSE, "imt");
    ilG_material_bindFunc(mat, width_uniform, self, "size");

    return ilG_renderer_wrap(self, &ilG_heightmap_renderer);
}
Exemple #3
0
bool ilG_heightmap_build(ilG_heightmap *hm, ilG_renderman *rm, unsigned w, unsigned h,
                         ilG_tex height, ilG_tex normal, ilG_tex color, char **error)
{
    memset(hm, 0, sizeof(*hm));
    hm->rm = rm;
    ilA_mesh *mesh = ilA_mesh_new(ILA_MESH_POSITION|ILA_MESH_TEXCOORD, w * h * 6);
    unsigned x, y, i = 0, j;

    mesh->mode = ILA_MESH_TRIANGLES;
    for (y = 1; y < h; y++) {
        for (x = 1; x < w; x++) {
            float pos[] = {
                x,  y,  0, 1,
                x,  y-1,0, 1,
                x-1,y,  0, 1,

                x,  y-1,0, 1,
                x-1,y-1,0, 1,
                x-1,y,  0, 1,
            };
            for (j = 0; j < 24; j += 4) {
                pos[j] /= w;
            }
            for (j = 1; j < 24; j += 4) {
                pos[j] /= h;
            }
            memcpy(mesh->position + i, pos, sizeof(pos));
            float tex[] = {
                x, y, 0, 0,
                x, y, 0, 0,
                x, y, 0, 0,

                x, y, 0, 0,
                x, y, 0, 0,
                x, y, 0, 0,
            };
            memcpy(mesh->texcoord + i, tex, sizeof(tex));
            i += 6;
        }
    }

    hm->w = w;
    hm->h = h;
    hm->height = height;
    hm->normal = normal;
    hm->color = color;

    ilG_material mat;
    ilG_material_init(&mat);
    ilG_material_name(&mat, "Heightmap Shader");
    ilG_material_arrayAttrib(&mat, ILG_MESH_POS, "in_Position");
    ilG_material_arrayAttrib(&mat, ILG_MESH_TEX, "in_Texcoord");
    ilG_material_textureUnit(&mat, TEX_HEIGHT, "height_tex");
    ilG_material_textureUnit(&mat, TEX_NORMAL, "normal_tex");
    ilG_material_textureUnit(&mat, TEX_COLOR, "ambient_tex");
    ilG_material_fragData(&mat, ILG_GBUFFER_NORMAL, "out_Normal");
    ilG_material_fragData(&mat, ILG_GBUFFER_ALBEDO, "out_Albedo");
    if (!ilG_renderman_addMaterialFromFile(hm->rm, mat, "heightmap.vert", "heightmap.frag", &hm->mat, error)) {
        return false;
    }
    ilG_material *mat2 = ilG_renderman_findMaterial(rm, hm->mat);
    hm->mvp = ilG_material_getLoc(mat2, "mvp");
    hm->imt = ilG_material_getLoc(mat2, "imt");
    hm->size = ilG_material_getLoc(mat2, "size");

    if (!ilG_mesh_init(&hm->mesh, mesh)) {
        ilA_mesh_free(mesh);
        return false;
    }
    ilA_mesh_free(mesh);

    return true;
}