Exemple #1
0
void MeshEditor::initFields(QVBoxLayout *layout)
{
	customButton = new QPushButton("Custom", this);
	customButton->setFixedHeight(22);
	planeButton = new QPushButton("Plane", this);
	planeButton->setFixedHeight(22);
	perpPlaneButton = new QPushButton("Perpendicular Planes", this);
	perpPlaneButton->setFixedHeight(22);

	layout->addWidget(customButton);
	layout->addWidget(planeButton);
	layout->addWidget(perpPlaneButton);

	connect(customButton, SIGNAL(clicked()), this, SLOT(loadCustom()));
	connect(planeButton, SIGNAL(clicked()), this, SLOT(loadPlane()));
	connect(perpPlaneButton, SIGNAL(clicked()), this,
		SLOT(loadPerpPlane()));
}
Exemple #2
0
void loadRing(FILE * inFP, entity_t * ent, char * attribute) {
  char * attributes[] = {"radius", "width", NULL};
  int ndx;
  assert(ent->magic == ENTITY_T);
  sobj_t *sobj = ent->entDerived;
  assert(sobj->magic == SCENEOBJ_T);
  plane_t *plane = sobj->sobjDerived;
  assert(plane->magic == PLANE_T);
  ring_t * ring = plane->planeDerived;
  assert(ring->magic == RING_T);

  ndx = getindex(attribute, attributes);

  if (ndx == 0)
    ring->radius1 = readDouble(inFP, "Could not read ring radius");
  else if (ndx == 1)
    ring->width = readDouble(inFP, "Could not read ring width");
  else
    loadPlane(inFP, ent, attribute);
}
Exemple #3
0
void loadAssets()
{
	loadParticles();
	loadPlane();

	pstack.push(glm::perspective(45.0f, 
					(GLfloat)window.GetWidth()/window.GetHeight(), 0.1f, 175.0f));
	
	mstack.push(glm::lookAt(vec3(0, 2.7, 7), vec3(0, 2.4, 6), vec3(0, 1, 0)));
	
	// Load terrain shader
	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-vert.glsl", 
			GLSLShader::VERTEX)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-frag.glsl", 
			GLSLShader::FRAGMENT)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-tc.glsl", 
			GLSLShader::TESS_CONTROL)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-te.glsl", 
			GLSLShader::TESS_EVALUATION)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.link()) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	// Load plane shader
	if (!d_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "default-vert.glsl", 
			GLSLShader::VERTEX)) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	if (!d_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "default-frag.glsl", 
			GLSLShader::FRAGMENT)) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	const char *outputNames[] = { "Position" };
	glTransformFeedbackVaryings(d_program.getHandle(), 1, outputNames, GL_SEPARATE_ATTRIBS);

	if (!d_program.link()) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	
	g_program.use();
	g_program.setUniform("Viewport", viewport);
	
	g_program.setUniform("MinTessLevel", 1.0f);
	g_program.setUniform("MaxTessLevel", max_tess);
	//g_program.setUniform("MaxTessLevel", 20.0f);

	g_program.setUniform("NearClip", 0.1f);
	g_program.setUniform("FarClip", 175.0f);
	g_program.setUniform("NearFog", 10.0f);
	g_program.setUniform("FarFog", 125.0f);

	g_program.setUniform("Light0.position", vec3(L0POSITION));
	g_program.setUniform("Light0.La", vec3(L0AMBIENT));
	g_program.setUniform("Light0.Ld", vec3(L0DIFFUSE));


	GLuint terrainmap = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "heightmap-vlarge.png",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint watermap = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "watermap.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex1 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "grass.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex2 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "stonesnow.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex3 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "water.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex4 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "foam.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint nmap1 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "normalmap-vlarge.png",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint nmap2 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "watermap_NRM.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint omap1 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "occmap-vlarge.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	omap2 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "watermap_OCC.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	plane = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "F16_diffusemap2.tga",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );

	
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, terrainmap);
	g_program.setUniform("TerrainMap", 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);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);

	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, watermap);
	g_program.setUniform("WaterMap", 1);
	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);

	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, ttex1);
	g_program.setUniform("TTex1", 2);
	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);

	glActiveTexture(GL_TEXTURE3);
	glBindTexture(GL_TEXTURE_2D, ttex2);
	g_program.setUniform("TTex2", 3);
	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);

	glActiveTexture(GL_TEXTURE4);
	glBindTexture(GL_TEXTURE_2D, ttex3);
	g_program.setUniform("TTex3", 4);
	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);

	glActiveTexture(GL_TEXTURE5);
	glBindTexture(GL_TEXTURE_2D, ttex4);
	g_program.setUniform("TTex4", 5);
	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);

	glActiveTexture(GL_TEXTURE6);
	glBindTexture(GL_TEXTURE_2D, nmap1);
	g_program.setUniform("NMap1", 6);
	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);

	glActiveTexture(GL_TEXTURE7);
	glBindTexture(GL_TEXTURE_2D, nmap2);
	g_program.setUniform("NMap2", 7);
	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);

	glActiveTexture(GL_TEXTURE8);
	glBindTexture(GL_TEXTURE_2D, omap1);
	g_program.setUniform("OMap1", 8);
	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);

	glActiveTexture(GL_TEXTURE9);
	glBindTexture(GL_TEXTURE_2D, omap2);
	g_program.setUniform("OMap2", 9);
	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);

	
	d_program.use();

	plv = glGetSubroutineIndex(d_program.getHandle(), GL_VERTEX_SHADER, "RenderPlane");
	plf = glGetSubroutineIndex(d_program.getHandle(), GL_FRAGMENT_SHADER, "RenderPlane");
	pav = glGetSubroutineIndex(d_program.getHandle(), GL_VERTEX_SHADER, "RenderParticles");
	paf = glGetSubroutineIndex(d_program.getHandle(), GL_FRAGMENT_SHADER, "RenderParticles");


	glActiveTexture(GL_TEXTURE9);
	glBindTexture(GL_TEXTURE_2D, plane);
	d_program.setUniform("PlaneTex", 9);
	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);

	d_program.setUniform("Light0.position", vec3(L0POSITION));
	d_program.setUniform("Light0.La", vec3(L0AMBIENT));
	d_program.setUniform("Light0.Ld", vec3(L0DIFFUSE));

	loadLand(156, 100);
}
Exemple #4
0
// Loading stuff
void Graphics::loadGraphicsData(std::string directory){
	loadShaders(directory + "Shaders/");
	loadModels(directory + "Models/");
	loadSkyBoxes(directory + "SkyBoxes/");
	loadPlane();
}
Exemple #5
0
void HUDRenderer::init() {
   loadPlane();
   loadElements();
}