Esempio n. 1
0
bool eqHello::Renderer::initContext(co::Object* initData)
{
    if (!seq::Renderer::initContext(initData))
        return false;

    if (!_loadShaders())
        return false;

    _setupCube();
    return true;
}
Esempio n. 2
0
void OpenGlShape::init(const char * vertexShaderFilePath, const char * fragmentShaderFilePath, const char* textureFilename)
{
	glGenVertexArrays(1, &_vertexArrayId);
	glBindVertexArray(_vertexArrayId);

	glGenBuffers(1, &_vertexBuffer);
	glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
	glBufferData(GL_ARRAY_BUFFER, _vertexBufferData.size() * sizeof(GLfloat), &_vertexBufferData.front(), GL_STATIC_DRAW);

	glGenBuffers(1, &_texCoordBuffer);
	glBindBuffer(GL_ARRAY_BUFFER, _texCoordBuffer);
	glBufferData(GL_ARRAY_BUFFER, _textureBufferData.size() * sizeof(GLfloat), &_textureBufferData.front(), GL_STATIC_DRAW);

	_programId = _loadShaders(vertexShaderFilePath, fragmentShaderFilePath);
	
	_matrixId = glGetUniformLocation(_programId, "MVP");

	_loadTexture(textureFilename);
}
Esempio n. 3
0
bool Window::configInitGL( const eq::uint128_t& initID )
{
    if( !eq::Window::configInitGL( initID ))
        return false;

    glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, 1 );
    glEnable( GL_CULL_FACE ); // OPT - produces sparser images in DB mode
    glCullFace( GL_BACK );

    LBASSERT( !_state );
    _state = new VertexBufferState( getObjectManager( ));

    const Config*   config   = static_cast< const Config* >( getConfig( ));
    const InitData& initData = config->getInitData();

    if( initData.showLogo( ))
        _loadLogo();

    if( initData.useGLSL() )
        _loadShaders();

    return true;
}
Esempio n. 4
0
eDeferredRenderer::eDeferredRenderer(eGraphicsApiDx9 *gfx, eU32 shadowSize, eU32 refractionSize) : eIRenderer(gfx),
    m_diffuseRt(eNULL),
    m_normalsRt(eNULL),
    m_specularRt(eNULL),
    m_positionRt(eNULL),
    m_deferredShadowMap(eNULL),
    m_unwrappedDistMap(eNULL),
    m_indirectionCm(eNULL),
    m_shadowSize(shadowSize),
    m_refractionTex(eNULL),
    m_refractionSize(refractionSize)
{
    eASSERT(gfx != eNULL);

    _createIndirectionCubeMap();
    _loadShaders();

    // Create default material for meshes.
    eMaterial defaultMat;

    defaultMat.setFlatShaded(eTRUE);
    eMaterial::setDefault(defaultMat);
}