Esempio n. 1
0
File: main.c Progetto: Adon-m/OpenGL
/**
 * Function for initialization.
 */
GLUSboolean init(GLUSvoid)
{
	GLubyte pixels[WIDTH * HEIGHT * BYTES_PER_PIXEL];

	//

	GLUStextfile vertexSource;
	GLUStextfile fragmentSource;

	// Render (CPU) into pixel buffer

	if (!renderToPixelBuffer(pixels, WIDTH, HEIGHT))
	{
		printf("Error: Could not render to pixel buffer.\n");

		return GLUS_FALSE;
	}

	// Load full screen rendering shaders

	glusLoadTextFile("../Example29/shader/fullscreen.vert.glsl", &vertexSource);
	glusLoadTextFile("../Example29/shader/texture.frag.glsl", &fragmentSource);

	glusBuildProgramFromSource(&g_program, (const GLchar**)&vertexSource.text, 0, 0, 0, (const GLchar**)&fragmentSource.text);

	glusDestroyTextFile(&vertexSource);
	glusDestroyTextFile(&fragmentSource);

	g_textureLocation = glGetUniformLocation(g_program.program, "u_texture");

	// Generate texture

	glGenTextures(1, &g_texture);
	glBindTexture(GL_TEXTURE_2D, g_texture);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);

	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);

	//

	glUseProgram(g_program.program);

	//

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

	//

	glBindTexture(GL_TEXTURE_2D, g_texture);
	glUniform1i(g_textureLocation, 0);

	return GLUS_TRUE;
}
Esempio n. 2
0
GLUSboolean init(GLUSvoid)
{
    // Points of a triangle in normalized device coordinates.
    GLfloat points[] = { -0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f };

    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    // Load the source of the vertex and fragment shader.
    glusLoadTextFile("../Example02/shader/simple.vert.glsl", &vertexSource);
    glusLoadTextFile("../Example02/shader/red.frag.glsl", &fragmentSource);

    // Build the program.
    glusBuildProgramFromSource(&g_program, (const GLchar**) &vertexSource.text, 0, 0, 0, (const GLchar**) &fragmentSource.text);

    // Destroy the text resources.
    glusDestroyTextFile(&vertexSource);
    glusDestroyTextFile(&fragmentSource);

    //

    // Retrieve the vertex location in the program.
    g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex");

    //

    // Create and bind the VBO for the vertices.
    glGenBuffers(1, &g_verticesVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);

    // Transfer the vertices from CPU to GPU.
    glBufferData(GL_ARRAY_BUFFER, 3 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    //

    // Use the program.
    glUseProgram(g_program.program);

    // Create the VAO for the program.
    glGenVertexArrays(1, &g_vao);
    glBindVertexArray(g_vao);

    // Bind the only used VBO in this example.
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);
    glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_vertexLocation);

    //

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

    return GLUS_TRUE;
}
Esempio n. 3
0
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;
}
Esempio n. 4
0
GLUSboolean init(GLUSvoid)
{
    GLUSshape torus;

    GLUSshape backgroundSphere;

    GLUStgaimage image;

    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    glusLoadTextFile("../Example11_ES/shader/glass.vert.glsl", &vertexSource);
    glusLoadTextFile("../Example11_ES/shader/glass.frag.glsl", &fragmentSource);

    glusBuildProgramFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text);

    glusDestroyTextFile(&vertexSource);
    glusDestroyTextFile(&fragmentSource);

    //

    glusLoadTextFile("../Example11_ES/shader/background.vert.glsl", &vertexSource);
    glusLoadTextFile("../Example11_ES/shader/background.frag.glsl", &fragmentSource);

    glusBuildProgramFromSource(&g_programBackground, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text);

    glusDestroyTextFile(&vertexSource);
    glusDestroyTextFile(&fragmentSource);

    //

    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_cameraLocation = glGetUniformLocation(g_program.program, "u_camera");
    g_cubemapLocation = glGetUniformLocation(g_program.program, "u_cubemap");

    g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex");
    g_normalLocation = glGetAttribLocation(g_program.program, "a_normal");

    //

    g_viewProjectionMatrixBackgroundLocation = glGetUniformLocation(g_programBackground.program, "u_viewProjectionMatrix");
    g_modelMatrixBackgroundLocation = glGetUniformLocation(g_programBackground.program, "u_modelMatrix");
    g_cubemapBackgroundLocation = glGetUniformLocation(g_programBackground.program, "u_cubemap");

    g_vertexBackgroundLocation = glGetAttribLocation(g_programBackground.program, "a_vertex");

    //

    glGenTextures(1, &g_cubemap);
    glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemap);

    glusLoadTgaImage("cm_pos_x.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glusLoadTgaImage("cm_neg_x.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glusLoadTgaImage("cm_pos_y.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glusLoadTgaImage("cm_neg_y.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glusLoadTgaImage("cm_pos_z.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glusLoadTgaImage("cm_neg_z.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

    //

    glusCreateTorusf(&torus, 0.25f, 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);

    //

    glusCreateSpheref(&backgroundSphere, g_circleRadius, 32);
    g_numberIndicesBackground = backgroundSphere.numberIndices;

    glGenBuffers(1, &g_verticesBackgroundVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO);
    glBufferData(GL_ARRAY_BUFFER, backgroundSphere.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) backgroundSphere.vertices, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glGenBuffers(1, &g_indicesBackgroundVBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, backgroundSphere.numberIndices * sizeof(GLuint), (GLuint*) backgroundSphere.indices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    glusDestroyShapef(&backgroundSphere);

    //

    glUseProgram(g_program.program);

    glUniform1i(g_cubemapLocation, 0);

    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);

    //

    glUseProgram(g_programBackground.program);

    glUniform1i(g_cubemapBackgroundLocation, 0);

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

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO);
    glVertexAttribPointer(g_vertexBackgroundLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_vertexBackgroundLocation);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);

    //

    glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemap);

    //

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

    glClearDepthf(1.0f);

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_CULL_FACE);

    return GLUS_TRUE;
}
Esempio n. 5
0
File: main.c Progetto: Adon-m/OpenGL
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;
}
Esempio n. 6
0
File: main.c Progetto: Adon-m/OpenGL
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;
}
Esempio n. 7
0
GLUSboolean initWavefront(GLUSfloat viewMatrix[16], struct LightProperties* light)
{
    // Color material with white specular color.
    struct MaterialProperties material = { { 0.0f, 1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, 20.0f };

    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    GLUSshape wavefrontObj;

    g_viewMatrix = viewMatrix;

    g_light = light;

    //

    glusLoadTextFile("../Example19_ES/shader/phong.vert.glsl", &vertexSource);
    glusLoadTextFile("../Example19_ES/shader/phong.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_lightLocations.directionLocation = glGetUniformLocation(g_program.program, "u_light.direction");
    g_lightLocations.ambientColorLocation = glGetUniformLocation(g_program.program, "u_light.ambientColor");
    g_lightLocations.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_light.diffuseColor");
    g_lightLocations.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_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex");
    g_normalLocation = glGetAttribLocation(g_program.program, "a_normal");

    //

    // Use a helper function to load an wavefront object file.
    glusLoadObjFile("monkey.obj", &wavefrontObj);

    g_numberVertices = wavefrontObj.numberVertices;

    glGenBuffers(1, &g_verticesVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);
    glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) wavefrontObj.vertices, GL_STATIC_DRAW);

    glGenBuffers(1, &g_normalsVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO);
    glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) wavefrontObj.normals, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glusDestroyShapef(&wavefrontObj);

    //

    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);

    //

    glusVector3Normalizef(g_light->direction);

    // Set up light ...
    // Direction is set later
    glUniform4fv(g_lightLocations.ambientColorLocation, 1, g_light->ambientColor);
    glUniform4fv(g_lightLocations.diffuseColorLocation, 1, g_light->diffuseColor);
    glUniform4fv(g_lightLocations.specularColorLocation, 1, g_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);

    glClearDepthf(1.0f);

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_CULL_FACE);

    return GLUS_TRUE;
}
Esempio n. 8
0
GLUSboolean init(GLUSvoid)
{
	GLUStextfile vertexSource;
	GLUStextfile fragmentSource;
	GLUStextfile computeSource;

	glusLoadTextFile("../Example30/shader/fullscreen.vert.glsl", &vertexSource);
	glusLoadTextFile("../Example30/shader/texture.frag.glsl", &fragmentSource);

	glusBuildProgramFromSource(&g_program, (const GLchar**)&vertexSource.text, 0, 0, 0, (const GLchar**)&fragmentSource.text);

	glusDestroyTextFile(&vertexSource);
	glusDestroyTextFile(&fragmentSource);

	glusLoadTextFile("../Example30/shader/raytrace.comp.glsl", &computeSource);

	glusBuildComputeProgramFromSource(&g_computeProgram, (const GLchar**)&computeSource.text);

	glusDestroyTextFile(&computeSource);

	//

	// Retrieve the uniform locations in the program.
	g_textureLocation = glGetUniformLocation(g_program.program, "u_texture");

	//

	// Generate and bind a texture.
	glGenTextures(1, &g_texture);
	glBindTexture(GL_TEXTURE_2D, g_texture);

	// Create an empty image.
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, g_imageWidth, g_imageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);

	// Setting the texture parameters.
	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);

	//
	//

	glUseProgram(g_program.program);

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

	//

	// Also bind created texture ...
	glBindTexture(GL_TEXTURE_2D, g_texture);

	// ... and bind this texture as an image, as we will write to it. see binding = 0 in shader.
	glBindImageTexture(0, g_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);

	// ... and as this is texture number 0, bind the uniform to the program.
	glUniform1i(g_textureLocation, 0);

	//
	//

	glUseProgram(g_computeProgram.program);

	//

	// Generate the ray directions depending on FOV, width and height.
	if (!glusRaytracePerspectivef(g_directionBuffer, PADDING, 30.0f, WIDTH, HEIGHT))
	{
		printf("Error: Could not create direction buffer.\n");

		return GLUS_FALSE;
	}

	// Compute shader will use these textures just for input.
	glusRaytraceLookAtf(g_positionBuffer, g_directionBuffer, g_directionBuffer, PADDING, WIDTH, HEIGHT, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f);

	//
	// Buffers with the initial ray position and direction.
	//

	glGenBuffers(1, &g_directionSSBO);

	glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_directionSSBO);
	glBufferData(GL_SHADER_STORAGE_BUFFER, WIDTH * HEIGHT * (3 + PADDING) * sizeof(GLfloat), g_directionBuffer, GL_STATIC_READ);
	// see binding = 1 in the shader
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, g_directionSSBO);

	//

	glGenBuffers(1, &g_positionSSBO);

	glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_positionSSBO);
	glBufferData(GL_SHADER_STORAGE_BUFFER, WIDTH * HEIGHT * 4 * sizeof(GLfloat), g_positionBuffer, GL_STATIC_READ);
	// see binding = 2 in the shader
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, g_positionSSBO);

	return GLUS_TRUE;
}
Esempio n. 9
0
File: ex14.c Progetto: spetz911/vog
GLUSboolean init(GLUSvoid)
{
    GLfloat textureToWorldNormalMatrix[16];

    // The maximum detail level which is 2^s = sMapExtend.
    GLuint sMaxDetailLevel;

    // The maximum detail level which is 2^t = tMapExtend.
    GLuint tMaxDetailLevel;

    // The overall maximum detail level from s and t.
    GLuint overallMaxDetailLevel;

    // Step for s and t direction.
    GLfloat detailStep;

    GLuint s, t;

    GLUStgaimage image;

    GLfloat* map = 0;

    GLuint* indices = 0;

    GLUStextfile vertexSource;
    GLUStextfile controlSource;
    GLUStextfile evaluationSource;
    GLUStextfile geometrySource;
    GLUStextfile fragmentSource;

    GLfloat lightDirection[3] = { 1.0f, 1.0f, 1.0f };

    glusVector3Normalizef(lightDirection);

    g_topView.cameraPosition[0] = 0.0f;
    g_topView.cameraPosition[1] = 30000.0f * METERS_TO_VIRTUAL_WORLD_SCALE;
    g_topView.cameraPosition[2] = 0.0f;
    g_topView.cameraPosition[3] = 1.0;
    g_topView.cameraDirection[0] = 0.0f;
    g_topView.cameraDirection[1] = -1.0f;
    g_topView.cameraDirection[2] = 0.0f;
    g_topView.cameraUp[0] = 0.0f;
    g_topView.cameraUp[1] = 0.0f;
    g_topView.cameraUp[2] = -1.0f;
    g_topView.fov = 40.0f;

    g_personView.cameraPosition[0] = 0.0f;
    g_personView.cameraPosition[1] = 4700.0f * METERS_TO_VIRTUAL_WORLD_SCALE;
    g_personView.cameraPosition[2] = 0.0f;
    g_personView.cameraPosition[3] = 1.0;
    g_personView.cameraDirection[0] = 0.0f;
    g_personView.cameraDirection[1] = 0.0f;
    g_personView.cameraDirection[2] = -1.0f;
    g_personView.cameraUp[0] = 0.0f;
    g_personView.cameraUp[1] = 1.0f;
    g_personView.cameraUp[2] = 0.0f;
    g_personView.fov = 60.0f;

    g_activeView = &g_personView;

    if (!glusLoadTgaImage(NORMAL_MAP, &image))
    {
        printf("Could not load normal picture '%s'!\n", NORMAL_MAP);

        return GLUS_FALSE;
    }

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    glGenTextures(1, &g_normalMapTexture);

    glBindTexture(GL_TEXTURE_RECTANGLE, g_normalMapTexture);

    glTexImage2D(GL_TEXTURE_RECTANGLE, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);

    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glusDestroyTgaImage(&image);

    if (!glusLoadTgaImage(HEIGHT_MAP, &image))
    {
        printf("Could not load height picture '%s'!\n", HEIGHT_MAP);

        return GLUS_FALSE;
    }

    glGenTextures(1, &g_heightMapTexture);

    glBindTexture(GL_TEXTURE_RECTANGLE, g_heightMapTexture);

    glTexImage2D(GL_TEXTURE_RECTANGLE, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);

    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    g_sMapExtend = (GLfloat) image.width;

    g_tMapExtend = (GLfloat) image.height;

    glusDestroyTgaImage(&image);

    // Calculate the detail level for the s and ...
    sMaxDetailLevel = (GLuint) floorf(logf(g_sMapExtend) / logf(2.0f));

    // ... t extend
    tMaxDetailLevel = (GLuint) floorf(logf(g_tMapExtend) / logf(2.0f));

    overallMaxDetailLevel = glusMinf(sMaxDetailLevel, tMaxDetailLevel);

    // Do checking of calculated parameters
    if (MINIMUM_DETAIL_LEVEL > overallMaxDetailLevel)
    {
        printf("Detail level to high %d > %d\n", MINIMUM_DETAIL_LEVEL, overallMaxDetailLevel);

        return GLUS_FALSE;
    }

    if (MINIMUM_DETAIL_LEVEL + DETAIL_LEVEL_FIRST_PASS > overallMaxDetailLevel)
    {
        printf("First pass detail level to high %d > %d\n", MINIMUM_DETAIL_LEVEL + DETAIL_LEVEL_FIRST_PASS, overallMaxDetailLevel);

        return GLUS_FALSE;
    }

    if (powf(2.0f, overallMaxDetailLevel - (MINIMUM_DETAIL_LEVEL + DETAIL_LEVEL_FIRST_PASS)) > 32.0f)
    {
        printf("Tessellation level to high %d > 32\n", (GLint) powf(2.0f, overallMaxDetailLevel - (MINIMUM_DETAIL_LEVEL + DETAIL_LEVEL_FIRST_PASS)));

        return GLUS_FALSE;
    }

    detailStep = powf(2.0f, overallMaxDetailLevel - MINIMUM_DETAIL_LEVEL);

    g_sNumPoints = (GLuint) ceilf(g_sMapExtend / detailStep) - 1;

    g_tNumPoints = (GLuint) ceilf(g_tMapExtend / detailStep) - 1;

    //
    // Generate the flat terrain mesh.
    //

    map = (GLUSfloat*) malloc(g_sNumPoints * g_tNumPoints * 2 * sizeof(GLfloat));

    indices = (GLuint*) malloc(g_sNumPoints * g_tNumPoints * sizeof(GLuint));

    for (t = 0; t < g_tNumPoints; t++)
    {
        for (s = 0; s < g_sNumPoints; s++)
        {
            map[t * g_sNumPoints * 2 + s * 2 + 0] = 0.5f + detailStep / 2.0f + (GLfloat) s * detailStep;
            map[t * g_sNumPoints * 2 + s * 2 + 1] = 0.5f + detailStep / 2.0f + (GLfloat) t * detailStep;

            indices[t * g_sNumPoints + s + 0] = (t + 0) * g_sNumPoints + s + 0;
        }
    }

    //
    // Transferring vertices and indices into GPU
    //

    // Pass one

    glGenBuffers(1, &g_verticesPassOneVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesPassOneVBO);
    glBufferData(GL_ARRAY_BUFFER, g_sNumPoints * g_tNumPoints * 2 * sizeof(GLfloat), map, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glGenBuffers(1, &g_indicesPassOneVBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesPassOneVBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, g_sNumPoints * g_tNumPoints * sizeof(GLuint), indices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    // Pass two.

    glGenBuffers(1, &g_verticesPassTwoVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesPassTwoVBO);
    // Calculate enough space!
    glBufferData(GL_ARRAY_BUFFER, g_sNumPoints * g_tNumPoints * (GLuint) pow(4, DETAIL_LEVEL_FIRST_PASS + 1) * 2 * sizeof(GLfloat), 0, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    //

    free(map);
    map = 0;

    free(indices);
    indices = 0;

    //

    if (!glusLoadTgaImage(COLOR_MAP, &image))
    {
        printf("Could not load color picture '%s'!\n", COLOR_MAP);

        return GLUS_FALSE;
    }

    glGenTextures(1, &g_colorMapTexture);

    glBindTexture(GL_TEXTURE_2D, g_colorMapTexture);

    glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);

    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);

    glusDestroyTgaImage(&image);

    //

    glGenQueries(1, &g_transformFeedbackQuery);

    //
    // Creating the shader program.
    //

    // Pass one.

    glusLoadTextFile("../Example14/shader/PassOne.vert.glsl", &vertexSource);
    glusLoadTextFile("../Example14/shader/PassOne.geom.glsl", &geometrySource);
    glusLoadTextFile("../Example14/shader/PassOne.frag.glsl", &fragmentSource);

    // Compile and ...
    glusCreateProgramFromSource(&g_programPassOne, (const GLUSchar**) &vertexSource.text, 0, 0, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text);

    // ... add the transform variable ...
    glTransformFeedbackVaryings(g_programPassOne.program, 1, (const GLchar**) &TRANSFORM_VARYING, GL_SEPARATE_ATTRIBS);

    // ... and link the program
    if (!glusLinkProgram(&g_programPassOne))
    {
        printf("Could not build program one\n");

        return GLUS_FALSE;
    }

    // Destroy the text resource
    glusDestroyTextFile(&vertexSource);
    glusDestroyTextFile(&geometrySource);
    glusDestroyTextFile(&fragmentSource);

    g_halfDetailStepPassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_halfDetailStep");

    g_detailLevelPassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_detailLevel");

    g_fovRadiusPassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_fovRadius");

    g_positionTextureSpacePassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_positionTextureSpace");
    g_leftNormalTextureSpacePassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_leftNormalTextureSpace");
    g_rightNormalTextureSpacePassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_rightNormalTextureSpace");
    g_backNormalTextureSpacePassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_backNormalTextureSpace");

    // Pass two.

    glusLoadTextFile("../Example14/shader/PassTwo.vert.glsl", &vertexSource);
    glusLoadTextFile("../Example14/shader/PassTwo.cont.glsl", &controlSource);
    glusLoadTextFile("../Example14/shader/PassTwo.eval.glsl", &evaluationSource);
    glusLoadTextFile("../Example14/shader/PassTwo.geom.glsl", &geometrySource);
    glusLoadTextFile("../Example14/shader/PassTwo.frag.glsl", &fragmentSource);

    if (!glusBuildProgramFromSource(&g_shaderProgramPassTwo, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &controlSource.text, (const GLUSchar**) &evaluationSource.text, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text))
    {
        printf("Could not build program two\n");

        return GLUS_FALSE;
    }

    glusDestroyTextFile(&vertexSource);
    glusDestroyTextFile(&controlSource);
    glusDestroyTextFile(&evaluationSource);
    glusDestroyTextFile(&geometrySource);
    glusDestroyTextFile(&fragmentSource);

    g_maxTessellationLevelPassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_maxTessellationLevel");

    g_quadrantStepPassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_quadrantStep");

    g_positionTextureSpacePassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_positionTextureSpace");

    g_heightMapTexturePassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_heightMapTexture");
    g_normalMapTexturePassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_normalMapTexture");

    g_tmvpPassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_tmvpMatrix");

    g_lightDirectionPassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_lightDirection");

    g_colorMapTexturePassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_colorMapTexture");

    //

    // One time matrix calculations to convert between texture and world space

    glusMatrix4x4Identityf(g_textureToWorldMatrix);
    glusMatrix4x4Identityf(textureToWorldNormalMatrix);

    glusMatrix4x4Scalef(g_textureToWorldMatrix, HORIZONTAL_PIXEL_SPACING * METERS_TO_VIRTUAL_WORLD_SCALE, VERTICAL_PIXEL_RANGE * METERS_TO_VIRTUAL_WORLD_SCALE, HORIZONTAL_PIXEL_SPACING * METERS_TO_VIRTUAL_WORLD_SCALE);
    // Skip this scale for the normal matrix

    glusMatrix4x4Scalef(g_textureToWorldMatrix, 1.0f, 1.0f, -1.0f);
    glusMatrix4x4Scalef(textureToWorldNormalMatrix, 1.0f, 1.0f, -1.0f);

    glusMatrix4x4Translatef(g_textureToWorldMatrix, -g_sMapExtend / 2.0f, 0.0f, -g_tMapExtend / 2.0f);
    // No need for the translation matrix in the normal matrix

    glusMatrix4x4Copyf(g_worldToTextureMatrix, g_textureToWorldMatrix, GLUS_FALSE);
    glusMatrix4x4Inversef(g_worldToTextureMatrix);

    glusMatrix4x4Copyf(g_worldToTextureNormalMatrix, textureToWorldNormalMatrix, GLUS_FALSE);
    glusMatrix4x4Inversef(g_worldToTextureNormalMatrix);

    // Pass one

    glUseProgram(g_programPassOne.program);

    glUniform1f(g_halfDetailStepPassOneLocation, detailStep / 2.0f);
    glUniform1ui(g_detailLevelPassOneLocation, DETAIL_LEVEL_FIRST_PASS);
    glUniform1f(g_fovRadiusPassOneLocation, FOV_RADIUS / HORIZONTAL_PIXEL_SPACING * METERS_TO_VIRTUAL_WORLD_SCALE);

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

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesPassOneVBO);
    // First 0 is the location = 0. See shader source
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
    // Enable location = 0
    glEnableVertexAttribArray(0);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesPassOneVBO);

   // Pass two

    glUseProgram(g_shaderProgramPassTwo.program);

    glUniform3fv(g_lightDirectionPassTwoLocation, 1, lightDirection);
    glUniform1ui(g_maxTessellationLevelPassTwoLocation, overallMaxDetailLevel - (MINIMUM_DETAIL_LEVEL + DETAIL_LEVEL_FIRST_PASS));
    glUniform1i(g_quadrantStepPassTwoLocation, QUADRANT_STEP);

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

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesPassTwoVBO);
    // First 0 is the location = 0. See shader source
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
    // Enable location = 0
    glEnableVertexAttribArray(0);

    //

    glActiveTexture(GL_TEXTURE0);
    glUniform1i(g_heightMapTexturePassTwoLocation, 0);
    glBindTexture(GL_TEXTURE_RECTANGLE, g_heightMapTexture);

    glActiveTexture(GL_TEXTURE1);
    glUniform1i(g_colorMapTexturePassTwoLocation, 1);
    glBindTexture(GL_TEXTURE_2D, g_colorMapTexture);

    glActiveTexture(GL_TEXTURE2);
    glUniform1i(g_normalMapTexturePassTwoLocation, 2);
    glBindTexture(GL_TEXTURE_RECTANGLE, g_normalMapTexture);

    //

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

    glClearDepth(1.0f);

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_CULL_FACE);

    glPatchParameteri(GL_PATCH_VERTICES, 4);

    return GLUS_TRUE;
}
Esempio n. 10
0
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;
}
Esempio n. 11
0
File: ex15.c Progetto: spetz911/vog
GLUSboolean init(GLUSvoid)
{
    GLfloat* points = (GLfloat*) malloc(WATER_PLANE_LENGTH * WATER_PLANE_LENGTH * 4 * sizeof(GLfloat));
    GLuint* indices = (GLuint*) malloc(WATER_PLANE_LENGTH * (WATER_PLANE_LENGTH - 1) * 2 * sizeof(GLuint));

    GLUStgaimage image;

    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    GLuint x, z, i, k;

    GLuint waterTexture;

    for (z = 0; z < WATER_PLANE_LENGTH; z++)
    {
        for (x = 0; x < WATER_PLANE_LENGTH; x++)
        {
            points[(x + z * (WATER_PLANE_LENGTH)) * 4 + 0] = -(GLfloat) WATER_PLANE_LENGTH / 2 + 0.5f + (GLfloat) x;
            points[(x + z * (WATER_PLANE_LENGTH)) * 4 + 1] = 0.0f;
            points[(x + z * (WATER_PLANE_LENGTH)) * 4 + 2] = +(GLfloat) WATER_PLANE_LENGTH / 2 - 0.5f - (GLfloat) z;
            points[(x + z * (WATER_PLANE_LENGTH)) * 4 + 3] = 1.0f;
        }
    }

    for (k = 0; k < WATER_PLANE_LENGTH - 1; k++)
    {
        for (i = 0; i < WATER_PLANE_LENGTH; i++)
        {
            if (k % 2 == 0)
            {
                indices[(i + k * (WATER_PLANE_LENGTH)) * 2 + 0] = i + (k + 1) * WATER_PLANE_LENGTH;
                indices[(i + k * (WATER_PLANE_LENGTH)) * 2 + 1] = i + k * WATER_PLANE_LENGTH;
            }
            else
            {
                indices[(i + k * (WATER_PLANE_LENGTH)) * 2 + 0] = WATER_PLANE_LENGTH - 1 - i + k * WATER_PLANE_LENGTH;
                indices[(i + k * (WATER_PLANE_LENGTH)) * 2 + 1] = WATER_PLANE_LENGTH - 1 - i + (k + 1) * WATER_PLANE_LENGTH;
            }
        }
    }

    //

    glusLoadTextFile("../Example15/shader/Water.vert.glsl", &vertexSource);
    glusLoadTextFile("../Example15/shader/Water.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_inverseViewNormalMatrixLocation = glGetUniformLocation(g_program.program, "u_inverseViewNormalMatrix");

    g_waterPlaneLengthLocation = glGetUniformLocation(g_program.program, "u_waterPlaneLength");

    g_cubemapLocation = glGetUniformLocation(g_program.program, "u_cubemap");

    g_waterTextureLocation = glGetUniformLocation(g_program.program, "u_waterTexture");

    g_passedTimeLocation = glGetUniformLocation(g_program.program, "u_passedTime");

    g_waveParametersLocation = glGetUniformLocation(g_program.program, "u_waveParameters");
    g_waveDirectionsLocation = glGetUniformLocation(g_program.program, "u_waveDirections");

    g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex");

    //

    glGenBuffers(1, &g_verticesVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);
    glBufferData(GL_ARRAY_BUFFER, WATER_PLANE_LENGTH * WATER_PLANE_LENGTH * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glGenBuffers(1, &g_indicesVBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, WATER_PLANE_LENGTH * (WATER_PLANE_LENGTH - 1) * 2 * sizeof(GLuint), (GLuint*) indices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    //

    free(points);
    free(indices);

    //

    glGenTextures(1, &g_cubemap);
    glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemap);

    glusLoadTgaImage("water_pos_x.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glusLoadTgaImage("water_neg_x.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glusLoadTgaImage("water_pos_y.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glusLoadTgaImage("water_neg_y.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glusLoadTgaImage("water_pos_z.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glusLoadTgaImage("water_neg_z.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusDestroyTgaImage(&image);

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

    //

    waterTexture = initWaterTexture((GLUSfloat) WATER_PLANE_LENGTH);

    glUseProgram(g_program.program);

    glUniform1f(g_waterPlaneLengthLocation, (GLUSfloat) WATER_PLANE_LENGTH);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemap);
    glUniform1i(g_cubemapLocation, 0);

    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, waterTexture);
    glUniform1i(g_waterTextureLocation, 1);

    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);

    //

    initBackground();

    //

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

    glClearDepth(1.0f);

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_CULL_FACE);

    return GLUS_TRUE;
}
Esempio n. 12
0
GLUSboolean init(GLUSvoid)
{
    GLfloat viewMatrix[16];
    GLfloat normalMatrix[9];

    // 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, 0.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, 20.0f };

    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    GLUSshape sphere;

    glusLoadTextFile("../Example05/shader/phong.vert.glsl", &vertexSource);
    glusLoadTextFile("../Example05/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_modelViewMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewMatrix");
    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_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, 32);

    g_numberIndices = 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);

    //

    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);

    //

    glusLookAtf(viewMatrix, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

    // The calculations are done in camera / view space. So pass the view matrix, which is a rigid body transform.
    glusMatrixExtract3x3f(normalMatrix, viewMatrix);

    glUniformMatrix4fv(g_modelViewMatrixLocation, 1, GL_FALSE, viewMatrix);
    glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, normalMatrix);

    //

    glusVectorNormalizef(light.direction);

    // Transform light to camera space, as it is currently in world space.
    glusMatrixMultiplyVectorf(light.direction, 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);

    glEnable(GL_CULL_FACE);

    return GLUS_TRUE;
}
Esempio n. 13
0
File: main.c Progetto: Adon-m/OpenGL
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;
}
Esempio n. 14
0
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;
}
Esempio n. 15
0
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;
}
Esempio n. 16
0
File: main.c Progetto: Adon-m/OpenGL
GLUSboolean init(GLUSvoid)
{
	GLUStextfile vertexSource;
	GLUStextfile fragmentSource;

	GLUStgaimage image;

	GLUSgroupList* groupWalker;
	GLUSmaterialList* materialWalker;

	GLUSshape sphere;

	//
	// Each point light is rendered as a sphere.
	//

	glusLoadTextFile("../Example31/shader/point_light.vert.glsl", &vertexSource);
	glusLoadTextFile("../Example31/shader/point_light.frag.glsl", &fragmentSource);

	glusBuildProgramFromSource(&g_programPointLight, (const GLUSchar**)&vertexSource.text, 0, 0, 0, (const GLUSchar**)&fragmentSource.text);

	glusDestroyTextFile(&vertexSource);
	glusDestroyTextFile(&fragmentSource);

	//

	g_projectionMatrixPointLightLocation = glGetUniformLocation(g_programPointLight.program, "u_projectionMatrix");
	g_viewMatrixPointLightLocation = glGetUniformLocation(g_programPointLight.program, "u_viewMatrix");
	g_modelMatrixPointLightLocation = glGetUniformLocation(g_programPointLight.program, "u_modelMatrix");
	g_positionMatrixPointLightLocation = glGetUniformLocation(g_programPointLight.program, "u_positionMatrix");
	g_biasMatrixPointLightLocation = glGetUniformLocation(g_programPointLight.program, "u_biasMatrix");
	g_radiusPointLightLocation = glGetUniformLocation(g_programPointLight.program, "u_lightRadius");

	g_diffusePointLightLocation = glGetUniformLocation(g_programPointLight.program, "u_diffuse");
	g_specularPointLightLocation = glGetUniformLocation(g_programPointLight.program, "u_specular");
	g_positionPointLightLocation = glGetUniformLocation(g_programPointLight.program, "u_position");
	g_normalPointLightLocation = glGetUniformLocation(g_programPointLight.program, "u_normal");

	g_vertexPointLightLocation = glGetAttribLocation(g_programPointLight.program, "a_vertex");

	// Use a helper function to create a cube.
	glusCreateSpheref(&sphere, POINT_LIGHT_RADIUS, 32);

	g_numberIndicesPointLight = sphere.numberIndices;

	glGenBuffers(1, &g_verticesPointLightVBO);
	glBindBuffer(GL_ARRAY_BUFFER, g_verticesPointLightVBO);

	// Transfer the vertices from CPU to GPU.
	glBufferData(GL_ARRAY_BUFFER, sphere.numberVertices * 4 * sizeof(GLfloat), (GLfloat*)sphere.vertices, GL_STATIC_DRAW);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	glGenBuffers(1, &g_indicesPointLightVBO);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesPointLightVBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sphere.numberIndices * sizeof(GLuint), (GLuint*)sphere.indices, GL_STATIC_DRAW);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	glusDestroyShapef(&sphere);

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

	glBindBuffer(GL_ARRAY_BUFFER, g_verticesPointLightVBO);
	glVertexAttribPointer(g_vertexPointLightLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(g_vertexPointLightLocation);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesPointLightVBO);

	glBindVertexArray(0);

	//
	// The point lights are moving forth and back between the columns and rows.
	// Here, a random position and moving direction of the point light is generated.
	//

	glusRandomSetSeed(13);

	// Note: If more than 16 lights are used, make sure to store them in another matrix or buffer.
	for (GLint i = 0; i < POINT_LIGHT_COUNT; i++)
	{
		g_positionMatrix[i] = glusRandomUniformGetFloatf(0.0f, (float)POINT_LIGHT_COUNT - 2.0f);

		g_directionMatrix[i] = rand() % 2 == 0 ? 1.0f : -1.0f;
	}

	//
	//
	//

	glusLoadTextFile("../Example31/shader/deferred_shading.vert.glsl", &vertexSource);
	glusLoadTextFile("../Example31/shader/deferred_shading.frag.glsl", &fragmentSource);

	glusBuildProgramFromSource(&g_programDeferredShading, (const GLUSchar**)&vertexSource.text, 0, 0, 0, (const GLUSchar**)&fragmentSource.text);

	glusDestroyTextFile(&vertexSource);
	glusDestroyTextFile(&fragmentSource);

	//

	g_projectionMatrixLocation = glGetUniformLocation(g_programDeferredShading.program, "u_projectionMatrix");
	g_viewMatrixLocation = glGetUniformLocation(g_programDeferredShading.program, "u_viewMatrix");
	g_modelMatrixLocation = glGetUniformLocation(g_programDeferredShading.program, "u_modelMatrix");
	g_normalMatrixLocation = glGetUniformLocation(g_programDeferredShading.program, "u_normalMatrix");

	g_material.diffuseColorLocation = glGetUniformLocation(g_programDeferredShading.program, "u_material.diffuseColor");
	g_material.specularColorLocation = glGetUniformLocation(g_programDeferredShading.program, "u_material.specularColor");
	g_material.specularExponentLocation = glGetUniformLocation(g_programDeferredShading.program, "u_material.specularExponent");
	g_material.diffuseTextureLocation = glGetUniformLocation(g_programDeferredShading.program, "u_material.diffuseTexture");

	g_useTextureLocation = glGetUniformLocation(g_programDeferredShading.program, "u_useTexture");

	g_vertexLocation = glGetAttribLocation(g_programDeferredShading.program, "a_vertex");
	g_normalLocation = glGetAttribLocation(g_programDeferredShading.program, "a_normal");
	g_texCoordLocation = glGetAttribLocation(g_programDeferredShading.program, "a_texCoord");

	//
	// Use a helper function to load the wavefront object file.
	//

	glusLoadGroupedObjFile("ChessPawn.obj", &g_wavefront);

	glGenBuffers(1, &g_wavefront.verticesVBO);
	glBindBuffer(GL_ARRAY_BUFFER, g_wavefront.verticesVBO);
	glBufferData(GL_ARRAY_BUFFER, g_wavefront.numberVertices * 4 * sizeof(GLfloat), (GLfloat*)g_wavefront.vertices, GL_STATIC_DRAW);

	glGenBuffers(1, &g_wavefront.normalsVBO);
	glBindBuffer(GL_ARRAY_BUFFER, g_wavefront.normalsVBO);
	glBufferData(GL_ARRAY_BUFFER, g_wavefront.numberVertices * 3 * sizeof(GLfloat), (GLfloat*)g_wavefront.normals, GL_STATIC_DRAW);

	glGenBuffers(1, &g_wavefront.texCoordsVBO);
	glBindBuffer(GL_ARRAY_BUFFER, g_wavefront.texCoordsVBO);
	glBufferData(GL_ARRAY_BUFFER, g_wavefront.numberVertices * 2 * sizeof(GLfloat), (GLfloat*)g_wavefront.texCoords, GL_STATIC_DRAW);

	glBindBuffer(GL_ARRAY_BUFFER, 0);

	//
	// Set up indices and the VAOs for each group
	//

	glUseProgram(g_programDeferredShading.program);

	groupWalker = g_wavefront.groups;
	while (groupWalker)
	{
		glGenBuffers(1, &groupWalker->group.indicesVBO);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, groupWalker->group.indicesVBO);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, groupWalker->group.numberIndices * sizeof(GLuint), (GLuint*)groupWalker->group.indices, GL_STATIC_DRAW);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

		//

		glGenVertexArrays(1, &groupWalker->group.vao);
		glBindVertexArray(groupWalker->group.vao);

		glBindBuffer(GL_ARRAY_BUFFER, g_wavefront.verticesVBO);
		glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
		glEnableVertexAttribArray(g_vertexLocation);

		glBindBuffer(GL_ARRAY_BUFFER, g_wavefront.normalsVBO);
		glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
		glEnableVertexAttribArray(g_normalLocation);

		glBindBuffer(GL_ARRAY_BUFFER, g_wavefront.texCoordsVBO);
		glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
		glEnableVertexAttribArray(g_texCoordLocation);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, groupWalker->group.indicesVBO);

		glBindVertexArray(0);

		groupWalker = groupWalker->next;
	}

	//
	// Load the textures, if there are available
	//

	materialWalker = g_wavefront.materials;
	while (materialWalker)
	{
		if (materialWalker->material.diffuseTextureFilename[0] != '\0')
		{
			// Load the image.
			glusLoadTgaImage(materialWalker->material.diffuseTextureFilename, &image);

			// Generate and bind a texture.
			glGenTextures(1, &materialWalker->material.diffuseTextureName);
			glBindTexture(GL_TEXTURE_2D, materialWalker->material.diffuseTextureName);

			// Transfer the image data from the CPU to the GPU.
			glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);

			// Setting the texture parameters.
			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);

			glGenerateMipmap(GL_TEXTURE_2D);

			glBindTexture(GL_TEXTURE_2D, 0);
		}

		materialWalker = materialWalker->next;
	}

	//
	// Setting up the deferred shading geometry buffer.
	//

	glGenTextures(1, &g_dsDiffuseTexture);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, g_dsDiffuseTexture);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_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_dsSpecularTexture);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, g_dsSpecularTexture);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_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_dsPositionTexture);
	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, g_dsPositionTexture);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_RGBA, GL_FLOAT, 0);

	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_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

	glBindTexture(GL_TEXTURE_2D, 0);

	//

	glGenTextures(1, &g_dsNormalTexture);
	glActiveTexture(GL_TEXTURE3);
	glBindTexture(GL_TEXTURE_2D, g_dsNormalTexture);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_RGB, GL_FLOAT, 0);

	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_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

	glBindTexture(GL_TEXTURE_2D, 0);

	//

	glGenTextures(1, &g_dsDepthTexture);
	glActiveTexture(GL_TEXTURE4);
	glBindTexture(GL_TEXTURE_2D, g_dsDepthTexture);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_DEPTH_COMPONENT, 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);
	glActiveTexture(GL_TEXTURE0);

	//

	glGenFramebuffers(1, &g_dsFBO);
	glBindFramebuffer(GL_FRAMEBUFFER, g_dsFBO);

	// Attach the color buffer ...
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_dsDiffuseTexture, 0);

	// Attach the normal buffer ...
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, g_dsSpecularTexture, 0);

	// Attach the color buffer ...
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, g_dsPositionTexture, 0);

	// Attach the normal buffer ...
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, g_dsNormalTexture, 0);

	// ... and the depth buffer,
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, g_dsDepthTexture, 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);

	//
	//
	//

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

	glClearDepth(1.0f);

	glEnable(GL_DEPTH_TEST);

	glEnable(GL_CULL_FACE);

	// The color buffer is accumulated for each light, so use this blend function when doing the lighting pass.
	glBlendFunc(GL_ONE, GL_ONE);

	return GLUS_TRUE;
}
Esempio n. 17
0
File: ex13.c Progetto: spetz911/vog
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;
}
Esempio n. 18
0
GLUSboolean init(GLUSvoid)
{
	GLUSshape backgroundSphere;

	GLUSshape wavefront;

	// 6 sides of diffuse and specular; all roughness levels of specular.
	GLUShdrimage image[6 * NUMBER_ROUGHNESS + 6];

	// The look up table (LUT) is stored in a raw binary file.
	GLUSbinaryfile rawimage;

	GLUStextfile vertexSource;
	GLUStextfile fragmentSource;

	GLchar buffer[27] = "doge2/doge2_POS_X_00_s.hdr";

	GLint i, k, m;

	//

	glusLoadTextFile("../Example33/shader/brdf.vert.glsl", &vertexSource);
	glusLoadTextFile("../Example33/shader/brdf.frag.glsl", &fragmentSource);

	glusBuildProgramFromSource(&g_modelProgram, (const GLchar**)&vertexSource.text, 0, 0, 0, (const GLchar**)&fragmentSource.text);

	glusDestroyTextFile(&vertexSource);
	glusDestroyTextFile(&fragmentSource);

	g_viewProjectionMatrixModelLocation = glGetUniformLocation(g_modelProgram.program, "u_viewProjectionMatrix");
	g_modelMatrixModelLocation = glGetUniformLocation(g_modelProgram.program, "u_modelMatrix");
	g_normalMatrixModelLocation = glGetUniformLocation(g_modelProgram.program, "u_normalMatrix");
	g_eyeModelLocation = glGetUniformLocation(g_modelProgram.program, "u_eye");
	g_textureSpecularModelLocation = glGetUniformLocation(g_modelProgram.program, "u_textureSpecular");
	g_textureDiffuseModelLocation = glGetUniformLocation(g_modelProgram.program, "u_textureDiffuse");
	g_textureLUTModelLocation = glGetUniformLocation(g_modelProgram.program, "u_textureLUT");
	g_colorMaterialModelLocation = glGetUniformLocation(g_modelProgram.program, "u_colorMaterial");
	g_roughnessMaterialModelLocation = glGetUniformLocation(g_modelProgram.program, "u_roughnessMaterial");
	g_roughnessScaleModelLocation = glGetUniformLocation(g_modelProgram.program, "u_roughnessScale");
	g_R0MaterialModelLocation = glGetUniformLocation(g_modelProgram.program, "u_R0Material");

	g_vertexModelLocation = glGetAttribLocation(g_modelProgram.program, "a_vertex");
	g_normalModelLocation = glGetAttribLocation(g_modelProgram.program, "a_normal");

	//

	glusLoadTextFile("../Example33/shader/fullscreen.vert.glsl", &vertexSource);
	glusLoadTextFile("../Example33/shader/fullscreen.frag.glsl", &fragmentSource);

	glusBuildProgramFromSource(&g_fullscreenProgram, (const GLchar**)&vertexSource.text, 0, 0, 0, (const GLchar**)&fragmentSource.text);

	glusDestroyTextFile(&vertexSource);
	glusDestroyTextFile(&fragmentSource);

	//

	g_framebufferTextureFullscreenLocation = glGetUniformLocation(g_fullscreenProgram.program, "u_framebufferTexture");

	g_msaaSamplesFullscreenLocation = glGetUniformLocation(g_fullscreenProgram.program, "u_msaaSamples");
	g_exposureFullscreenLocation = glGetUniformLocation(g_fullscreenProgram.program, "u_exposure");
	g_gammaFullscreenLocation = glGetUniformLocation(g_fullscreenProgram.program, "u_gamma");

	//
	//

	glusLoadTextFile("../Example33/shader/background.vert.glsl", &vertexSource);
	glusLoadTextFile("../Example33/shader/background.frag.glsl", &fragmentSource);

	glusBuildProgramFromSource(&g_backgroundProgram, (const GLUSchar**)&vertexSource.text, 0, 0, 0, (const GLUSchar**)&fragmentSource.text);

	glusDestroyTextFile(&vertexSource);
	glusDestroyTextFile(&fragmentSource);

	//

	g_viewProjectionMatrixBackgroundLocation = glGetUniformLocation(g_backgroundProgram.program, "u_viewProjectionMatrix");
	g_textureBackgroundLocation = glGetUniformLocation(g_backgroundProgram.program, "u_texture");

	g_vertexBackgroundLocation = glGetAttribLocation(g_backgroundProgram.program, "a_vertex");

	//
	// Setting up the full screen frame buffer.
	//

	glGenTextures(1, &g_fullscreenTexture);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, g_fullscreenTexture);

	// Create MSAA texture.
	glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, MSAA_SAMPLES, GL_RGB32F, SCREEN_WIDTH, SCREEN_HEIGHT, GL_TRUE);

	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);

	// No need to access the depth buffer, so a render buffer is sufficient.

	glGenRenderbuffers(1, &g_fullscreenDepthRenderbuffer);
	glBindRenderbuffer(GL_RENDERBUFFER, g_fullscreenDepthRenderbuffer);
	glRenderbufferStorageMultisample(GL_RENDERBUFFER, MSAA_SAMPLES, GL_DEPTH_COMPONENT, SCREEN_WIDTH, SCREEN_HEIGHT);

	glBindRenderbuffer(GL_RENDERBUFFER, 0);

	//

	glGenFramebuffers(1, &g_fullscreenFBO);
	glBindFramebuffer(GL_FRAMEBUFFER, g_fullscreenFBO);

	// Attach the color buffer ...
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, g_fullscreenTexture, 0);

	// ... and the depth buffer.
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, g_fullscreenDepthRenderbuffer);

	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
	{
		printf("GL_FRAMEBUFFER_COMPLETE error 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER));

		return GLUS_FALSE;
	}

	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	//
	//
	//

	for (i = 0; i < 2; i++)
	{
		if (i == 0)
		{
			buffer[21] = 's';
		}
		else
		{
			buffer[21] = 'd';
		}

		for (k = 0; k < NUMBER_ROUGHNESS; k++)
		{
			if (i == 1 && k > 0)
			{
				continue;
			}

			buffer[18] = '0' + k / 10;
			buffer[19] = '0' + k % 10;

			for (m = 0; m < 6; m++)
			{
				if (m % 2 == 0)
				{
					buffer[12] = 'P';
					buffer[13] = 'O';
					buffer[14] = 'S';
				}
				else
				{
					buffer[12] = 'N';
					buffer[13] = 'E';
					buffer[14] = 'G';
				}

				switch (m)
				{
					case 0:
					case 1:
						buffer[16] = 'X';
						break;
					case 2:
					case 3:
						buffer[16] = 'Y';
						break;
					case 4:
					case 5:
						buffer[16] = 'Z';
						break;
				}

				printf("Loading '%s' ...", buffer);

				if (!glusLoadHdrImage(buffer, &image[i*NUMBER_ROUGHNESS*6 + k*6 + m]))
				{
					printf(" error!\n");
					continue;
				}

				printf(" done.\n");
			}
		}
	}

    glGenTextures(1, &g_texture[0]);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, g_texture[0]);

	glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGB32F, image[0].width, image[0].height, 6*NUMBER_ROUGHNESS, 0, GL_RGB, GL_FLOAT, 0);

	glusLogPrintError(GLUS_LOG_INFO, "glTexImage3D()");

    for (i = 0; i < NUMBER_ROUGHNESS; i++)
    {
        for (k = 0; k < 6; k++)
        {
        	glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, 0, 0,  6*i + k, image[i*6 + k].width, image[i*6 + k].height, 1, image[i*6 + k].format, GL_FLOAT, image[i*6 + k].data);

        	glusLogPrintError(GLUS_LOG_INFO, "glTexSubImage3D() %d %d", i, k);
        }
    }

    glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0);

    //

    glGenTextures(1, &g_texture[1]);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_CUBE_MAP, g_texture[1]);

    for (i = 0; i < 6; i++)
    {
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, image[i + 6*NUMBER_ROUGHNESS].format, image[i + 6*NUMBER_ROUGHNESS].width, image[i + 6*NUMBER_ROUGHNESS].height, 0, image[i + 6*NUMBER_ROUGHNESS].format, GL_FLOAT, image[i + 6*NUMBER_ROUGHNESS].data);

    	glusLogPrintError(GLUS_LOG_INFO, "glTexImage2D() %d", i);
    }

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

    //

	printf("Loading 'doge2/EnvironmentBRDF_1024.data' ...");
    if (!glusLoadBinaryFile("doge2/EnvironmentBRDF_1024.data", &rawimage))
    {
		printf(" error!\n");
    }
    else
    {
    	printf(" done.\n");
    }

    glGenTextures(1, &g_texture[2]);
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, g_texture[2]);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, 1024, 1024, 0, GL_RG, GL_FLOAT, (GLfloat*)rawimage.binary);

    glusLogPrintError(GLUS_LOG_INFO, "glTexImage2D()");

    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);

    glusDestroyBinaryFile(&rawimage);

    //

	for (i = 0; i < 2; i++)
	{
		for (k = 0; k < NUMBER_ROUGHNESS; k++)
		{
			if (i == 1 && k > 0)
			{
				continue;
			}

			for (m = 0; m < 6; m++)
			{
				glusDestroyHdrImage(&image[i*NUMBER_ROUGHNESS*6 + k*6 + m]);
			}
		}
	}

	//

	glusCreateSpheref(&backgroundSphere, 500.0f, 32);
	g_numberIndicesBackground = backgroundSphere.numberIndices;

	glGenBuffers(1, &g_verticesBackgroundVBO);
	glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO);
	glBufferData(GL_ARRAY_BUFFER, backgroundSphere.numberVertices * 4 * sizeof(GLfloat), (GLfloat*)backgroundSphere.vertices, GL_STATIC_DRAW);

	glBindBuffer(GL_ARRAY_BUFFER, 0);

	glGenBuffers(1, &g_indicesBackgroundVBO);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, backgroundSphere.numberIndices * sizeof(GLuint), (GLuint*)backgroundSphere.indices, GL_STATIC_DRAW);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	glusDestroyShapef(&backgroundSphere);

	//
	//

	// Use a helper function to load an wavefront object file.
	glusLoadObjFile("venusm.obj", &wavefront);

	g_numberVerticesModel = wavefront.numberVertices;

	glGenBuffers(1, &g_verticesModelVBO);
	glBindBuffer(GL_ARRAY_BUFFER, g_verticesModelVBO);
	glBufferData(GL_ARRAY_BUFFER, wavefront.numberVertices * 4 * sizeof(GLfloat), (GLfloat*)wavefront.vertices, GL_STATIC_DRAW);

	glGenBuffers(1, &g_normalsModelVBO);
	glBindBuffer(GL_ARRAY_BUFFER, g_normalsModelVBO);
	glBufferData(GL_ARRAY_BUFFER, wavefront.numberVertices * 3 * sizeof(GLfloat), (GLfloat*)wavefront.normals, GL_STATIC_DRAW);

	glBindBuffer(GL_ARRAY_BUFFER, 0);

	glusDestroyShapef(&wavefront);

	//

	glUseProgram(g_modelProgram.program);

	glUniform4fv(g_eyeModelLocation, 1, g_eye);
	glUniform1i(g_textureSpecularModelLocation, 0);
	glUniform1i(g_textureDiffuseModelLocation, 1);
	glUniform1i(g_textureLUTModelLocation, 2);
	glUniform1f(g_roughnessScaleModelLocation, (GLfloat)(NUMBER_ROUGHNESS - 1));

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

	glBindBuffer(GL_ARRAY_BUFFER, g_verticesModelVBO);
	glVertexAttribPointer(g_vertexModelLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(g_vertexModelLocation);

	glBindBuffer(GL_ARRAY_BUFFER, g_normalsModelVBO);
	glVertexAttribPointer(g_normalModelLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(g_normalModelLocation);

	//

	glUseProgram(g_fullscreenProgram.program);

	glUniform1i(g_framebufferTextureFullscreenLocation, 0);
	glUniform1i(g_msaaSamplesFullscreenLocation, MSAA_SAMPLES);

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

	//

	glUseProgram(g_backgroundProgram.program);

	glUniform1i(g_textureBackgroundLocation, 0);

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

	glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO);
	glVertexAttribPointer(g_vertexBackgroundLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(g_vertexBackgroundLocation);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);

	//

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

	glClearDepth(1.0f);

	glEnable(GL_CULL_FACE);

	return GLUS_TRUE;
}