Esempio n. 1
0
File: main.c Progetto: AJ92/OpenGL
GLUSboolean init(GLUSvoid)
{
    GLUSshape plane;

    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    GLUStgaimage image;

    GLfloat normalMatrix[9];

    glusFileLoadText("../Example07/shader/normmap.vert.glsl", &vertexSource);
    glusFileLoadText("../Example07/shader/normmap.frag.glsl", &fragmentSource);

    glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text);

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&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");

    //

    glusImageLoadTga("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);

    glusImageDestroyTga(&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);


    glusImageLoadTga("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);

    glusImageDestroyTga(&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);

    //

    glusShapeCreatePlanef(&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);

    glusShapeDestroyf(&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);

    //

    glusMatrix4x4LookAtf(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. 2
0
GLUSboolean init(GLUSvoid)
{
    GLUSshape background;

    GLUSshape torus;

    GLUStextfile vertexSource;
    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);

    //

    glusFileLoadText("../Example27/shader/shadow.vert.glsl", &vertexSource);
    glusFileLoadText("../Example27/shader/shadow.frag.glsl", &fragmentSource);

    glusProgramBuildFromSource(&g_programShadow, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text);

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&fragmentSource);

    //

    glusFileLoadText("../Example27/shader/color.vert.glsl", &vertexSource);
    glusFileLoadText("../Example27/shader/color.frag.glsl", &fragmentSource);

    glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text);

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&fragmentSource);

    //

    g_projectionMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_projectionMatrix");
    g_viewMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_viewMatrix");
    g_shadowProjectionMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_shadowProjectionMatrix");
    g_modelMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_modelMatrix");
    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_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");

    //

    glusShapeCreateTorusf(&torus, 0.5f, 1.0f, 32, 32);
    g_numberIndicesTorus = 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);

    glusShapeDestroyf(&torus);

    //

    glusShapeCreatePlanef(&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);

    glusShapeDestroyf(&background);

    //

    glUseProgram(g_program.program);

    glusMatrix4x4LookAtf(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);

    // 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);

    //

    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. 3
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);

    //

    glusFileLoadText("../Example12_ES/shader/rendershadow.vert.glsl", &vertexSource);
    glusFileLoadText("../Example12_ES/shader/rendershadow.frag.glsl", &fragmentSource);

    glusProgramBuildFromSource(&g_programShadow, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text);

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&fragmentSource);

    //

    glusFileLoadText("../Example12_ES/shader/useshadow.vert.glsl", &vertexSource);
    glusFileLoadText("../Example12_ES/shader/useshadow.frag.glsl", &fragmentSource);

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

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&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);

    //

    glusShapeCreateTorusf(&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);

    glusShapeDestroyf(&torus);

    //

    glusShapeCreatePlanef(&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);

    glusShapeDestroyf(&background);

    //

    glUseProgram(g_program.program);

    glusMatrix4x4LookAtf(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. 4
0
GLUSboolean init(GLUSvoid)
{
    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    GLUStgaimage image;

    GLUSshape plane;

    //

    glusMatrix4x4LookAtf(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;
    }

    //

    glusFileLoadText("../Example19_ES/shader/basic_proj.vert.glsl", &vertexSource);
    glusFileLoadText("../Example19_ES/shader/texture_multi_proj.frag.glsl", &fragmentSource);

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

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&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.

    glusImageLoadTga("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);

    //
    //
    //

    glusShapeCreatePlanef(&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);

    glusShapeDestroyf(&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. 5
0
GLUSuint initWaterTexture(GLUSfloat waterPlaneLength)
{
    GLfloat projectionMatrixWaterTexture[16];
    GLfloat modelViewMatrixWaterTexture[16];

	GLUSshape plane;

	GLUStextfile vertexSource;
	GLUStextfile fragmentSource;

	glusFileLoadText("../Example15/shader/WaterTexture.vert.glsl", &vertexSource);
	glusFileLoadText("../Example15/shader/WaterTexture.frag.glsl", &fragmentSource);

	glusProgramBuildFromSource(&g_programWaterTexture, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text);

	glusFileDestroyText(&vertexSource);
	glusFileDestroyText(&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);

    //

	glusShapeCreatePlanef(&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);

	glusShapeDestroyf(&plane);

	//

    glUseProgram(g_programWaterTexture.program);

	glusMatrix4x4LookAtf(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);

	glusMatrix4x4Orthof(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;
}