コード例 #1
0
ファイル: Mesh.cpp プロジェクト: greyna/TX-3D
	void Mesh::build() {
		GLuint points_vbo = create_vbo(vp, point_count * 3);
		GLuint normals_vbo = create_vbo(vn, point_count * 3);
		GLuint text_coord_vbo = create_vbo(vt, point_count * 2);
		vao = create_vao({ points_vbo, normals_vbo, text_coord_vbo });

		model_uniform = Uniform::createUniformMatrix4fv("model", model.m);
	}
コード例 #2
0
ファイル: objects.c プロジェクト: IgorCova/Examples
Shape create_rounded_rectangle(CSize size, float radius, int round_count, const vec4 color)
{
    int real_vertex_count = size_of_rounded_rectangle_in_vertices(round_count);

    Params params = default_params();
    params.const_params.datasize = sizeof(CPoint)*real_vertex_count*2;
    params.const_params.round_count=round_count;
    params.const_params.triangle_mode = GL_TRIANGLE_FAN;

    params.var_params.size=size;
    params.var_params.radius=radius;


    CPoint *data = malloc(params.const_params.datasize);
    gen_rounded_rectangle(data, params.var_params.size, params.var_params.radius, params.const_params.round_count);

    /*
    char str[150];
    sprintf(str, "rounded_rectangle_data_size(%d) = %d", real_vertex_count, rounded_rectangle_data_size(real_vertex_count));
    DEBUG_LOG_WRITE_D("fps>",str);
    */

    return (Shape) { {color[0], color[1], color[2], color[3]},
               data,
               create_vbo(params.const_params.datasize, data, GL_DYNAMIC_DRAW),
               real_vertex_count,
               params
    };

}
コード例 #3
0
ファイル: sample2.c プロジェクト: afirago/gl-streaming
void init_gl(graphics_context_t *gc)
{
  init_shader(gc, VShader1, FShader1);
  gc->vbo_pos = create_vbo(GL_ARRAY_BUFFER, vtx_model, sizeof(vtx_model));
  gc->vbo_nor = create_vbo(GL_ARRAY_BUFFER, nor_model, sizeof(nor_model));
  gc->vbo_tex = create_vbo(GL_ARRAY_BUFFER, tex_model, sizeof(tex_model));
  gc->vbo_ind = create_vbo(GL_ELEMENT_ARRAY_BUFFER, ind_model, sizeof(ind_model));
  gc->vloc_pos = glGetAttribLocation(gc->program, "pos");
  gc->vloc_nor = glGetAttribLocation(gc->program, "nor");
  gc->vloc_tex = glGetAttribLocation(gc->program, "tex");
  gc->uloc_model = glGetUniformLocation(gc->program, "model_mat");
  gc->uloc_nor = glGetUniformLocation(gc->program, "nor_mat");
  gc->uloc_light = glGetUniformLocation(gc->program, "light_pos");

  glBindBuffer(GL_ARRAY_BUFFER, gc->vbo_pos);
  glVertexAttribPointer(gc->vloc_pos, g_vsize_pos, GL_FLOAT, GL_FALSE, g_stride_pos, (GLfloat *)0);
  glBindBuffer(GL_ARRAY_BUFFER, 0);

  glBindBuffer(GL_ARRAY_BUFFER, gc->vbo_nor);
  glVertexAttribPointer(gc->vloc_nor, g_vsize_nor, GL_FLOAT, GL_FALSE, g_stride_nor, (GLfloat *)0);
  glBindBuffer(GL_ARRAY_BUFFER, 0);

  glBindBuffer(GL_ARRAY_BUFFER, gc->vbo_tex);
  glVertexAttribPointer(gc->vloc_tex, g_vsize_tex, GL_FLOAT, GL_FALSE, g_stride_tex, (GLfloat *)0);
  glBindBuffer(GL_ARRAY_BUFFER, 0);

  glBindFramebuffer(GL_FRAMEBUFFER,0);
  glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glViewport(0, 0, gc->screen_width, gc->screen_height);
  glUseProgram(gc->program);

  gc->texture = create_texture("texture1.bmp");

  glDisable(GL_BLEND);

  glEnable(GL_CULL_FACE);
  glEnable(GL_DEPTH_TEST);
}
コード例 #4
0
ファイル: objects.c プロジェクト: IgorCova/Examples
Shape create_rectangle(CSize size, const vec4 color)
{
    int real_vertex_count = 4;

    Params params = default_params();
    params.const_params.datasize = sizeof(CPoint)*real_vertex_count;
    params.const_params.triangle_mode = GL_TRIANGLE_STRIP;

    CPoint *data = malloc(params.const_params.datasize);
    gen_rectangle(data, size);

    return (Shape) { {color[0], color[1], color[2], color[3]},
               data,
               create_vbo(params.const_params.datasize, data, GL_DYNAMIC_DRAW),
               real_vertex_count,
               params
    };
}
コード例 #5
0
ファイル: objects.c プロジェクト: IgorCova/Examples
Shape create_segmented_circle(float radius, int vertex_count, float start_angle, float angle, const vec4 color)
{
    int real_vertex_count = size_of_segmented_circle_in_vertices(vertex_count);

    Params params=default_params();
    params.const_params.datasize = sizeof(CPoint)*real_vertex_count;
    params.const_params.triangle_mode=GL_TRIANGLE_FAN;
    params.const_params.round_count=vertex_count;

    CPoint *data = malloc(params.const_params.datasize);
    gen_segmented_circle(data, radius, start_angle, angle, vertex_count);

    return (Shape) { {color[0], color[1], color[2], color[3]},
               data,
               create_vbo(params.const_params.datasize, data, GL_DYNAMIC_DRAW),
               real_vertex_count,
               params
    };
}
コード例 #6
0
ファイル: objects.c プロジェクト: IgorCova/Examples
TexturedShape create_textured_rectangle(CSize size, GLuint texture)
{
    int real_vertex_count = 4;

    Params params = default_params();
    params.const_params.datasize = sizeof(CPoint) * real_vertex_count * 2;
    params.const_params.triangle_mode = GL_TRIANGLE_STRIP;

    CPoint *data = malloc(params.const_params.datasize);
    gen_textured_rectangle(data, size);

    return (TexturedShape) {
        texture,
        data,
        create_vbo(params.const_params.datasize, data, GL_STATIC_DRAW),
        real_vertex_count,
        params
    };
}
コード例 #7
0
ファイル: objects.c プロジェクト: IgorCova/Examples
TexturedShape create_segmented_square(float side_length, float start_angle, float end_angle, GLuint texture)
{
    int real_vertex_count = size_of_segmented_square_in_vertices();

    Params params = default_params();
    params.const_params.datasize = sizeof(CPoint) * real_vertex_count * 2 * 2;
    params.const_params.triangle_mode = GL_TRIANGLE_FAN;

    CPoint *data = malloc(params.const_params.datasize);
    gen_segmented_square(data, side_length, start_angle, end_angle);

    return (TexturedShape) {
        texture,
        data,
        create_vbo(params.const_params.datasize, data, GL_DYNAMIC_DRAW),
        real_vertex_count,
        params
    };
}
コード例 #8
0
ファイル: objects.c プロジェクト: IgorCova/Examples
Shape create_ribbon(float length, const vec4 color)
{
    int real_vertex_count = 4;

    Params params=default_params();
    params.const_params.datasize = sizeof(CPoint)*real_vertex_count;
    params.const_params.triangle_mode = GL_TRIANGLE_STRIP;

    params.var_params.side_length=length;

    CPoint *data = malloc(params.const_params.datasize);
    gen_ribbon(data, length);

    return (Shape) { {color[0], color[1], color[2], color[3]},
               data,
               create_vbo(params.const_params.datasize, data, GL_DYNAMIC_DRAW),
               real_vertex_count,
               params
    };
}
コード例 #9
0
ファイル: main.c プロジェクト: Jem777/opengl_test
int main(void){
    if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE) != 0){
        fprintf(stderr, "Failed to initialize SDL: %s\n", SDL_GetError());
        return 1;
    }
    SDL_WM_SetCaption("OpenGL test window", "OpenGL");
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_Surface *surface = SDL_SetVideoMode(400, 400, 32, SDL_OPENGL);
    if (surface == NULL) {
        fprintf(stderr, "Failed to initialize OpenGL: %s\n", SDL_GetError());
        return 1;
    }

    GLenum err = glewInit();
    if (GLEW_OK != err) {
          /*  Problem: glewInit failed, something is seriously wrong. */
          fprintf(stderr, "Failed to initialize GLEW: %s\n", glewGetErrorString(err));
          return 1;
    }

    printf("OpenGL Version is %s\n", glGetString(GL_VERSION));
    setup_rendering();
    buffer_t buffer = create_vbo(10, 10);
    while(1) {
        //glScalef(1.0, 1.0, 1.1f);
        glRotatef(10, 0,0,1);
        glColor3f(1.0f, 0.0f, 0.0f);
        draw_vbo(buffer);
        glColor3f(1.0f, 1.0f, 0.0f);
        draw_vbo_raw(buffer);
        SDL_GL_SwapBuffers();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        SDL_Delay(500);
        if(handle_events() == 1) {
            destroy_vbo(buffer);
            SDL_Quit();
            exit(0);
        }
    }
}
コード例 #10
0
ファイル: objects.c プロジェクト: IgorCova/Examples
Shape create_rounded_rectangle_stroked(CSize size, float radius, float stroke_width, int round_count, const vec4 color)
{
    // round_count == 10 : polygons fall out
    int real_vertex_count = size_of_rounded_rectangle_stroked_in_vertices(round_count);

    Params params = default_params();
    params.const_params.round_count=round_count;
    params.const_params.datasize = sizeof(CPoint)*real_vertex_count*2;

    params.var_params.size=size;
    params.var_params.radius=radius;
    params.var_params.width=stroke_width;

    CPoint *data = malloc(params.const_params.datasize);
    gen_rounded_rectangle_stroked(data, params.var_params.size, params.var_params.radius, params.var_params.width, params.const_params.round_count);

    params.const_params.triangle_mode = GL_TRIANGLE_STRIP;
    return (Shape) { {color[0], color[1], color[2], color[3]},
               data,
               create_vbo(params.const_params.datasize, data, GL_DYNAMIC_DRAW),
               real_vertex_count,
               params
    };
}
コード例 #11
0
ファイル: objects.c プロジェクト: IgorCova/Examples
Shape create_infinity(float width, float angle, int segment_count, const vec4 color)
{
    int real_vertex_count = size_of_infinity_in_vertices(segment_count);

    Params params=default_params();

    params.const_params.datasize = sizeof(CPoint)*real_vertex_count;
    params.const_params.triangle_mode=GL_TRIANGLE_STRIP;
    params.const_params.round_count=segment_count;

    params.var_params.width = width;
    params.var_params.angle = angle;


    CPoint *data = malloc(params.const_params.datasize);
    gen_infinity(data, width, angle, segment_count);

    return (Shape) { {color[0], color[1], color[2], color[3]},
               data,
               create_vbo(params.const_params.datasize, data, GL_DYNAMIC_DRAW),
               real_vertex_count,
               params
    };
}
コード例 #12
0
ファイル: models.c プロジェクト: yui0/catgl
// create a cube model that looks like a wavefront model, 
MODEL_T cube_wavefront()
{
	static const float qv[] = {
		-0.5f, -0.5f,  0.5f,
		-0.5f, -0.5f, -0.5f,
		 0.5f, -0.5f, -0.5f,
		 0.5f, -0.5f,  0.5f,
		-0.5f,  0.5f,  0.5f,
		 0.5f,  0.5f,  0.5f,
		 0.5f,  0.5f, -0.5f,
		-0.5f,  0.5f, -0.5f,
	};

	static const float qn[] = {
		 0.0f, -1.0f, -0.0f,
		 0.0f,  1.0f, -0.0f,
		 0.0f,  0.0f,  1.0f,
		 1.0f,  0.0f, -0.0f,
		 0.0f,  0.0f, -1.0f,
		-1.0f,  0.0f, -0.0f,
	};

	static const float qt[] = {
		1.0f, 0.0f,
		1.0f, 1.0f,
		0.0f, 1.0f,
		0.0f, 0.0f,
	};
   
	static const unsigned short qf[] = {
		1,1,1, 2,2,1, 3,3,1,
		3,3,1, 4,4,1, 1,1,1,
		5,4,2, 6,1,2, 7,2,2,
		7,2,2, 8,3,2, 5,4,2,
		1,4,3, 4,1,3, 6,2,3,
		6,2,3, 5,3,3, 1,4,3,
		4,4,4, 3,1,4, 7,2,4,
		7,2,4, 6,3,4, 4,4,4,
		3,4,5, 2,1,5, 8,2,5,
		8,2,5, 7,3,5, 3,4,5,
		2,4,6, 1,1,6, 5,2,6,
		5,2,6, 8,3,6, 2,4,6,
	};
	WAVEFRONT_MODEL_T *model = malloc(sizeof *model);
	if (model) {
		WAVEFRONT_MATERIAL_T *mat = model->material;
		float *temp;
		const int offset = 0;
		memset(model, 0, sizeof *model);

		temp = allocbuffer(3*MAX_VERTICES*sizeof *temp);
		//mat->numverts = countof(qf)/3;
		mat->numverts = sizeof(qf)/sizeof(short)/3;
		// vertex, texture, normal
		deindex(temp, qv, qf+3*offset+0, 3, mat->numverts);
		create_vbo(GL_ARRAY_BUFFER, mat->vbo+VBO_VERTEX, 3 * mat->numverts * sizeof *qv, temp); // 3

		deindex(temp, qt, qf+3*offset+1, 2, mat->numverts);
		create_vbo(GL_ARRAY_BUFFER, mat->vbo+VBO_TEXTURE, 2 * mat->numverts * sizeof *qt, temp); // 2

		deindex(temp, qn, qf+3*offset+2, 3, mat->numverts);
		create_vbo(GL_ARRAY_BUFFER, mat->vbo+VBO_NORMAL, 3 * mat->numverts * sizeof *qn, temp); // 3

		freebuffer(temp);
		model->num_materials = 1;
	}
	return (MODEL_T)model;
}
コード例 #13
0
ファイル: models.c プロジェクト: yui0/catgl
MODEL_T load_wavefront(const char *modelname, const char *texturename)
{
   WAVEFRONT_MODEL_T *model;
   float *temp, *qv, *qt, *qn;
   unsigned short *qf;
   int i;
   int numverts = 0, offset = 0;
   struct wavefront_model_loading_s *m;
   int s=-1;
   char modelname_obj[128];
   model = malloc(sizeof *model);
   if (!model || !modelname) return NULL;
   memset (model, 0, sizeof *model);
   model->texture = 0; //load_texture(texturename);
   m = allocbuffer(sizeof *m + 
      sizeof(float)*(3+2+3)*MAX_VERTICES +    // 3 vertices + 2 textures + 3 normals
      sizeof(unsigned short)*3*MAX_VERTICES); //each face has 9 vertices
   if (!m) return 0;

   if (strlen(modelname) + 5 <= sizeof modelname_obj) {
      strcpy(modelname_obj, modelname);
      strcat(modelname_obj, ".dat");
      s = load_wavefront_dat(modelname_obj, model, m);
   }
   if (s==0) {}
   else if (strncmp(modelname + strlen(modelname) - 4, ".obj", 4) == 0) {
      #ifdef DUMP_OBJ_DAT
      int size;
      FILE *fp;
      #endif
      s = load_wavefront_obj(modelname, model, m);
      #ifdef DUMP_OBJ_DAT
      strcpy(modelname_obj, modelname);
      strcat(modelname_obj, ".dat");
      size = sizeof *m + 
         sizeof(float)*(3*m->numv+2*m->numt+3*m->numn) +  // 3 vertices + 2 textures + 3 normals
         sizeof(unsigned short)*3*m->numf;                //each face has 9 vertices
      fp = host_file_open(modelname_obj, "w");
      fwrite(m, 1, size, fp);
      fclose(fp);
      #endif
   } else if (strncmp(modelname + strlen(modelname) - 4, ".dat", 4) == 0) {
      s = load_wavefront_dat(modelname, model, m);
   }
   if (s != 0) return 0;

   qv = (float *)(m->data);
   qt = (float *)(m->data + m->numv);
   qn = (float *)(m->data + m->numv + m->numt);
   qf = (unsigned short *)(m->data + m->numv + m->numt + m->numn);

   numverts = m->numf/3;
   vc_assert(numverts <= MAX_VERTICES);

   temp = allocbuffer(3*numverts*sizeof *temp);
   for (i=0; i<m->num_materials; i++) {
      WAVEFRONT_MATERIAL_T *mat = model->material + i;
      mat->numverts = i < m->num_materials-1 ? m->material_index[i+1]-m->material_index[i] : numverts - m->material_index[i];
      // vertex, texture, normal
      deindex(temp, qv, qf+3*offset+0, 3, mat->numverts);
      create_vbo(GL_ARRAY_BUFFER, mat->vbo+VBO_VERTEX, 3 * mat->numverts * sizeof *qv, temp); // 3
   
      deindex(temp, qt, qf+3*offset+1, 2, mat->numverts);
      create_vbo(GL_ARRAY_BUFFER, mat->vbo+VBO_TEXTURE, 2 * mat->numverts * sizeof *qt, temp); // 2
   
      deindex(temp, qn, qf+3*offset+2, 3, mat->numverts);
      create_vbo(GL_ARRAY_BUFFER, mat->vbo+VBO_NORMAL, 3 * mat->numverts * sizeof *qn, temp); // 3
      offset += mat->numverts;
      mat->texture = model->texture;
   }
   model->num_materials = m->num_materials;
   vc_assert(offset == numverts);
   freebuffer(temp);
   freebuffer(m);
   return (MODEL_T)model;
}