コード例 #1
0
ファイル: main.c プロジェクト: ExMix/OpenGL_ES
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;
}
コード例 #2
0
ファイル: main.c プロジェクト: 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;
}
コード例 #3
0
/**
 * Function for initialization.
 */
GLUSboolean init(GLUSvoid)
{
	GLUSshape sphere;

	GLUStextfile vertexSource;

	GLUStextfile geometrySource;

	GLUStextfile fragmentSource;

	// Load the source of the vertex shader.
	glusLoadTextFile("../src/Example09/Vertex.vs", &vertexSource);

	// Load the source of the geometry shader.
	glusLoadTextFile("../src/Example09/Geometry.gs", &geometrySource);

	// Load the source of the fragment shader.
	glusLoadTextFile("../src/Example09/Fragment.fs", &fragmentSource);

	// Build and ...
	glusBuildProgram(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text);

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

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

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

	// ToDo:
	glGenVertexArrays(1, &g_vao);

	// ToDo:
	glBindVertexArray(g_vao);

	glusCreateSpheref(&sphere, 1.0f, 32);
	numberIndices = sphere.numberIndices;

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_projectionLocation = glGetUniformLocation(g_program.program, "projectionMatrix");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_modelViewLocation = glGetUniformLocation(g_program.program, "modelViewMatrix");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml
	g_vertexLocation = glGetAttribLocation(g_program.program, "vertex");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml
	g_normalLocation = glGetAttribLocation(g_program.program, "normal");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_vertices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_vertices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ARRAY_BUFFER, sphere.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) sphere.vertices, GL_STATIC_DRAW);

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_normals);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_normals);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ARRAY_BUFFER, sphere.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) sphere.normals, GL_STATIC_DRAW);

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_indices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sphere.numberIndices * sizeof(GLuint), (GLuint*) sphere.indices, GL_STATIC_DRAW);

	glusDestroyShapef(&sphere);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml
	glUseProgram(g_program.program);

	// ... and the view matrix ...
	glusLookAtf(g_modelView, 0.0f, 0.0f, 6.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml
	glUniformMatrix4fv(g_modelViewLocation, 1, GL_FALSE, g_modelView);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_vertices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
	glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);

	// http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml
	glEnableVertexAttribArray(g_vertexLocation);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_normals);

	// http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
	glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);

	// http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml
	glEnableVertexAttribArray(g_normalLocation);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/clearcolor.html
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/cleardepth.html
	glClearDepth(1.0f);

	//http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/enable.html
	glEnable( GL_DEPTH_TEST);

	//http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/enable.html
	glEnable( GL_CULL_FACE);

	return GLUS_TRUE;
}
コード例 #4
0
/**
 * Function for initialization.
 */
GLUSboolean init(GLUSvoid)
{
	// Points of a triangle.
	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));

	GLUSshape background;

	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*WATER_PLANE_LENGTH;
				indices[(i+k*(WATER_PLANE_LENGTH))*2 + 1] = i + (k+1)*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;
			}
		}
	}

	// Load the source of the vertex shader.
	glusLoadTextFile("../src/Example14/Vertex.vs", &vertexSource);

	// Load the source of the fragment shader.
	glusLoadTextFile("../src/Example14/Fragment.fs", &fragmentSource);

	// Build and ...
	glusBuildProgram(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text);

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

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

	// ToDo:
	glGenVertexArrays(1, &g_vao);

	// ToDo:
	glBindVertexArray(g_vao);

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_projectionLocation = glGetUniformLocation(g_program.program, "projectionMatrix");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_modelViewLocation = glGetUniformLocation(g_program.program, "modelViewMatrix");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_waterPlaneLengthLocation = glGetUniformLocation(g_program.program, "waterPlaneLength");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_inverseCameraLocation = glGetUniformLocation(g_program.program, "inverseCameraMatrix");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_cubemapLocation = glGetUniformLocation(g_program.program, "cubemap");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_waterLocation = glGetUniformLocation(g_program.program, "waterTexture");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_passedTimeLocation = glGetUniformLocation(g_program.program, "passedTime");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_waveParametersLocation = glGetUniformLocation(g_program.program, "waveParameters");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_waveDirectionsLocation = glGetUniformLocation(g_program.program, "waveDirections");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml
	g_vertexLocation = glGetAttribLocation(g_program.program, "vertex");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_vertices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_vertices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ARRAY_BUFFER, WATER_PLANE_LENGTH*WATER_PLANE_LENGTH * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW);

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_indices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, WATER_PLANE_LENGTH*(WATER_PLANE_LENGTH-1) * 2 * sizeof(GLuint), (GLuint*) indices, GL_STATIC_DRAW);

	//

	free(points);

	free(indices);

	//

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/gentextures.html
	glGenTextures(1, &g_cubemap);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/bindtexture.html
	glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemap);

	glusLoadTgaImage("water_pos_x.tga", &image);
	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/teximage2d.html
	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);
	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/teximage2d.html
	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);
	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/teximage2d.html
	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);
	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/teximage2d.html
	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);
	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/teximage2d.html
	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);
	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/teximage2d.html
	glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
	glusDestroyTgaImage(&image);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/texparameter.html
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/texparameter.html
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/texparameter.html
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/texparameter.html
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

	glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

	//

	// http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml
	glUseProgram(g_program.program);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml
	glUniform1f(g_waterPlaneLengthLocation, (GLUSfloat)WATER_PLANE_LENGTH);

	// http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
	glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);

	// http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml
	glEnableVertexAttribArray(g_vertexLocation);

	// http://www.opengl.org/sdk/docs/man/xhtml/glActiveTexture.xml
	glActiveTexture(GL_TEXTURE0);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/bindtexture.html
	glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemap);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml
	glUniform1i(g_cubemapLocation, 0);

	// Get the render buffer texture
	waterTexture = initTexture((GLUSfloat)WATER_PLANE_LENGTH);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml
	glUseProgram(g_program.program);

	// http://www.opengl.org/sdk/docs/man/xhtml/glActiveTexture.xml
	glActiveTexture(GL_TEXTURE1);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/bindtexture.html
	glBindTexture(GL_TEXTURE_2D, waterTexture);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml
	glUniform1i(g_waterLocation, 1);

	//

	// Load the source of the vertex shader.
	glusLoadTextFile("../src/Example14/VertexBackground.vs", &vertexSource);

	// Load the source of the fragment shader.
	glusLoadTextFile("../src/Example14/FragmentBackground.fs", &fragmentSource);

	// Build and ...
	glusBuildProgram(&g_programBackground, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text);

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

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

	// ToDo:
	glGenVertexArrays(1, &g_vaoBackground);

	// ToDo:
	glBindVertexArray(g_vaoBackground);

	glusCreateSpheref(&background, (GLfloat)(GLfloat)WATER_PLANE_LENGTH/2.0f + 0.5f, 32);
	g_numberIndicesBackground = background.numberIndices;

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_projectionLocationBackground = glGetUniformLocation(g_programBackground.program, "projectionMatrix");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_modelViewLocationBackground = glGetUniformLocation(g_programBackground.program, "modelViewMatrix");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_cubemapLocationBackground = glGetUniformLocation(g_programBackground.program, "cubemap");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml
	g_vertexLocationBackground = glGetAttribLocation(g_programBackground.program, "vertex");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml
	g_normalLocationBackground = glGetAttribLocation(g_programBackground.program, "normal");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_verticesBackground);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackground);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ARRAY_BUFFER, background.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) background.vertices, GL_STATIC_DRAW);

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_normalsBackground);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_normalsBackground);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ARRAY_BUFFER, background.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) background.normals, GL_STATIC_DRAW);

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_indicesBackground);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackground);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, background.numberIndices * sizeof(GLuint), (GLuint*) background.indices, GL_STATIC_DRAW);

	glusDestroyShapef(&background);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml
	glUseProgram(g_programBackground.program);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml
	glUniformMatrix4fv(g_modelViewLocationBackground, 1, GL_FALSE, g_modelView);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackground);

	// http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
	glVertexAttribPointer(g_vertexLocationBackground, 4, GL_FLOAT, GL_FALSE, 0, 0);

	// http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml
	glEnableVertexAttribArray(g_vertexLocationBackground);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_normalsBackground);

	// http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
	glVertexAttribPointer(g_normalLocationBackground, 3, GL_FLOAT, GL_FALSE, 0, 0);

	// http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml
	glEnableVertexAttribArray(g_normalLocationBackground);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml
	glUniform1i(g_cubemapLocationBackground, 0);

	//

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/clearcolor.html
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/cleardepth.html
	glClearDepth(1.0f);

	//http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/enable.html
	glEnable( GL_DEPTH_TEST);

	return GLUS_TRUE;
}
コード例 #5
0
ファイル: main.c プロジェクト: 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;
}
コード例 #6
0
SimpleMesh::SimpleMesh(GLuint a_programId, int a_slicesNum, int a_meshType, float a_halfSize)
{
  if(a_meshType == SPHERE)
    glusCreateSpheref(&m_glusShape, a_halfSize, a_slicesNum);
  else if(a_meshType == CUBE)
    glusCreateCubef(&m_glusShape, a_halfSize);
  else if(a_meshType == PLANE)
  {
    glusCreatePlanef(&m_glusShape, a_halfSize);
    for(unsigned int i=0;i<2*m_glusShape.numberVertices;i++)
      m_glusShape.texCoords[i] *= 2.0f;
  }
  else if(a_meshType == TORUS)
    glusCreateTorusf(&m_glusShape, 0.5f*a_halfSize, a_halfSize, a_slicesNum, 32*a_slicesNum);
  else
    glusCreateCubef(&m_glusShape, 1.0f);



  m_vertexPosBufferObject = 0;

  m_vertexPosLocation       = glGetAttribLocation(a_programId, "vertex");
  m_vertexNormLocation      = glGetAttribLocation(a_programId, "normal");
  m_vertexTexCoordsLocation = glGetAttribLocation(a_programId, "texCoord");

  GLint maxVertexAttributes = 0;
  glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttributes);

  // create buffers a,d fill them with data

  // vertex positions
  //
  glGenBuffers(1, &m_vertexPosBufferObject);                                                   CHECK_GL_ERRORS;
  glBindBuffer(GL_ARRAY_BUFFER, m_vertexPosBufferObject);                                      CHECK_GL_ERRORS;    
  glBufferData(GL_ARRAY_BUFFER, m_glusShape.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) m_glusShape.vertices, GL_STATIC_DRAW);  CHECK_GL_ERRORS;

  // vertex normals
  //
  glGenBuffers(1, &m_vertexNormBufferObject);                                                   CHECK_GL_ERRORS;
  glBindBuffer(GL_ARRAY_BUFFER, m_vertexNormBufferObject);                                      CHECK_GL_ERRORS;    
  glBufferData(GL_ARRAY_BUFFER, m_glusShape.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) m_glusShape.normals, GL_STATIC_DRAW);  CHECK_GL_ERRORS;

  // vertex texture coordinates
  //
  glGenBuffers(1, &m_vertexTexCoordsBufferObject);                                                   CHECK_GL_ERRORS;
  glBindBuffer(GL_ARRAY_BUFFER, m_vertexTexCoordsBufferObject);                                      CHECK_GL_ERRORS;    
  glBufferData(GL_ARRAY_BUFFER, m_glusShape.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) m_glusShape.texCoords, GL_STATIC_DRAW);  CHECK_GL_ERRORS;

  // index buffer
  //
  glGenBuffers(1, &m_indexBufferObject);   
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBufferObject);
  glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_glusShape.numberIndices * sizeof(GLuint), (GLuint*)m_glusShape.indices, GL_STATIC_DRAW);


  // create VAO and bind each buffer to appropriate "pointer", called vertex array attribute
  //
  glGenVertexArrays(1, &m_vertexArrayObject);                                               CHECK_GL_ERRORS;
  glBindVertexArray(m_vertexArrayObject);                                                   CHECK_GL_ERRORS;

  if(m_vertexPosLocation < GLuint(maxVertexAttributes))
  {
    glBindBuffer(GL_ARRAY_BUFFER, m_vertexPosBufferObject);                    CHECK_GL_ERRORS;                   
    glEnableVertexAttribArray(m_vertexPosLocation);                            CHECK_GL_ERRORS;
    glVertexAttribPointer(m_vertexPosLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);   CHECK_GL_ERRORS;
  }

  if(m_vertexNormLocation < GLuint(maxVertexAttributes))
  {
    glBindBuffer(GL_ARRAY_BUFFER, m_vertexNormBufferObject);                    CHECK_GL_ERRORS;                   
    glEnableVertexAttribArray(m_vertexNormLocation);                            CHECK_GL_ERRORS;
    glVertexAttribPointer(m_vertexNormLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);   CHECK_GL_ERRORS;
  }

  if(m_vertexTexCoordsLocation < GLuint(maxVertexAttributes))
  {
    glBindBuffer(GL_ARRAY_BUFFER, m_vertexTexCoordsBufferObject);                    CHECK_GL_ERRORS;                   
    glEnableVertexAttribArray(m_vertexTexCoordsLocation);                            CHECK_GL_ERRORS;
    glVertexAttribPointer(m_vertexTexCoordsLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);   CHECK_GL_ERRORS;
  }

  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBufferObject);  CHECK_GL_ERRORS;

  glBindVertexArray(0); // unbind VAO
}
コード例 #7
0
ファイル: main.c プロジェクト: BSVino/OpenGL-3-4-Samples
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;
}
コード例 #8
0
ファイル: main.c プロジェクト: dmccartney1976/OpenGL
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;
}