GLUSboolean update(GLUSfloat time) { static GLfloat angle = 0.0f; GLuint primitivesWritten; // Field of view GLfloat rotationMatrix[16]; GLfloat positionTextureSpace[4]; GLfloat directionTextureSpace[3]; GLfloat leftNormalTextureSpace[3]; GLfloat rightNormalTextureSpace[3]; GLfloat backNormalTextureSpace[3]; GLfloat xzPosition2D[4]; // GLfloat tmvpMatrix[16]; // Animation update g_personView.cameraPosition[0] = -cosf(2.0f * GLUS_PI * angle / TURN_DURATION) * TURN_RADIUS * METERS_TO_VIRTUAL_WORLD_SCALE; g_personView.cameraPosition[2] = -sinf(2.0f * GLUS_PI * angle / TURN_DURATION) * TURN_RADIUS * METERS_TO_VIRTUAL_WORLD_SCALE; g_personView.cameraDirection[0] = sinf(2.0f * GLUS_PI * angle / TURN_DURATION); g_personView.cameraDirection[2] = -cosf(2.0f * GLUS_PI * angle / TURN_DURATION); if (g_animationOn) { angle += time; } glusMatrix4x4LookAtf(g_viewMatrix, g_activeView->cameraPosition[0], g_activeView->cameraPosition[1], g_activeView->cameraPosition[2], g_activeView->cameraPosition[0] + g_activeView->cameraDirection[0], g_activeView->cameraPosition[1] + g_activeView->cameraDirection[1], g_activeView->cameraPosition[2] + g_activeView->cameraDirection[2], g_activeView->cameraUp[0], g_activeView->cameraUp[1], g_activeView->cameraUp[2]); glusMatrix4x4Identityf(tmvpMatrix); glusMatrix4x4Multiplyf(tmvpMatrix, tmvpMatrix, g_projectionMatrix); glusMatrix4x4Multiplyf(tmvpMatrix, tmvpMatrix, g_viewMatrix); glusMatrix4x4Multiplyf(tmvpMatrix, tmvpMatrix, g_textureToWorldMatrix); // Position xzPosition2D[0] = g_personView.cameraPosition[0]; xzPosition2D[1] = 0.0f; xzPosition2D[2] = g_personView.cameraPosition[2]; xzPosition2D[3] = g_personView.cameraPosition[3]; glusMatrix4x4MultiplyPoint4f(positionTextureSpace, g_worldToTextureMatrix, xzPosition2D); // Direction glusMatrix4x4MultiplyVector3f(directionTextureSpace, g_worldToTextureMatrix, g_personView.cameraDirection); // Left normal of field of view glusMatrix4x4Identityf(rotationMatrix); glusMatrix4x4RotateRyf(rotationMatrix, g_personView.fov * (g_width / g_height) / 2.0f + 90.0f); glusMatrix4x4MultiplyVector3f(leftNormalTextureSpace, rotationMatrix, g_personView.cameraDirection); glusMatrix4x4MultiplyVector3f(leftNormalTextureSpace, g_worldToTextureNormalMatrix, leftNormalTextureSpace); // Right normal of field of view glusMatrix4x4Identityf(rotationMatrix); glusMatrix4x4RotateRyf(rotationMatrix, -g_personView.fov * (g_width / g_height) / 2.0f - 90.0f); glusMatrix4x4MultiplyVector3f(rightNormalTextureSpace, rotationMatrix, g_personView.cameraDirection); glusMatrix4x4MultiplyVector3f(rightNormalTextureSpace, g_worldToTextureNormalMatrix, rightNormalTextureSpace); // Back normal of field of view glusMatrix4x4Identityf(rotationMatrix); glusMatrix4x4RotateRyf(rotationMatrix, 180.0f); glusMatrix4x4MultiplyVector3f(backNormalTextureSpace, rotationMatrix, g_personView.cameraDirection); glusMatrix4x4MultiplyVector3f(backNormalTextureSpace, g_worldToTextureNormalMatrix, backNormalTextureSpace); // OpenGL stuff glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Pass one. // Disable any rasterization glEnable(GL_RASTERIZER_DISCARD); glUseProgram(g_programPassOne.program); glUniform4fv(g_positionTextureSpacePassOneLocation, 1, positionTextureSpace); glUniform3fv(g_leftNormalTextureSpacePassOneLocation, 1, leftNormalTextureSpace); glUniform3fv(g_rightNormalTextureSpacePassOneLocation, 1, rightNormalTextureSpace); glUniform3fv(g_backNormalTextureSpacePassOneLocation, 1, backNormalTextureSpace); glBindVertexArray(g_vaoPassOne); // Bind to vertices used in render pass two. To this buffer is written. glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, g_verticesPassTwoVBO); // We need to know, how many primitives are written. So start the query. glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, g_transformFeedbackQuery); // Start the operation ... glBeginTransformFeedback(GL_POINTS); // ... render the elements ... glDrawElements(GL_POINTS, g_sNumPoints * g_tNumPoints, GL_UNSIGNED_INT, 0); // ... and stop the operation. glEndTransformFeedback(); // Now, we can also stop the query. glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); glDisable(GL_RASTERIZER_DISCARD); glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0); glBindVertexArray(0); // Pass two glUseProgram(g_shaderProgramPassTwo.program); glUniformMatrix4fv(g_tmvpPassTwoLocation, 1, GL_FALSE, tmvpMatrix); glUniform4fv(g_positionTextureSpacePassTwoLocation, 1, positionTextureSpace); glBindVertexArray(g_vaoPassTwo); // Now get the number of primitives written in the first render pass. glGetQueryObjectuiv(g_transformFeedbackQuery, GL_QUERY_RESULT, &primitivesWritten); // No draw the final terrain. glDrawArrays(GL_PATCHES, 0, primitivesWritten); return GLUS_TRUE; }
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; }
GLUSboolean update(GLUSfloat time) { static GLfloat angle = 0.0f; GLfloat shadowMatrix[16]; GLfloat modelViewMatrix[16]; GLfloat viewMatrix[16]; GLfloat modelMatrix[16]; GLfloat normalMatrix[9]; // Rendering into the shadow texture. glBindTexture(GL_TEXTURE_2D, 0); // Setup for the framebuffer. glBindFramebuffer(GL_FRAMEBUFFER, g_fbo); glViewport(0, 0, g_shadowTextureSize, g_shadowTextureSize); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glusMatrix4x4LookAtf(viewMatrix, g_lightPosition[0], g_lightPosition[1], g_lightPosition[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glusMatrix4x4Multiplyf(shadowMatrix, g_shadowMatrix, viewMatrix); glClear(GL_DEPTH_BUFFER_BIT); glUseProgram(g_programShadow.program); // Render the torus. glusMatrix4x4Identityf(modelMatrix); glusMatrix4x4RotateRzRxRyf(modelMatrix, 0.0f, 0.0f, angle); glusMatrix4x4Multiplyf(modelViewMatrix, viewMatrix, modelMatrix); glUniformMatrix4fv(g_modelViewMatrixShadowLocation, 1, GL_FALSE, modelViewMatrix); glBindVertexArray(g_vaoShadow); glEnable(GL_POLYGON_OFFSET_FILL); glFrontFace(GL_CW); glDrawElements(GL_TRIANGLES, g_numberIndicesSphere, GL_UNSIGNED_INT, 0); glDisable(GL_POLYGON_OFFSET_FILL); glFrontFace(GL_CCW); // Revert for the scene. glBindFramebuffer(GL_FRAMEBUFFER, 0); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glViewport(0, 0, g_width, g_height); glBindTexture(GL_TEXTURE_2D, g_shadowTexture); // // Render the scene. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 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); glUniformMatrix4fv(g_viewMatrixLocation, 1, GL_FALSE, viewMatrix); glUniformMatrix4fv(g_shadowMatrixLocation, 1, GL_FALSE, shadowMatrix); // Plane glusMatrix4x4Identityf(modelMatrix); glusMatrix4x4Translatef(modelMatrix, 0.0f, 0.0f, -5.0f); glusMatrix4x4Multiplyf(modelViewMatrix, viewMatrix, modelMatrix); glusMatrix4x4ExtractMatrix3x3f(normalMatrix, modelViewMatrix); glUniformMatrix4fv(g_modelMatrixLocation, 1, GL_FALSE, modelMatrix); glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, normalMatrix); glUniform4f(g_colorLocation, 0.0f, 0.5f, 0.0f, 1.0f); glBindVertexArray(g_vaoBackground); glDrawElements(GL_TRIANGLES, g_numberIndicesBackground, GL_UNSIGNED_INT, 0); // Torus glusMatrix4x4Identityf(modelMatrix); glusMatrix4x4RotateRzRxRyf(modelMatrix, 0.0f, 0.0f, angle); glusMatrix4x4Multiplyf(modelViewMatrix, viewMatrix, modelMatrix); glusMatrix4x4ExtractMatrix3x3f(normalMatrix, modelViewMatrix); glUniformMatrix4fv(g_modelMatrixLocation, 1, GL_FALSE, modelMatrix); glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, normalMatrix); glUniform4f(g_colorLocation, 0.33f, 0.0f, 0.5f, 1.0f); glBindVertexArray(g_vao); glDrawElements(GL_TRIANGLES, g_numberIndicesSphere, GL_UNSIGNED_INT, 0); // angle += 20.0f * time; return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUSshape cube; GLUStgaimage image; GLUStextfile vertexSource; GLUStextfile fragmentSource; glusFileLoadText("../Example08_ES/shader/cubemap.vert.glsl", &vertexSource); glusFileLoadText("../Example08_ES/shader/cubemap.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (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_inverseViewMatrixLocation = glGetUniformLocation(g_program.program, "u_inverseViewMatrix"); g_cubemapTextureLocation = glGetUniformLocation(g_program.program, "u_cubemapTexture"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // // Here we create the cube map. glGenTextures(1, &g_cubemapTexture); glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemapTexture); glusImageLoadTga("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); glusImageDestroyTga(&image); glusImageLoadTga("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); glusImageDestroyTga(&image); glusImageLoadTga("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); glusImageDestroyTga(&image); glusImageLoadTga("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); glusImageDestroyTga(&image); glusImageLoadTga("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); glusImageDestroyTga(&image); glusImageLoadTga("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); glusImageDestroyTga(&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); // glusShapeCreateCubef(&cube, 0.5f); g_numberIndicesSphere = cube.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, cube.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) cube.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, cube.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) cube.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, cube.numberIndices * sizeof(GLuint), (GLuint*) cube.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusShapeDestroyf(&cube); // 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); // // Activate and set the cube map. glUniform1i(g_cubemapTextureLocation, 0); glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemapTexture); // // As the camera does not move, we can create the view matrix here. glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
GLUSboolean update(GLUSfloat time) { static GLfloat angle = 0.0f; GLfloat angleRadians; GLfloat viewProjectionMatrix[16]; GLfloat viewMatrix[16]; GLfloat modelMatrix[16]; GLfloat normalMatrix[9]; GLfloat camera[4] = {0.0, 0.0, 0.0, 1.0}; angleRadians = glusMathDegToRadf(angle); camera[0] = g_circleRadius * -sinf(angleRadians); camera[2] = g_circleRadius * cosf(angleRadians); // Circle with the camera around the origin by looking at it. glusMatrix4x4LookAtf(viewMatrix, camera[0], 0.0f, camera[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glusMatrix4x4Multiplyf(viewProjectionMatrix, g_projectionMatrix, viewMatrix); glusMatrix4x4Identityf(modelMatrix); glusMatrix4x4Translatef(modelMatrix, 0.0f, -0.5f, 0.0f); glusMatrix4x4RotateRxf(modelMatrix, 45.0f); glusMatrix4x4ExtractMatrix3x3f(normalMatrix, modelMatrix); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // // First render the background. glUseProgram(g_programBackground.program); glUniformMatrix4fv(g_viewProjectionMatrixBackgroundLocation, 1, GL_FALSE, viewProjectionMatrix); glUniformMatrix4fv(g_modelMatrixBackgroundLocation, 1, GL_FALSE, modelMatrix); glBindVertexArray(g_vaoBackground); glFrontFace(GL_CW); glDrawElements(GL_TRIANGLES, g_numberIndicesBackground, GL_UNSIGNED_INT, 0); // Now render the sphere. glUseProgram(g_program.program); glUniformMatrix4fv(g_viewProjectionMatrixLocation, 1, GL_FALSE, viewProjectionMatrix); glUniformMatrix4fv(g_modelMatrixLocation, 1, GL_FALSE, modelMatrix); glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, normalMatrix); glUniform4fv(g_cameraLocation, 1, camera); glBindVertexArray(g_vao); glFrontFace(GL_CCW); glDrawElements(GL_TRIANGLES, g_numberIndicesSphere, GL_UNSIGNED_INT, 0); // Increase the angle 30 degree per second. angle += 30.0f * time; return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUSshape wavefrontObj; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLfloat viewMatrix[16]; GLfloat lightDirection[3]; lightDirection[0] = g_lightPosition[0]; lightDirection[1] = g_lightPosition[1]; lightDirection[2] = g_lightPosition[2]; glusVector3Normalizef(lightDirection); // glusFileLoadText("../Example34/shader/renderdepthmap.vert.glsl", &vertexSource); glusFileLoadText("../Example34/shader/renderdepthmap.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_programDepthPass, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // glusFileLoadText("../Example34/shader/subsurfacescattering.vert.glsl", &vertexSource); glusFileLoadText("../Example34/shader/subsurfacescattering.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_projectionMatrixDepthPassLocation = glGetUniformLocation(g_programDepthPass.program, "u_projectionMatrix"); g_modelViewMatrixDepthPassLocation = glGetUniformLocation(g_programDepthPass.program, "u_modelViewMatrix"); g_vertexDepthPassLocation = glGetAttribLocation(g_programDepthPass.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_depthPassMatrixLocation = glGetUniformLocation(g_program.program, "u_depthPassMatrix"); g_diffuseColorLocation = glGetUniformLocation(g_program.program, "u_diffuseColor"); g_scatterColorLocation = glGetUniformLocation(g_program.program, "u_scatterColor"); g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); g_depthPassTextureLocation = glGetUniformLocation(g_program.program, "u_depthPassTexture"); g_nearFarLocation = glGetUniformLocation(g_program.program, "u_nearFar"); g_wrapLocation = glGetUniformLocation(g_program.program, "u_wrap"); g_scatterWidthLocation = glGetUniformLocation(g_program.program, "u_scatterWidth"); g_scatterFalloffLocation = glGetUniformLocation(g_program.program, "u_scatterFalloff"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // glGenTextures(1, &g_depthPassTexture); glBindTexture(GL_TEXTURE_2D, g_depthPassTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, g_depthPassTextureSize, g_depthPassTextureSize, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 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); glBindTexture(GL_TEXTURE_2D, 0); // glGenFramebuffers(1, &g_fbo); glBindFramebuffer(GL_FRAMEBUFFER, g_fbo); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, g_depthPassTexture, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf("GL_FRAMEBUFFER_COMPLETE error 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); return GLUS_FALSE; } glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glBindFramebuffer(GL_FRAMEBUFFER, 0); // // Use a helper function to load an wavefront object file. glusShapeLoadWavefront("dragon.obj", &wavefrontObj); g_numberVertices = wavefrontObj.numberVertices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) wavefrontObj.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) wavefrontObj.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glusShapeDestroyf(&wavefrontObj); // 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_depthPassTextureLocation, 0); // Dragon 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); // glUseProgram(g_programDepthPass.program); // Dragon glGenVertexArrays(1, &g_vaoDepthPass); glBindVertexArray(g_vaoDepthPass); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexDepthPassLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexDepthPassLocation); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
GLUSboolean update(GLUSfloat time) { static GLfloat angle = 0.0f; GLfloat depthPassMatrix[16]; GLfloat modelViewMatrix[16]; GLfloat viewMatrix[16]; GLfloat modelMatrix[16]; GLfloat normalMatrix[9]; // Rendering into the depth pass texture. glBindTexture(GL_TEXTURE_2D, 0); // Setup for the framebuffer. glBindFramebuffer(GL_FRAMEBUFFER, g_fbo); glViewport(0, 0, g_depthPassTextureSize, g_depthPassTextureSize); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glusMatrix4x4LookAtf(viewMatrix, g_lightPosition[0], g_lightPosition[1], g_lightPosition[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glusMatrix4x4Multiplyf(depthPassMatrix, g_depthPassMatrix, viewMatrix); glClear(GL_DEPTH_BUFFER_BIT); glUseProgram(g_programDepthPass.program); // Render the Dragon. glusMatrix4x4Identityf(modelMatrix); glusMatrix4x4RotateRzRxRyf(modelMatrix, 0.0f, 0.0f, angle); // Upscaling a little bit avoids artifacts. glusMatrix4x4Scalef(modelMatrix, 1.05f, 1.05f, 1.05f); glusMatrix4x4Multiplyf(modelViewMatrix, viewMatrix, modelMatrix); glUniformMatrix4fv(g_modelViewMatrixDepthPassLocation, 1, GL_FALSE, modelViewMatrix); glBindVertexArray(g_vaoDepthPass); glDrawArrays(GL_TRIANGLES, 0, g_numberVertices); // Revert for the scene. glBindFramebuffer(GL_FRAMEBUFFER, 0); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glViewport(0, 0, g_width, g_height); glBindTexture(GL_TEXTURE_2D, g_depthPassTexture); // // Render the scene. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 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); glUniformMatrix4fv(g_viewMatrixLocation, 1, GL_FALSE, viewMatrix); glUniformMatrix4fv(g_depthPassMatrixLocation, 1, GL_FALSE, depthPassMatrix); // Dragon glusMatrix4x4Identityf(modelMatrix); glusMatrix4x4RotateRzRxRyf(modelMatrix, 0.0f, 0.0f, angle); glusMatrix4x4Multiplyf(modelViewMatrix, viewMatrix, modelMatrix); glusMatrix4x4ExtractMatrix3x3f(normalMatrix, modelViewMatrix); glUniformMatrix4fv(g_modelMatrixLocation, 1, GL_FALSE, modelMatrix); glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, normalMatrix); glUniform4f(g_diffuseColorLocation, 0.8f, 0.0f, 0.0f, 1.0f); glUniform4f(g_scatterColorLocation, 0.8f, 0.8f, 0.0f, 1.0f); glUniform2f(g_nearFarLocation, g_near, g_far); glUniform1f(g_wrapLocation, g_wrap); glUniform1f(g_scatterWidthLocation, g_scatterWidth); glUniform1f(g_scatterFalloffLocation, g_scatterFalloff); glBindVertexArray(g_vao); glDrawArrays(GL_TRIANGLES, 0, g_numberVertices); // angle += 20.0f * time; return GLUS_TRUE; }
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 } }; // Green color material with white specular color, half transparent. struct MaterialProperties material = { { 0.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, 20.0f, 0.5f }; // Buffer for cleaning the head index testure. static GLuint clearBuffer[SCREEN_WIDTH * SCREEN_HEIGHT]; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSshape wavefrontObj; GLuint i; for (i = 0; i < SCREEN_WIDTH * SCREEN_HEIGHT; i++) { // 0xffffffff means end of list, so for the start tehre is no entry. clearBuffer[i] = 0xffffffff; } // glusFileLoadText("../Example36/shader/phong_linked_list.vert.glsl", &vertexSource); glusFileLoadText("../Example36/shader/phong_linked_list.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_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_material.alphaLocation = glGetUniformLocation(g_program.program, "u_material.alpha"); g_maxNodesLocation = glGetUniformLocation(g_program.program, "u_maxNodes"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // glusFileLoadText("../Example36/shader/fullscreen_blend.vert.glsl", &vertexSource); glusFileLoadText("../Example36/shader/fullscreen_blend.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_blendFullscreenProgram, (const GLchar**)&vertexSource.text, 0, 0, 0, (const GLchar**)&fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // Atomic counter to gather a free node slot concurrently. glGenBuffers(1, &g_freeNodeIndex); glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, BINDING_ATOMIC_FREE_INDEX, g_freeNodeIndex); glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint), 0, GL_DYNAMIC_DRAW); // Head index texture/image, which contains the glGenTextures(1, &g_headIndexTexture); glBindTexture(GL_TEXTURE_2D, g_headIndexTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, 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); glBindTexture(GL_TEXTURE_2D, 0); glBindImageTexture(BINDING_IMAGE_HEAD_INDEX, g_headIndexTexture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32UI); // Buffer to clear/reset the head pointers. glGenBuffers(1, &g_clearBuffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, g_clearBuffer); glBufferData(GL_PIXEL_UNPACK_BUFFER, SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(GLuint), clearBuffer, GL_STATIC_COPY); // Buffer for the linked list. glGenBuffers(1, &g_linkedListBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, BINDING_BUFFER_LINKED_LIST, g_linkedListBuffer); // Size is RGBA, depth (5 * GLfloat), next pointer (1 * GLuint) and 2 paddings (2 * GLfloat). glBufferData(GL_SHADER_STORAGE_BUFFER, MAX_NODES * (sizeof(GLfloat) * 5 + sizeof(GLuint) * 1) + sizeof(GLfloat) * 2, 0, GL_DYNAMIC_DRAW); // // Use a helper function to load an wavefront object file. glusShapeLoadWavefront("dragon.obj", &wavefrontObj); g_numberVertices = wavefrontObj.numberVertices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) wavefrontObj.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) wavefrontObj.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glusShapeDestroyf(&wavefrontObj); // glUseProgram(g_blendFullscreenProgram.program); glGenVertexArrays(1, &g_blendFullscreenVAO); glBindVertexArray(g_blendFullscreenVAO); glBindVertexArray(0); // 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); glBindVertexArray(0); // glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // 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); glUniform1f(g_material.alphaLocation, material.alpha); glUniform1ui(g_maxNodesLocation, MAX_NODES); // glDisable(GL_DEPTH_TEST); return GLUS_TRUE; }
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 } }; // Green color material with white specular color, half transparent. struct MaterialProperties material = { { 0.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, 20.0f, 0.5f }; static GLfloat biasMatrix[] = { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f }; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSshape wavefrontObj; glusFileLoadText("shader/phong_depth_peel.vert.glsl", &vertexSource); glusFileLoadText("shader/phong_depth_peel.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_biasMatrixLocation = glGetUniformLocation(g_program.program, "u_biasMatrix"); 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_material.alphaLocation = glGetUniformLocation(g_program.program, "u_material.alpha"); g_peelTextureLocation = glGetUniformLocation(g_program.program, "u_peelTexture"); g_layerLocation = glGetUniformLocation(g_program.program, "u_layer"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // glusFileLoadText("shader/fullscreen_blend.vert.glsl", &vertexSource); glusFileLoadText("shader/fullscreen_blend.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_blendFullscreenProgram, (const GLchar**)&vertexSource.text, 0, 0, 0, (const GLchar**)&fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_framebufferTextureBlendFullscreenLocation = glGetUniformLocation(g_blendFullscreenProgram.program, "u_framebufferTexture"); g_layersBlendFullscreenLocation = glGetUniformLocation(g_blendFullscreenProgram.program, "u_layers"); // // Use a helper function to load an wavefront object file. glusShapeLoadWavefront("../../media/dragon.obj", &wavefrontObj); g_numberVertices = wavefrontObj.numberVertices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) wavefrontObj.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) wavefrontObj.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glusShapeDestroyf(&wavefrontObj); // // // Setting up the frame buffer. // glGenTextures(1, &g_colorTexture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, g_colorTexture); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, SCREEN_WIDTH, SCREEN_HEIGHT, LAYERS, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D_ARRAY, 0); // glGenTextures(2, g_depthTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_depthTexture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 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); // Peel depth test "function". See shader for more information. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER); glBindTexture(GL_TEXTURE_2D, g_depthTexture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 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); // Peel depth test "function". See shader for more information. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER); glBindTexture(GL_TEXTURE_2D, 0); // glGenFramebuffers(1, &g_blendFullscreenFBO); glBindFramebuffer(GL_FRAMEBUFFER, g_blendFullscreenFBO); // Attach the color buffer ... glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, g_colorTexture, 0, 0); // ... and the depth buffer, glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, g_depthTexture[1], 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); // glUseProgram(g_blendFullscreenProgram.program); glGenVertexArrays(1, &g_blendFullscreenVAO); glBindVertexArray(g_blendFullscreenVAO); glUniform1i(g_framebufferTextureBlendFullscreenLocation, 0); glUniform1i(g_layersBlendFullscreenLocation, LAYERS); glBindVertexArray(0); // 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); glBindVertexArray(0); // glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // 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); glUniform1f(g_material.alphaLocation, material.alpha); glUniform1i(g_peelTextureLocation, 1); glUniformMatrix4fv(g_biasMatrixLocation, 1, GL_FALSE, biasMatrix); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); return GLUS_TRUE; }
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("shader/shadow.vert.glsl", &vertexSource); glusFileLoadText("shader/shadow.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_programShadow, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // glusFileLoadText("shader/color.vert.glsl", &vertexSource); glusFileLoadText("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; }
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 } }; GLUStextfile vertexSource; GLUStextfile geometrySource; GLUStextfile fragmentSource; GLUStgaimage image; GLUSshape bunnyShape; // glusFileLoadText("../Example26/shader/ambient_diffuse_texture.vert.glsl", &vertexSource); glusFileLoadText("../Example26/shader/ambient_diffuse_texture.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); glusFileLoadText("../Example26/shader/fur.vert.glsl", &vertexSource); glusFileLoadText("../Example26/shader/fur.geom.glsl", &geometrySource); glusFileLoadText("../Example26/shader/fur.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_programFur, (const GLUSchar**) &vertexSource.text, 0, 0, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&geometrySource); 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_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_textureLocation = glGetUniformLocation(g_program.program, "u_textureFurColor"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); g_texCoordLocation = glGetAttribLocation(g_program.program, "a_texCoord"); g_projectionMatrixFurLocation = glGetUniformLocation(g_programFur.program, "u_projectionMatrix"); g_modelViewMatrixFurLocation = glGetUniformLocation(g_programFur.program, "u_modelViewMatrix"); g_normalMatrixFurLocation = glGetUniformLocation(g_programFur.program, "u_normalMatrix"); g_lightDirectionFurLocation = glGetUniformLocation(g_programFur.program, "u_lightDirection"); g_textureFurColorLocation = glGetUniformLocation(g_programFur.program, "u_textureFurColor"); g_textureFurStrengthLocation = glGetUniformLocation(g_programFur.program, "u_textureFurStrength"); g_vertexFurLocation = glGetAttribLocation(g_programFur.program, "a_vertex"); g_normalFurLocation = glGetAttribLocation(g_programFur.program, "a_normal"); g_texCoordFurLocation = glGetAttribLocation(g_programFur.program, "a_texCoord"); // // Color texture set up. glusImageLoadTga("tiger.tga", &image); glGenTextures(1, &g_textureFurColor); glBindTexture(GL_TEXTURE_2D, g_textureFurColor); 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); glusImageDestroyTga(&image); // A simple noise texture influences the strength of each fur pixel. glusPerlinCreateNoise2D(&image, 64, 64, 0, 100.0f, 255.0f, 0.5f, 1); glGenTextures(1, &g_textureFurStrength); glBindTexture(GL_TEXTURE_2D, g_textureFurStrength); 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); glusImageDestroyTga(&image); // // Use a helper function to load an wavefront object file. glusShapeLoadWavefront("bunny.obj", &bunnyShape); // This model does not have any texture coordinates, so generate them. glusShapeTexGenByAxesf(&bunnyShape, 2.0f, 0.0f, 2.0f, 0.0f, 0.0f, 0.0f); g_numberVertices = bunnyShape.numberVertices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, bunnyShape.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) bunnyShape.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, bunnyShape.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) bunnyShape.normals, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glBufferData(GL_ARRAY_BUFFER, bunnyShape.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) bunnyShape.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glusShapeDestroyf(&bunnyShape); // 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); glUseProgram(g_programFur.program); glGenVertexArrays(1, &g_vaoFur); glBindVertexArray(g_vaoFur); 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); // glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.75f, 3.0f, 0.0f, 0.75f, 0.0f, 0.0f, 1.0f, 0.0f); // glusVector3Normalizef(light.direction); // Transform light to camera space, as it is currently in world space. glusMatrix4x4MultiplyVector3f(light.direction, g_viewMatrix, light.direction); glUseProgram(g_program.program); // 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 the texture. glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_textureFurColor); glUniform1i(g_textureLocation, 0); glUseProgram(g_programFur.program); glUniform3fv(g_lightDirectionFurLocation, 1, light.direction); // Fur color and position textures. glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_textureFurColor); glUniform1i(g_textureFurColorLocation, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_textureFurStrength); glUniform1i(g_textureFurStrengthLocation, 1); // glClearColor(0.8f, 0.8f, 0.8f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); return GLUS_TRUE; }
GLUSboolean update(GLUSfloat time) { static GLfloat angle = 0.0f; GLfloat modelViewMatrix[16]; GLfloat viewMatrix[16]; GLfloat shadowProjectionMatrix[16]; GLfloat modelMatrix[16]; GLfloat normalMatrix[9]; // This shadow plane represents mathematically the background plane GLfloat shadowPlane[4] = {0.0f, 0.0f, 1.0f, 5.0f}; glusMatrix4x4LookAtf(viewMatrix, g_cameraPosition[0], g_cameraPosition[1], g_cameraPosition[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // // Render the scene. // glUseProgram(g_program.program); glUniformMatrix4fv(g_viewMatrixLocation, 1, GL_FALSE, viewMatrix); // Background Plane glusMatrix4x4Identityf(modelMatrix); glusMatrix4x4Translatef(modelMatrix, 0.0f, 0.0f, -5.0f); glusMatrix4x4Multiplyf(modelViewMatrix, viewMatrix, modelMatrix); glusMatrix4x4ExtractMatrix3x3f(normalMatrix, modelViewMatrix); glUniformMatrix4fv(g_modelMatrixLocation, 1, GL_FALSE, modelMatrix); glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, normalMatrix); glUniform4f(g_colorLocation, 0.0f, 0.5f, 0.0f, 1.0f); glBindVertexArray(g_vaoBackground); glDrawElements(GL_TRIANGLES, g_numberIndicesBackground, GL_UNSIGNED_INT, 0); // // Render the planar shadow // glUseProgram(g_programShadow.program); glUniformMatrix4fv(g_viewMatrixShadowLocation, 1, GL_FALSE, viewMatrix); // Torus projected as a shadow glusMatrix4x4PlanarShadowDirectionalLightf(shadowProjectionMatrix, shadowPlane, g_lightDirection); glUniformMatrix4fv(g_shadowProjectionMatrixShadowLocation, 1, GL_FALSE, shadowProjectionMatrix); glusMatrix4x4Identityf(modelMatrix); glusMatrix4x4RotateRzRxRyf(modelMatrix, 0.0f, 0.0f, angle); glUniformMatrix4fv(g_modelMatrixShadowLocation, 1, GL_FALSE, modelMatrix); glBindVertexArray(g_vaoShadow); // Overwrite the background plane glDisable(GL_DEPTH_TEST); glDrawElements(GL_TRIANGLES, g_numberIndicesTorus, GL_UNSIGNED_INT, 0); glEnable(GL_DEPTH_TEST); // Torus with color glUseProgram(g_program.program); glusMatrix4x4Multiplyf(modelViewMatrix, viewMatrix, modelMatrix); glusMatrix4x4ExtractMatrix3x3f(normalMatrix, modelViewMatrix); glUniformMatrix4fv(g_modelMatrixLocation, 1, GL_FALSE, modelMatrix); glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, normalMatrix); glUniform4f(g_colorLocation, 0.33f, 0.0f, 0.5f, 1.0f); glBindVertexArray(g_vao); glDrawElements(GL_TRIANGLES, g_numberIndicesTorus, GL_UNSIGNED_INT, 0); // angle += 20.0f * time; return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUSshape sphere; GLUStextfile vertexSource; GLUStextfile geometrySource; GLUStextfile fragmentSource; glusFileLoadText("../Example10/shader/dublicate.vert.glsl", &vertexSource); glusFileLoadText("../Example10/shader/dublicate.geom.glsl", &geometrySource); glusFileLoadText("../Example10/shader/dublicate.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&geometrySource); glusFileDestroyText(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_viewMatrixLocation = glGetUniformLocation(g_program.program, "u_viewMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_lightPositionLocation = glGetUniformLocation(g_program.program, "u_lightPosition"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // glusShapeCreateSpheref(&sphere, 1.0f, 32); 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); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ARRAY_BUFFER, 0); 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); glusShapeDestroyf(&sphere); // glUseProgram(g_program.program); glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 6.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glUniformMatrix4fv(g_viewMatrixLocation, 1, GL_FALSE, g_viewMatrix); glusMatrix4x4ExtractMatrix3x3f(g_normalMatrix, g_viewMatrix); glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, g_normalMatrix); glusMatrix4x4MultiplyPoint4f(g_lightPosition, g_viewMatrix, g_lightPosition); glUniform4fv(g_lightPositionLocation, 1, g_lightPosition); // 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); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
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/shader/basic_proj.vert.glsl", &vertexSource); glusFileLoadText("../Example19/shader/texture_multi_proj.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (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_COMPONENT, 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); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
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, 1.0f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, 20.0f }; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSshape wavefrontObj; glusFileLoadText("../Example16/shader/phong.vert.glsl", &vertexSource); glusFileLoadText("../Example16/shader/phong.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_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 load an wavefront object file. glusShapeLoadWavefront("monkey.obj", &wavefrontObj); g_numberVertices = wavefrontObj.numberVertices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) wavefrontObj.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) wavefrontObj.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glusShapeDestroyf(&wavefrontObj); // glUseProgram(g_program.program); glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); // glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // 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); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
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; }