コード例 #1
0
ファイル: main.c プロジェクト: nazib07/OpenGL
GLUSboolean init(GLUSvoid)
{
    GLUSshape torus;

    GLUSshape backgroundSphere;

    GLUStgaimage image;

    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    glusFileLoadText("../Example11/shader/glass.vert.glsl", &vertexSource);
    glusFileLoadText("../Example11/shader/glass.frag.glsl", &fragmentSource);

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

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

    //

    glusFileLoadText("../Example11/shader/background.vert.glsl", &vertexSource);
    glusFileLoadText("../Example11/shader/background.frag.glsl", &fragmentSource);

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

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&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);

    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);

    //

    glusShapeCreateTorusf(&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);

    glusShapeDestroyf(&torus);

    //

    glusShapeCreateSpheref(&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);

    glusShapeDestroyf(&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);

    glClearDepth(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: AJ92/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 } };

    // 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;
}
コード例 #3
0
ファイル: main.c プロジェクト: byhj/OpenGL-GLUS
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;
}
コード例 #4
0
ファイル: main.c プロジェクト: byhj/OpenGL-GLUS
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;
}
コード例 #5
0
ファイル: main.c プロジェクト: DreamerKing/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 } };

    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;
}
コード例 #6
0
ファイル: main.c プロジェクト: DreamerKing/OpenGL
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;
}
コード例 #7
0
ファイル: main.c プロジェクト: McNopper/OpenGL_ES
GLUSboolean init(GLUSvoid)
{
    GLfloat lightDirection[3] = { 1.0f, 1.0f, 1.0f };
    GLfloat color[4] = { 1.0f, 0.0f, 0.0f, 1.0f };

    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    GLUSshape cube;

    glusFileLoadText("../Example04_ES/shader/basic.vert.glsl", &vertexSource);
    glusFileLoadText("../Example04_ES/shader/color.frag.glsl", &fragmentSource);

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

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

    //

    // Retrieve the uniform locations in the program.
    g_modelViewProjectionMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewProjectionMatrix");
    g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix");
    g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection");
    g_colorLocation = glGetUniformLocation(g_program.program, "u_color");

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

    //

    // Use a helper function to create a cube.
    glusShapeCreateCubef(&cube, 0.5f);

    // Store the number indices, as we will render with glDrawElements.
    g_numberIndicesCube = 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);

    // Generate a VBO for the indices.
    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);

    //

    // Light direction needs to have unit length. This light direction is given in world space.
    glusVector3Normalizef(lightDirection);

    // Set the light direction ...
    glUniform3fv(g_lightDirectionLocation, 1, lightDirection);

    // ... and the red color (ambient and diffuse) for the cube.
    glUniform4fv(g_colorLocation, 1, color);

    //

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

    // Setting default clear depth value.
    glClearDepthf(1.0f);

    // Enable depth testing.
    glEnable(GL_DEPTH_TEST);

    // Enable back face culling.
    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: AJ92/OpenGL
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;
}
コード例 #9
0
ファイル: glus_shape_adjacency.c プロジェクト: AJ92/OpenGL
GLUSboolean GLUSAPIENTRY glusShapeCreateAdjacencyIndicesf(GLUSshape* adjacencyShape, const GLUSshape* sourceShape)
{
	GLUSuint i;

	GLUSuint numberIndices;

	GLUSuint adjacentIndex, edge;

	if (!adjacencyShape || !sourceShape)
	{
		return GLUS_FALSE;
	}

	if (sourceShape->mode != GLUS_TRIANGLES)
	{
		return GLUS_FALSE;
	}

	numberIndices = sourceShape->numberIndices * 2;

	if (numberIndices > GLUS_MAX_INDICES)
	{
		return GLUS_FALSE;
	}

	if (!glusShapeCopyf(adjacencyShape, sourceShape))
	{
		glusShapeDestroyf(adjacencyShape);

		return GLUS_FALSE;
	}

	adjacencyShape->numberIndices = numberIndices;

	glusMemoryFree(adjacencyShape->indices);
	adjacencyShape->indices = (GLUSuint*)glusMemoryMalloc(numberIndices * sizeof(GLUSuint));

	adjacencyShape->mode = GLUS_TRIANGLES_ADJACENCY;

	if (!glusShapeCheckCompletef(adjacencyShape))
	{
		glusShapeDestroyf(adjacencyShape);

		return GLUS_FALSE;
	}

	// Process all triangles
	for (i = 0; i < sourceShape->numberIndices / 3; i++)
	{
		// For now, all adjacent triangles are degenerated.
		adjacencyShape->indices[6 * i + 0] = sourceShape->indices[3 * i + 0];
		adjacencyShape->indices[6 * i + 1] = sourceShape->indices[3 * i + 0];
		adjacencyShape->indices[6 * i + 2] = sourceShape->indices[3 * i + 1];
		adjacencyShape->indices[6 * i + 3] = sourceShape->indices[3 * i + 1];
		adjacencyShape->indices[6 * i + 4] = sourceShape->indices[3 * i + 2];
		adjacencyShape->indices[6 * i + 5] = sourceShape->indices[3 * i + 2];

		// Skip degenerated triangles
		if (sourceShape->indices[i * 3 + 0] == sourceShape->indices[i * 3 + 1] || sourceShape->indices[i * 3 + 0] == sourceShape->indices[i * 3 + 2] || sourceShape->indices[i * 3 + 1] == sourceShape->indices[i * 3 + 2])
		{
			continue;
		}

		// Find adjacent indices for each edge of the triangle ...
		for (edge = 0; edge < 3; edge++)
		{
			adjacentIndex = 0;

			// ... by scanning the indices ...
			if (glusShapeFindIndexByIndicesf(&adjacentIndex, 3 * i, edge, sourceShape))
			{
				adjacencyShape->indices[6 * i + edge * 2 + 1] = adjacentIndex;

				continue;
			}

			// ... and if not found, compare the vertices.
			if (glusShapeFindIndexByVerticesf(&adjacentIndex, 3 * i, edge, sourceShape))
			{
				adjacencyShape->indices[6 * i + edge * 2 + 1] = adjacentIndex;

				continue;
			}

			glusLogPrint(GLUS_LOG_WARNING, "Triangle %d with edge %d: No adjacent index found!", i, edge);
		}
	}

	return GLUS_TRUE;
}
コード例 #10
0
ファイル: main.c プロジェクト: AJ92/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, 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;
}
コード例 #11
0
ファイル: renderBackground.c プロジェクト: McNopper/OpenGL_ES
GLUSboolean initBackground()
{
    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    GLUSshape background;

    glusFileLoadText("../Example15_ES/shader/Background.vert.glsl", &vertexSource);
    glusFileLoadText("../Example15_ES/shader/Background.frag.glsl", &fragmentSource);

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

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

    //

    g_projectionMatrixBackgroundLocation = glGetUniformLocation(g_programBackground.program, "u_projectionMatrix");
    g_modelViewMatrixBackgroundLocation = glGetUniformLocation(g_programBackground.program, "u_modelViewMatrix");

    g_cubemapBackgroundLocation = glGetUniformLocation(g_programBackground.program, "u_cubemap");

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

    //

    glBindVertexArray(0);

    //

    glusShapeCreateSpheref(&background, (GLfloat) (GLfloat) WATER_PLANE_LENGTH / 2.0f + 0.5f, 32);
    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_programBackground.program);

    // We assume, that the parent program created the texture!
    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_ARRAY_BUFFER, g_normalsBackgroundVBO);
    glVertexAttribPointer(g_normalBackgroundLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_normalBackgroundLocation);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);

    return GLUS_TRUE;
}
コード例 #12
0
GLUSuint initWaterTexture(GLUSfloat waterPlaneLength)
{
    GLfloat projectionMatrixWaterTexture[16];
    GLfloat modelViewMatrixWaterTexture[16];

	GLUSshape plane;

	GLUStextfile vertexSource;
	GLUStextfile fragmentSource;

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

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

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

	//

    g_projectionMatrixWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_projectionMatrix");
    g_modelViewMatrixWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_modelViewMatrix");

    g_waterPlaneLengthWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_waterPlaneLength");
    g_passedTimeWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_passedTime");
    g_waveParametersWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_waveParameters");
    g_waveDirectionsWaterTextureLocation = glGetUniformLocation(g_programWaterTexture.program, "u_waveDirections");

    g_vertexWaterTextureLocation = glGetAttribLocation(g_programWaterTexture.program, "a_vertex");
    g_texCoordWaterTextureLocation = glGetAttribLocation(g_programWaterTexture.program, "a_texCoord");

	//

    glGenTextures(1, &g_mirrorTexture);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, g_mirrorTexture);

    glTexImage2D(GL_TEXTURE_2D, 0, GLUS_RGB, TEXTURE_SIZE, TEXTURE_SIZE, 0, GLUS_RGB, GL_UNSIGNED_BYTE, 0);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glBindTexture(GL_TEXTURE_2D, 0);

    //

    glGenRenderbuffers(1, &g_depthMirrorTexture);
    glBindRenderbuffer(GL_RENDERBUFFER, g_depthMirrorTexture);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, TEXTURE_SIZE, TEXTURE_SIZE);

    glBindRenderbuffer(GL_RENDERBUFFER, 0);

    //

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

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

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

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

        return GLUS_FALSE;
    }

    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    //

    glBindVertexArray(0);

    //

	glusShapeCreatePlanef(&plane, TEXTURE_SIZE / 2.0f);
	g_numberIndicesWaterTexture = plane.numberIndices;

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

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

	glBindBuffer(GL_ARRAY_BUFFER, 0);

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

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	glusShapeDestroyf(&plane);

	//

    glUseProgram(g_programWaterTexture.program);

	glusMatrix4x4LookAtf(modelViewMatrixWaterTexture, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
	glUniformMatrix4fv(g_modelViewMatrixWaterTextureLocation, 1, GL_FALSE, modelViewMatrixWaterTexture);

	glusMatrix4x4Orthof(projectionMatrixWaterTexture, -(GLfloat) TEXTURE_SIZE / 2, (GLfloat) TEXTURE_SIZE / 2,
						-(GLfloat) TEXTURE_SIZE / 2, (GLfloat) TEXTURE_SIZE / 2, 1.0f, 100.0f);
    glUniformMatrix4fv(g_projectionMatrixWaterTextureLocation, 1, GL_FALSE, projectionMatrixWaterTexture);

	glUniform1f(g_waterPlaneLengthWaterTextureLocation, waterPlaneLength);

	//

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

	glBindBuffer(GL_ARRAY_BUFFER, g_verticesWaterTextureVBO);
	glVertexAttribPointer(g_vertexWaterTextureLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(g_vertexWaterTextureLocation);

	glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsWaterTextureVBO);
	glVertexAttribPointer(g_texCoordWaterTextureLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(g_texCoordWaterTextureLocation);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesWaterTextureVBO);

	//

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

    glClearDepth(1.0f);

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_CULL_FACE);

	return g_mirrorTexture;
}