/*!**************************************************************************** @Function InitView @Return bool true if no error occured @Description Code in InitView() will be called by PVRShell upon initialization or after a change in the rendering context. Used to initialize variables that are dependant on the rendering context (e.g. textures, vertex buffers, etc.) ******************************************************************************/ bool OGLES2EdgeDetection::InitView() { // Store width and height of the viewport. m_i32TexWidth = PVRShellGet(prefWidth); m_i32TexHeight = PVRShellGet(prefHeight); /* Get the current frame buffer object. As the program hasn't set it yet, this is the default buffer. On most platforms this just gives 0, but there are exceptions. */ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_i32OriginalFramebuffer); // Create string for error codes. CPVRTString ErrorStr; // Checks to see if the screen is rotated or not. bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); // Initialize VBO data if(!LoadVbos(&ErrorStr)) { PVRShellSet(prefExitMessage, ErrorStr.c_str()); return false; } // Initialise Print3D if(m_Print3D.SetTextures(0,m_i32TexWidth,m_i32TexHeight,bRotate) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, "ERROR: Cannot initialise Print3D\n"); return false; } // Load external textures and create internal ones. if(!LoadTextures(&ErrorStr)) { PVRShellSet(prefExitMessage, ErrorStr.c_str()); return false; } // Load and compile the shaders & link programs if (!LoadShaders(&ErrorStr)) { PVRShellSet(prefExitMessage, ErrorStr.c_str()); return false; } // Check to see if the GL_EXT_discard_framebuffer extension is supported m_bDiscard = CPVRTgles2Ext::IsGLExtensionSupported("GL_EXT_discard_framebuffer"); if(m_bDiscard) { m_Extensions.LoadExtensions(); m_bDiscard = m_Extensions.glDiscardFramebufferEXT != 0; } // Creates and checks FBO creation if (!CreateFBO(&ErrorStr)) { PVRShellSet(prefExitMessage, ErrorStr.c_str()); return false; } SetupView(bRotate); return true; }
/*!**************************************************************************** @Function InitView @Return bool true if no error occurred @Description Code in InitView() will be called by PVRShell upon initialization or after a change in the rendering context. Used to initialize variables that are dependant on the rendering context (e.g. textures, vertex buffers, etc.) ******************************************************************************/ bool OGLES2FilmTV::InitView() { CPVRTString ErrorStr; // Initialize VBO data if(!LoadVbos(&ErrorStr)) { PVRShellSet(prefExitMessage, ErrorStr.c_str()); return false; } // Load textures if(!LoadTextures(&ErrorStr)) { PVRShellSet(prefExitMessage, ErrorStr.c_str()); return false; } // Load and compile the shaders & link programs if(!LoadShaders(&ErrorStr)) { PVRShellSet(prefExitMessage, ErrorStr.c_str()); return false; } // Initialize Print3D bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); if(m_Print3D.SetTextures(0,PVRShellGet(prefWidth),PVRShellGet(prefHeight), bRotate) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, "ERROR: Cannot initialise Print3D\n"); return false; } //Set OpenGL ES render states needed for this demo // Enable backface culling and depth test glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Find the largest square power of two texture that fits into the viewport m_i32TexSize = 1; int iSize = PVRT_MIN(PVRShellGet(prefWidth), PVRShellGet(prefHeight)); while (m_i32TexSize * 2 < iSize) m_i32TexSize *= 2; // Get the currently bound frame buffer object. On most platforms this just gives 0. glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_i32OriginalFB); for(int i = 0; i < 2; ++i) { // Create texture for the FBO glGenTextures(1, &m_uiTexture[i]); glBindTexture(GL_TEXTURE_2D, m_uiTexture[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_i32TexSize, m_i32TexSize, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Create FBO glGenFramebuffers(1, &m_uiFbo[i]); glBindFramebuffer(GL_FRAMEBUFFER, m_uiFbo[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_uiTexture[i], 0); glGenRenderbuffers(1, &m_uiDepthBuffer[i]); glBindRenderbuffer(GL_RENDERBUFFER, m_uiDepthBuffer[i]); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, m_i32TexSize, m_i32TexSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthBuffer[i]); // Check that our FBO creation was successful GLuint uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(uStatus != GL_FRAMEBUFFER_COMPLETE) { m_bFBOsCreated = false; PVRShellOutputDebug("ERROR: Failed to initialise FBO"); break; } // Clear the colour buffer for this FBO glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } glBindFramebuffer(GL_FRAMEBUFFER, m_i32OriginalFB); // Setup the main camera PVRTVec3 vFrom, vTo(0.0f), vUp(0.0f, 1.0f, 0.0f); float fFOV; // Camera nodes are after the mesh and light nodes in the array int i32CamID = m_Scene.pNode[m_Scene.nNumMeshNode + m_Scene.nNumLight + g_ui32Camera].nIdx; // Get the camera position, target and field of view (fov) if(m_Scene.pCamera[i32CamID].nIdxTarget != -1) // Does the camera have a target? fFOV = m_Scene.GetCameraPos( vFrom, vTo, g_ui32Camera); // vTo is taken from the target node else fFOV = m_Scene.GetCamera( vFrom, vTo, vUp, g_ui32Camera); // vTo is calculated from the rotation m_View = PVRTMat4::LookAtRH(vFrom, vTo, vUp); // Calculate the projection matrix PVRTMat4 mProjection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), g_fCameraNear, g_fCameraFar, PVRTMat4::OGL, bRotate); m_ViewProjection = mProjection * m_View; // Check to see if the GL_EXT_discard_framebuffer extension is supported if(m_bFBOsCreated && (m_bDiscard = CPVRTgles2Ext::IsGLExtensionSupported("GL_EXT_discard_framebuffer")) != false) { m_Extensions.LoadExtensions(); m_bDiscard = m_Extensions.glDiscardFramebufferEXT != 0; } return true; }
/*!**************************************************************************** @Function InitView @Return bool true if no error occured @Description Code in InitView() will be called by PVRShell upon initialization or after a change in the rendering context. Used to initialize variables that are dependant on the rendering context (e.g. textures, vertex buffers, etc.) ******************************************************************************/ bool OGLES2Bloom::InitView() { CPVRTString ErrorStr; /* Initialize VBO data */ if(!LoadVbos(&ErrorStr)) { PVRShellSet(prefExitMessage, ErrorStr.c_str()); return false; } /* Load textures */ if(!LoadTextures(&ErrorStr)) { PVRShellSet(prefExitMessage, ErrorStr.c_str()); return false; } /* Load and compile the shaders & link programs */ if(!LoadShaders(&ErrorStr)) { PVRShellSet(prefExitMessage, ErrorStr.c_str()); return false; } // Check to see if the GL_EXT_discard_framebuffer extension is supported m_bDiscard = CPVRTgles2Ext::IsGLExtensionSupported("GL_EXT_discard_framebuffer"); if(m_bDiscard) { m_Extensions.LoadExtensions(); m_bDiscard = m_Extensions.glDiscardFramebufferEXT != 0; } /* Initialize Print3D */ bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); if(m_Print3D.SetTextures(0,PVRShellGet(prefWidth),PVRShellGet(prefHeight), bRotate) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, "ERROR: Cannot initialise Print3D\n"); return false; } /* Get the currently bound frame buffer object. On most platforms this just gives 0. */ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_i32OriginalFbo); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // create a new depth render buffer glGenRenderbuffers(1, &m_uiDepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_uiDepthBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, m_i32TexSize, m_i32TexSize); /* Set OpenGL ES render states needed for this training course */ glGenFramebuffers(2, m_uiBlurFramebufferObjects); for (unsigned int i=0; i < 2; i++) { glBindFramebuffer(GL_FRAMEBUFFER, m_uiBlurFramebufferObjects[i]); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // The first render target needs a depth buffer, as we have to draw "blooming" 3d objects into it if (i==0) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthBuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_uiBlurTextures[i], 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { PVRShellSet(prefExitMessage, "ERROR: Frame buffer not set up correctly\n"); return false; } } glBindFramebuffer(GL_FRAMEBUFFER, m_i32OriginalFbo); return true; }