void initFloorBatch() { float alpha = 0.25f; floorBatch.Begin(GL_TRIANGLE_FAN,4,1); floorBatch.Color4f(0.0f,1.0f,0.0f,alpha); floorBatch.MultiTexCoord2f(0,0.0,0.0); floorBatch.Normal3f(0.0,1.0,0.0); floorBatch.Vertex3f(-20.0f,-0.4f,20.0f); floorBatch.Color4f(0.0f,1.0f,0.0f,alpha); floorBatch.MultiTexCoord2f(0,10.0,0.0); floorBatch.Normal3f(0.0,1.0,0.0); floorBatch.Vertex3f(20.0f,-0.4f,20.0f); floorBatch.Color4f(0.0f,1.0f,0.0f,alpha); floorBatch.MultiTexCoord2f(0,10.0,10.0); floorBatch.Normal3f(0.0,1.0,0.0); floorBatch.Vertex3f(20.0f,-0.4f,-20.0f); floorBatch.Color4f(0.0f,1.0f,0.0f,alpha); floorBatch.MultiTexCoord2f(0,0.0,10.0); floorBatch.Normal3f(0.0,1.0,0.0); floorBatch.Vertex3f(-20.0f,-0.4f,-20.0f); floorBatch.End(); }
////////////////////////////////////////////////////////////////// // This function does any needed initialization on the rendering // context. void SetupRC() { // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // This makes a torus gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30); // This make a sphere gltMakeSphere(sphereBatch, 0.1f, 26, 13); floorBatch.Begin(GL_LINES, 324); for(GLfloat x = -20.0; x <= 20.0f; x+= 0.5) { floorBatch.Vertex3f(x, -0.55f, 20.0f); floorBatch.Vertex3f(x, -0.55f, -20.0f); floorBatch.Vertex3f(20.0f, -0.55f, x); floorBatch.Vertex3f(-20.0f, -0.55f, x); } floorBatch.End(); // Randomly place the spheres for(int i = 0; i < NUM_SPHERES; i++) { GLfloat x = ((GLfloat)((rand() % 400) - 200) * 0.1f); GLfloat z = ((GLfloat)((rand() % 400) - 200) * 0.1f); spheres[i].SetOrigin(x, 0.0f, z); } }
/** * @brief Initialization on the rendering context. */ void SetupRC() { // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // This makes a torus gltMakeSphere(sunSphereBatch, 0.4f, 30, 30); // This make a sphere gltMakeSphere(earthSphereBatch, 0.2f, 26, 13); // This make a small sphere gltMakeSphere(moonSphereBatch, 0.1, 18, 9); // Make the floor floorBatch.Begin(GL_LINES, 324); for(GLfloat x = -20.0; x <= 20.0f; x+= 0.5) { floorBatch.Vertex3f(x, -0.55f, 20.0f); floorBatch.Vertex3f(x, -0.55f, -20.0f); floorBatch.Vertex3f(20.0f, -0.55f, x); floorBatch.Vertex3f(-20.0f, -0.55f, x); } floorBatch.End(); }
////////////////////////////////////////////////////////////////// // This function does any needed initialization on the rendering // context. void SetupRC() { // Make sure OpenGL entry points are set glewInit(); // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // This makes a torus gltMakeTorus(torusBatch, 0.4f, 0.15f, 40, 20); // This makes a sphere gltMakeSphere(sphereBatch, 0.1f, 26, 13); // Make the solid ground GLfloat texSize = 10.0f; floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f); floorBatch.MultiTexCoord2f(0, texSize, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, 20.0f); floorBatch.MultiTexCoord2f(0, texSize, texSize); floorBatch.Vertex3f(20.0f, -0.41f, -20.0f); floorBatch.MultiTexCoord2f(0, 0.0f, texSize); floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f); floorBatch.End(); // Make 3 texture objects glGenTextures(3, uiTextures); // Load the Marble glBindTexture(GL_TEXTURE_2D, uiTextures[0]); LoadTGATexture("marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // Load Mars glBindTexture(GL_TEXTURE_2D, uiTextures[1]); LoadTGATexture("marslike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); // Load Moon glBindTexture(GL_TEXTURE_2D, uiTextures[2]); LoadTGATexture("moonlike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); // Randomly place the spheres for(int i = 0; i < NUM_SPHERES; i++) { GLfloat x = ((GLfloat)((rand() % 400) - 200) * 0.1f); GLfloat z = ((GLfloat)((rand() % 400) - 200) * 0.1f); spheres[i].SetOrigin(x, 0.0f, z); } }
////////////////////////////////////////////////////////////////// // This function does any needed initialization on the rendering // context. void SetupRC() { // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); #ifndef OPENGL_ES glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); #else torusBatch.SetPrimitiveType(GL_LINE_LOOP); #endif glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // This makes a torus gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30); floorBatch.Begin(GL_LINES, 324); for(GLfloat x = -20.0; x <= 20.0f; x+= 0.5) { floorBatch.Vertex3f(x, -0.55f, 20.0f); floorBatch.Vertex3f(x, -0.55f, -20.0f); floorBatch.Vertex3f(20.0f, -0.55f, x); floorBatch.Vertex3f(-20.0f, -0.55f, x); } floorBatch.End(); }
/////////////////////////////////////////////////////////////////////////////////////////////////////// // Create a matrix that maps geometry to the screen. 1 unit in the x direction equals one pixel // of width, same with the y direction. // It also depends on the size of the texture being displayed void GenerateOrtho2DMat(GLuint windowWidth, GLuint windowHeight, GLuint imageWidth, GLuint imageHeight) { float right = (float)windowWidth; float quadWidth = right; float left = 0.0f; float top = (float)windowHeight; float quadHeight = top; float bottom = 0.0f; float screenAspect = (float)windowWidth/windowHeight; float imageAspect = (float)imageWidth/imageHeight; if (screenAspect > imageAspect) quadWidth = windowHeight*imageAspect; else quadHeight = windowWidth*imageAspect; // set ortho matrix orthoMatrix[0] = (float)(2 / (right - left)); orthoMatrix[1] = 0.0; orthoMatrix[2] = 0.0; orthoMatrix[3] = 0.0; orthoMatrix[4] = 0.0; orthoMatrix[5] = (float)(2 / (top - bottom)); orthoMatrix[6] = 0.0; orthoMatrix[7] = 0.0; orthoMatrix[8] = 0.0; orthoMatrix[9] = 0.0; orthoMatrix[10] = (float)(-2 / (1.0 - 0.0)); orthoMatrix[11] = 0.0; orthoMatrix[12] = -1*(right + left) / (right - left); orthoMatrix[13] = -1*(top + bottom) / (top - bottom); orthoMatrix[14] = -1.0f; orthoMatrix[15] = 1.0; // set screen quad vertex array screenQuad.Reset(); screenQuad.Begin(GL_TRIANGLE_STRIP, 4, 1); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 0.0f); screenQuad.Vertex3f(0.0f, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 0.0f); screenQuad.Vertex3f(quadWidth, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 1.0f); screenQuad.Vertex3f(0.0f, quadHeight, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 1.0f); screenQuad.Vertex3f(quadWidth, quadHeight, 0.0f); screenQuad.End(); }
void SetupRC(void) { shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gltMakeSphere(sphereBatch, 0.2f, 26, 13); gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30); for (size_t i = 0; i < NUM_SPHERES; ++i) { float x = (GLfloat(rand() % 400) - 200.0f) * 0.1f; float z = (GLfloat(rand() % 400) - 200.0f) * 0.1f; sphereFrames[i].SetOrigin(x, 0.0f, z); } //Make the solid ground GLfloat texSize = 10.0f; floorBatch.Begin(GL_TRIANGLE_FAN, 4,1); { //没看懂纹理和顶点的映射关系 floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f); floorBatch.MultiTexCoord2f(0, texSize, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, 20.0f); floorBatch.MultiTexCoord2f(0, texSize, texSize); floorBatch.Vertex3f(20.0f, -0.41f, -20.0f); floorBatch.MultiTexCoord2f(0, 0.0f, texSize); floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f); } floorBatch.End(); // Make 3 texture objects glGenTextures(3, uiTextures); // Load the Marble glBindTexture(GL_TEXTURE_2D, uiTextures[0]); LoadTGATexture("marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // Load Mars glBindTexture(GL_TEXTURE_2D, uiTextures[1]); LoadTGATexture("marslike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); // Load Moon glBindTexture(GL_TEXTURE_2D, uiTextures[2]); LoadTGATexture("moonlike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); }
/////////////////////////////////////////////////////////////////////////////////////////////////////// // Create a matrix that maps geometry to the screen. 1 unit in the x directionequals one pixel // of width, same with the y direction. // void GenerateOrtho2DMat(GLuint imageWidth, GLuint imageHeight) { float right = (float)imageWidth; float quadWidth = right; float left = 0.0f; float top = (float)imageHeight; float quadHeight = top; float bottom = 0.0f; // set ortho matrix orthoMatrix[0] = (float)(2 / (right)); orthoMatrix[1] = 0.0; orthoMatrix[2] = 0.0; orthoMatrix[3] = 0.0; orthoMatrix[4] = 0.0; orthoMatrix[5] = (float)(2 / (top)); orthoMatrix[6] = 0.0; orthoMatrix[7] = 0.0; orthoMatrix[8] = 0.0; orthoMatrix[9] = 0.0; orthoMatrix[10] = (float)(-2 / (1.0 - 0.0)); orthoMatrix[11] = 0.0; orthoMatrix[12] = -1.0f; orthoMatrix[13] = -1.0f; orthoMatrix[14] = -1.0f; orthoMatrix[15] = 1.0; // set screen quad vertex array screenQuad.Reset(); screenQuad.Begin(GL_TRIANGLE_STRIP, 4, 1); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 0.0f); screenQuad.Vertex3f(0.0f, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 0.0f); screenQuad.Vertex3f(right, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 1.0f); screenQuad.Vertex3f(0.0f, top, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 1.0f); screenQuad.Vertex3f(right, top, 0.0f); screenQuad.End(); }
/////////////////////////////////////////////////////////////////////////////////////////////////////// // Create a matrix that maps geometry to the screen. 1 unit in the x directionequals one pixel // of width, same with the y direction. void gltGenerateOrtho2DMat(GLuint screenWidth, GLuint screenHeight, M3DMatrix44f &orthoMatrix, GLBatch &screenQuad) { float right = (float)screenWidth; float left = 0.0f; float top = (float)screenHeight; float bottom = 0.0f; // set ortho matrix orthoMatrix[0] = (float)(2 / (right - left)); orthoMatrix[1] = 0.0; orthoMatrix[2] = 0.0; orthoMatrix[3] = 0.0; orthoMatrix[4] = 0.0; orthoMatrix[5] = (float)(2 / (top - bottom)); orthoMatrix[6] = 0.0; orthoMatrix[7] = 0.0; orthoMatrix[8] = 0.0; orthoMatrix[9] = 0.0; orthoMatrix[10] = (float)(-2 / (1.0 - 0.0)); orthoMatrix[11] = 0.0; orthoMatrix[12] = -1*(right + left) / (right - left); orthoMatrix[13] = -1*(top + bottom) / (top - bottom); orthoMatrix[14] = -1.0f; orthoMatrix[15] = 1.0; // set screen quad vertex array screenQuad.Reset(); screenQuad.Begin(GL_TRIANGLE_STRIP, 4, 1); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 0.0f); screenQuad.Vertex3f(0.0f, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 0.0f); screenQuad.Vertex3f((float)screenWidth, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 1.0f); screenQuad.Vertex3f(0.0f, (float)screenHeight, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 1.0f); screenQuad.Vertex3f((float)screenWidth, (float)screenHeight, 0.0f); screenQuad.End(); }
///////////////////////////////////////////////////////////////////////////// // Make the floor, just the verts and texture coordinates, no normals void MakeFloor(GLBatch& floorBatch) { GLfloat x = 5.0f; GLfloat y = -1.0f; floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Vertex3f(-x, y, x); floorBatch.MultiTexCoord2f(0, 1.0f, 0.0f); floorBatch.Vertex3f(x, y, x); floorBatch.MultiTexCoord2f(0, 1.0f, 1.0f); floorBatch.Vertex3f(x, y, -x); floorBatch.MultiTexCoord2f(0, 0.0f, 1.0f); floorBatch.Vertex3f(-x, y, -x); floorBatch.End(); }
// This function does any needed initialization on the rendering // context. void SetupRC() { // Black background glClearColor(0.0f, 0.0f, 0.75f, 1.0f ); // glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); shaderManager.InitializeStockShaders(); tubeBatch.Begin(GL_QUADS, 200); float fZ = 100.0f; float bZ = -100.0f; tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, 100.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f,50.0f,fZ); // Right Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f,-50.0f,fZ); // Top Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f,fZ); // Bottom Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -35.0f,fZ); // Top length section //////////////////////////// // Normal points up Y axis tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f,50.0f,bZ); // Bottom section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, fZ); // Left section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, bZ); // Right Section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); // Pointing straight out Z // Left Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f,50.0f,fZ); // Right Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f,-50.0f,fZ); // Top Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f,fZ); // Bottom Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -35.0f,fZ); // Top length section //////////////////////////// // Normal points up Y axis tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f,50.0f,bZ); // Bottom section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, fZ); // Left section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, bZ); // Right Section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); // Left Panel tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f,50.0f,bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, bZ); // Right Panel tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f,-50.0f,bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f, 50.0f, bZ); // Top Panel tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 35.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 35.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 50.0f, bZ); // Bottom Panel tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -35.0f,bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -35.0f, bZ); tubeBatch.End(); innerBatch.Begin(GL_QUADS, 40); // Insides ///////////////////////////// // Normal points up Y axis innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(-35.0f, 35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(35.0f, 35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(35.0f, 35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(-35.0f,35.0f,bZ); // Bottom section innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(-35.0f, -35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(-35.0f, -35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(35.0f, -35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(35.0f, -35.0f, fZ); // Left section innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(-35.0f, 35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(-35.0f, 35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(-35.0f, -35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(-35.0f, -35.0f, fZ); // Right Section innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(-1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(35.0f, 35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(-1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(35.0f, -35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(-1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(35.0f, -35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(-1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(35.0f, 35.0f, bZ); innerBatch.End(); }
void SetupRC(void) { shaderManager.InitializeStockShaders(); glGenTextures(TEXTURE_COUNT, uiTextures); GLbyte *pBits; int nWidth, nHeight, nComponents; GLenum eFormat; for (size_t i = 0; i < TEXTURE_COUNT; ++i) { glBindTexture(GL_TEXTURE_2D, uiTextures[i]); // Read the texture bits pBits = gltReadTGABits(uiTextureName[i], &nWidth, &nHeight, &nComponents, &eFormat); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBits); glGenerateMipmap(GL_TEXTURE_2D); free(pBits); } glClearColor(0.0f,0.0f,0.0f,1.0f); GLfloat z; floorBatch.Begin(GL_TRIANGLE_STRIP, 28,1); for (z = 60.f; z >= 0.0f; z -= 10.0f) { floorBatch.Normal3f(0.0f, 1.0f, 0.0f); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Vertex3f(-10.0f, -10.0f, z); floorBatch.Normal3f(0.0f, 1.0f, 0.0f); floorBatch.MultiTexCoord2f(0, 1.0f, 0.0f); floorBatch.Vertex3f(10.0f, -10.0f, z); floorBatch.Normal3f(0.0f, 1.0f, 0.0f); floorBatch.MultiTexCoord2f(0, 0.0f, 1.0f); floorBatch.Vertex3f(-10.0f, -10.0f, z - 10.0f); floorBatch.Normal3f(0.0f, 1.0f, 0.0f); floorBatch.MultiTexCoord2f(0, 1.0f, 1.0f); floorBatch.Vertex3f(10.0f,-10.0f , z - 10.0f); } floorBatch.End(); ceilingBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);// 哪里来,哪里回;根据法线来确认逆时针方向。strip的画法要熟悉,从其实的两个顶点开始已折线的形式前进 for (z = 60.f; z >= 0.0f; z -= 10.0f) { ceilingBatch.Normal3f(0.0f, -1.0f, 0.0f); ceilingBatch.MultiTexCoord2f(0, 0.0f, 0.0f); ceilingBatch.Vertex3f(10.0f, 10.0f, z); ceilingBatch.Normal3f(0.0f, -1.0f, 0.0f); ceilingBatch.MultiTexCoord2f(0, 1.0f, 0.0f); ceilingBatch.Vertex3f(-10.0f, 10.0f, z); ceilingBatch.Normal3f(0.0f, -1.0f, 0.0f); ceilingBatch.MultiTexCoord2f(0, 1.0f, 1.0f); ceilingBatch.Vertex3f(10.0f, 10.0f, z - 10.0f); ceilingBatch.Normal3f(0.0f, -1.0f, 0.0f); ceilingBatch.MultiTexCoord2f(0, 0.0f, 1.0f); ceilingBatch.Vertex3f(-10.0f, 10.0f, z - 10.0f); } ceilingBatch.End(); leftWallBatch.Begin(GL_TRIANGLE_STRIP, 28, 1); for (z = 60.f; z >= 0.0f; z -= 10.0f) { leftWallBatch.Normal3f(1.0f, 0.0f, 0.0f); leftWallBatch.MultiTexCoord2f(0, 0.0f, 1.0f); leftWallBatch.Vertex3f(-10.0f, 10.0f, z); leftWallBatch.Normal3f(1.0f, 0.0f, 0.0f); leftWallBatch.MultiTexCoord2f(0, 0.0f, 0.0f); leftWallBatch.Vertex3f(-10.0f, -10.0f, z); leftWallBatch.Normal3f(1.0f, 0.0f, 0.0f); leftWallBatch.MultiTexCoord2f(0, 1.0f, 1.0f); leftWallBatch.Vertex3f(-10.0f, 10.0f, z - 10.0f); leftWallBatch.Normal3f(1.0f, 0.0f, 0.0f); leftWallBatch.MultiTexCoord2f(0, 1.0f, 0.0f); leftWallBatch.Vertex3f(-10.0f, -10.0f, z - 10.0f); } leftWallBatch.End(); rightWallBatch.Begin(GL_TRIANGLE_STRIP, 28, 1); for (z = 60.f; z >= 0.0f; z -= 10.0f) { rightWallBatch.Normal3f(-1.0f, 0.0f, 0.0f); rightWallBatch.MultiTexCoord2f(0, 1.0f, 0.0f); rightWallBatch.Vertex3f(10.0f, -10.0f, z); rightWallBatch.Normal3f(-1.0f, 0.0f, 0.0f); rightWallBatch.MultiTexCoord2f(0, 1.0f, 1.0f); rightWallBatch.Vertex3f(10.0f, 10.0f, z); rightWallBatch.Normal3f(-1.0f, 0.0f, 0.0f); rightWallBatch.MultiTexCoord2f(0, 0.0f, 0.0f); rightWallBatch.Vertex3f(10.0f, -10.0f, z - 10.0f); rightWallBatch.Normal3f(-1.0f, 1.0f, 1.0f); rightWallBatch.MultiTexCoord2f(0, 0.0f, 1.0f); rightWallBatch.Vertex3f(10.0f, 10.0f, z - 10.0f); } rightWallBatch.End(); }
/////////////////////////////////////////////////////////////////////////////// // OpenGL related startup code is safe to put here. Load textures, etc. void SetupRC() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); // Black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gltMakeTorus(torusBatch, 0.4f, 0.15f, 35, 35); gltMakeSphere(sphereBatch, 0.1f, 26, 13); gltMakeCylinder(cylinderBatch,0.3f, 0.2f, 1.0, 10,10); GLfloat alpha = 0.25f; floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, -20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f); floorBatch.End(); mirrorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); mirrorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); mirrorBatch.Normal3f( 0.0f, 1.0f, 0.0f); mirrorBatch.Vertex3f(-1.0f, 0.0f, 0.0f); mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); mirrorBatch.MultiTexCoord2f(0, 1.0f, 0.0f); mirrorBatch.Normal3f(0.0f, 1.0f, 0.0f); mirrorBatch.Vertex3f(1.0f, 0.0f, 0.0f); mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); mirrorBatch.MultiTexCoord2f(0, 1.0f, 1.0f); mirrorBatch.Normal3f(0.0f, 1.0f, 0.0f); mirrorBatch.Vertex3f(1.0f, 2.0f, 0.0f); mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); mirrorBatch.MultiTexCoord2f(0, 0.0f, 1.0f); mirrorBatch.Normal3f( 0.0f, 1.0f, 0.0f); mirrorBatch.Vertex3f(-1.0f, 2.0f, 0.0f); mirrorBatch.End(); mirrorBorderBatch.Begin(GL_TRIANGLE_STRIP, 13); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-1.0f, 0.1f, 0.01f); mirrorBorderBatch.Normal3f(0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-1.0f, 0.0f, 0.01f); mirrorBorderBatch.Normal3f(0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(1.0f, 0.1f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(1.0f, 0.0f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(0.9f, 0.0f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(1.0f, 2.0f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(0.9f, 2.0f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(1.0f, 1.9f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-1.0f, 2.f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-1.0f, 1.9f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-0.9f, 2.f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-1.0f, 0.0f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-0.9f, 0.0f, 0.01f); mirrorBorderBatch.End(); glGenTextures(1, textures); glBindTexture(GL_TEXTURE_2D, textures[0]); LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // Create and bind an FBO glGenFramebuffers(1,&fboName); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName); // Create depth renderbuffer glGenRenderbuffers(1, &depthBufferName); glBindRenderbuffer(GL_RENDERBUFFER, depthBufferName); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, mirrorTexWidth, mirrorTexHeight); // Create the reflection texture glGenTextures(1, &mirrorTexture); glBindTexture(GL_TEXTURE_2D, mirrorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mirrorTexWidth, mirrorTexHeight, 0, GL_RGBA, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Attach texture to first color attachment and the depth RBO glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTexture, 0); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferName); // Make sure all went well gltCheckErrors(); // Reset framebuffer binding glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); }
/////////////////////////////////////////////////////////////////////////////// // OpenGL related startup code is safe to put here. Load textures, etc. void SetupRC(void) { #ifndef ANGLE GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } #endif // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); // Black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gltMakeTorus(torusBatch, 0.4f, 0.15f, 35, 35); GLfloat alpha = 0.25f; floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, -20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f); floorBatch.End(); glGenTextures(1, textures); glBindTexture(GL_TEXTURE_2D, textures[0]); LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // Create blur program blurProg = gltLoadShaderPairWithAttributes("blur.vs", "blur.fs", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "texCoord0"); // Create blur textures glGenTextures(6, blurTextures); // XXX I don't think this is necessary. Should set texture data to NULL // Allocate a pixel buffer to initialize textures and PBOs pixelDataSize = screenWidth*screenHeight*3*sizeof(unsigned int); // XXX This should be unsigned byte void* data = (void*)malloc(pixelDataSize); memset(data, 0x00, pixelDataSize); // Setup 6 texture units for blur effect // Initialize texture data for (int i=0; i<6;i++) { glActiveTexture(GL_TEXTURE1+i); glBindTexture(GL_TEXTURE_2D, blurTextures[i]); #ifndef OPENGL_ES glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); #else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #endif glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, data); } // Alloc space for copying pixels so we dont call malloc on every draw #ifndef OPENGL_ES glGenBuffers(1, pixBuffObjs); glBindBuffer(GL_PIXEL_PACK_BUFFER, pixBuffObjs[0]); glBufferData(GL_PIXEL_PACK_BUFFER, pixelDataSize, pixelData, GL_DYNAMIC_COPY); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); #endif // Create geometry and a matrix for screen aligned drawing gltGenerateOrtho2DMat(screenWidth, screenHeight, orthoMatrix, screenQuad); // Make sure all went well gltCheckErrors(); }
/////////////////////////////////////////////////////////////////////////////// // OpenGL related startup code is safe to put here. Load textures, etc. void SetupRC() { #ifndef ANGLE GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } #endif // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); // Black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); #if defined __APPLE__ || defined ANGLE ninja.LoadFromSBM("ninja.sbm", GLT_ATTRIBUTE_VERTEX, GLT_ATTRIBUTE_NORMAL, GLT_ATTRIBUTE_TEXTURE0); #else ninja.LoadFromSBM("../../../Src/Models/Ninja/ninja.sbm", GLT_ATTRIBUTE_VERTEX, GLT_ATTRIBUTE_NORMAL, GLT_ATTRIBUTE_TEXTURE0); #endif gltMakeTorus(torusBatch, 0.4f, 0.15f, 35, 35); gltMakeSphere(sphereBatch, 0.1f, 26, 13); GLfloat alpha = 0.25f; floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, -20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f); floorBatch.End(); glGenTextures(1, textures); glBindTexture(GL_TEXTURE_2D, textures[0]); LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); glGenTextures(1, ninjaTex); glBindTexture(GL_TEXTURE_2D, ninjaTex[0]); #if defined __APPLE__ LoadBMPTexture("NinjaComp.bmp", GL_LINEAR, GL_LINEAR, GL_CLAMP); #elif defined ANGLE LoadBMPTexture("NinjaComp.bmp", GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); #else LoadBMPTexture("../../../Src/Models/Ninja/NinjaComp.bmp", GL_LINEAR, GL_LINEAR, GL_CLAMP); #endif glGenFramebuffers(1,&fboName); // Create depth renderbuffer glGenRenderbuffers(1, &depthBufferName); glBindRenderbuffer(GL_RENDERBUFFER, depthBufferName); #ifndef ANGLE glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, screenWidth, screenHeight); #else glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screenWidth, screenHeight); #endif // Create 3 color renderbuffers glGenRenderbuffers(3, renderBufferNames); glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[0]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight); glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[1]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight); glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[2]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight); // Attach all 4 renderbuffers to FBO glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferName); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderBufferNames[0]); #ifndef OPENGL_ES glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, renderBufferNames[1]); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, renderBufferNames[2]); #endif // See bind frag location in Chapter 9 processProg = gltLoadShaderPairWithAttributes("multibuffer.vs", "multibuffer_frag_location.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "texCoord0"); #ifndef OPENGL_ES glBindFragDataLocation(processProg, 0, "oStraightColor"); glBindFragDataLocation(processProg, 1, "oGreyscale"); glBindFragDataLocation(processProg, 2, "oLumAdjColor"); #endif glLinkProgram(processProg); #ifndef OPENGL_ES // Create 3 new buffer objects glGenBuffers(3,texBO); glGenTextures(1, &texBOTexture); int count = 0; float* fileData = 0; // Load first texBO with a tangent-like curve, 1024 values fileData = LoadFloatData("LumTan.data", &count); if (count > 0) { glBindBuffer(GL_TEXTURE_BUFFER_ARB, texBO[0]); glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*count, fileData, GL_STATIC_DRAW); delete fileData; } // Load second texBO with a sine-like curve, 1024 values fileData = LoadFloatData("LumSin.data", &count); if (count > 0) { glBindBuffer(GL_TEXTURE_BUFFER_ARB, texBO[1]); glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*count, fileData, GL_STATIC_DRAW); delete fileData; } // Load third texBO with a linear curve, 1024 values fileData = LoadFloatData("LumLinear.data", &count); if (count > 0) { glBindBuffer(GL_TEXTURE_BUFFER_ARB, texBO[2]); glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*count, fileData, GL_STATIC_DRAW); delete fileData; } // Load the Tan ramp first glBindBuffer(GL_TEXTURE_BUFFER_ARB, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER_ARB, texBOTexture); glTexBufferARB(GL_TEXTURE_BUFFER_ARB, GL_R32F, texBO[0]); #endif glActiveTexture(GL_TEXTURE0); // Reset framebuffer binding glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Make sure all went well gltCheckErrors(); }
// ///////////////////////////////////////////////////////////////// // // ///////////////////////////////////////////////////////////////// void Frustrum::Render() { // TODO: Include color info and write flat shader that uses vertex color attribute. // NB This method is not very efficient but does not need to be since the Frustrum // will only be drawn when a developer is debugging scene culling issues, etc. GLBatch frustrumBatch; // Batch of geometry for the Frustrum. //frustrumBatch.Begin(GL_LINE, 36); frustrumBatch.Begin(GL_LINES, 24); // Near clip plane frustrumBatch.Vertex3f(m_NearClip[0].GetX(), m_NearClip[0].GetY(), m_NearClip[0].GetZ()); frustrumBatch.Vertex3f(m_NearClip[1].GetX(), m_NearClip[1].GetY(), m_NearClip[1].GetZ()); frustrumBatch.Vertex3f(m_NearClip[1].GetX(), m_NearClip[1].GetY(), m_NearClip[1].GetZ()); frustrumBatch.Vertex3f(m_NearClip[2].GetX(), m_NearClip[2].GetY(), m_NearClip[2].GetZ()); frustrumBatch.Vertex3f(m_NearClip[2].GetX(), m_NearClip[2].GetY(), m_NearClip[2].GetZ()); frustrumBatch.Vertex3f(m_NearClip[3].GetX(), m_NearClip[3].GetY(), m_NearClip[3].GetZ()); frustrumBatch.Vertex3f(m_NearClip[3].GetX(), m_NearClip[3].GetY(), m_NearClip[3].GetZ()); frustrumBatch.Vertex3f(m_NearClip[0].GetX(), m_NearClip[0].GetY(), m_NearClip[0].GetZ()); // Far clip plane. frustrumBatch.Vertex3f(m_FarClip[0].GetX(), m_FarClip[0].GetY(), m_FarClip[0].GetZ()); frustrumBatch.Vertex3f(m_FarClip[1].GetX(), m_FarClip[1].GetY(), m_FarClip[1].GetZ()); frustrumBatch.Vertex3f(m_FarClip[1].GetX(), m_FarClip[1].GetY(), m_FarClip[1].GetZ()); frustrumBatch.Vertex3f(m_FarClip[2].GetX(), m_FarClip[2].GetY(), m_FarClip[2].GetZ()); frustrumBatch.Vertex3f(m_FarClip[2].GetX(), m_FarClip[2].GetY(), m_FarClip[2].GetZ()); frustrumBatch.Vertex3f(m_FarClip[3].GetX(), m_FarClip[3].GetY(), m_FarClip[3].GetZ()); frustrumBatch.Vertex3f(m_FarClip[3].GetX(), m_FarClip[3].GetY(), m_FarClip[3].GetZ()); frustrumBatch.Vertex3f(m_FarClip[0].GetX(), m_FarClip[0].GetY(), m_FarClip[0].GetZ()); // Edges between near and far planes frustrumBatch.Vertex3f(m_NearClip[0].GetX(), m_NearClip[0].GetY(), m_NearClip[0].GetZ()); frustrumBatch.Vertex3f(m_FarClip[0].GetX(), m_FarClip[0].GetY(), m_FarClip[0].GetZ()); frustrumBatch.Vertex3f(m_NearClip[1].GetX(), m_NearClip[1].GetY(), m_NearClip[1].GetZ()); frustrumBatch.Vertex3f(m_FarClip[1].GetX(), m_FarClip[1].GetY(), m_FarClip[1].GetZ()); frustrumBatch.Vertex3f(m_NearClip[2].GetX(), m_NearClip[2].GetY(), m_NearClip[2].GetZ()); frustrumBatch.Vertex3f(m_FarClip[2].GetX(), m_FarClip[2].GetY(), m_FarClip[2].GetZ()); frustrumBatch.Vertex3f(m_NearClip[3].GetX(), m_NearClip[3].GetY(), m_NearClip[3].GetZ()); frustrumBatch.Vertex3f(m_FarClip[3].GetX(), m_FarClip[3].GetY(), m_FarClip[3].GetZ()); //// Front //frustrumBatch.Vertex3f(m_NearClip[0].GetX(), m_NearClip[0].GetY(), m_NearClip[0].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[1].GetX(), m_NearClip[1].GetY(), m_NearClip[1].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[3].GetX(), m_NearClip[3].GetY(), m_NearClip[3].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[3].GetX(), m_NearClip[3].GetY(), m_NearClip[3].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[1].GetX(), m_NearClip[1].GetY(), m_NearClip[1].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[2].GetX(), m_NearClip[2].GetY(), m_NearClip[2].GetZ()); //// Left //frustrumBatch.Vertex3f(m_FarClip[0].GetX(), m_FarClip[0].GetY(), m_FarClip[0].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[1].GetX(), m_FarClip[1].GetY(), m_FarClip[1].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[1].GetX(), m_NearClip[1].GetY(), m_NearClip[1].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[0].GetX(), m_FarClip[0].GetY(), m_FarClip[0].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[2].GetX(), m_NearClip[2].GetY(), m_NearClip[2].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[0].GetX(), m_NearClip[0].GetY(), m_NearClip[0].GetZ()); //// Right //frustrumBatch.Vertex3f(m_FarClip[3].GetX(), m_FarClip[3].GetY(), m_FarClip[3].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[2].GetX(), m_FarClip[2].GetY(), m_FarClip[2].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[1].GetX(), m_NearClip[1].GetY(), m_NearClip[1].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[3].GetX(), m_FarClip[3].GetY(), m_FarClip[3].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[2].GetX(), m_NearClip[2].GetY(), m_NearClip[2].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[3].GetX(), m_NearClip[3].GetY(), m_NearClip[3].GetZ()); //// Top //frustrumBatch.Vertex3f(m_FarClip[0].GetX(), m_FarClip[0].GetY(), m_FarClip[0].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[0].GetX(), m_NearClip[0].GetY(), m_NearClip[0].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[3].GetX(), m_FarClip[3].GetY(), m_FarClip[3].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[3].GetX(), m_FarClip[3].GetY(), m_FarClip[3].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[0].GetX(), m_NearClip[0].GetY(), m_NearClip[0].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[3].GetX(), m_NearClip[3].GetY(), m_NearClip[3].GetZ()); //// Bottom //frustrumBatch.Vertex3f(m_FarClip[2].GetX(), m_FarClip[2].GetY(), m_FarClip[2].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[2].GetX(), m_NearClip[2].GetY(), m_NearClip[2].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[1].GetX(), m_FarClip[1].GetY(), m_FarClip[1].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[1].GetX(), m_FarClip[1].GetY(), m_FarClip[1].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[2].GetX(), m_NearClip[2].GetY(), m_NearClip[2].GetZ()); //frustrumBatch.Vertex3f(m_NearClip[1].GetX(), m_NearClip[1].GetY(), m_NearClip[1].GetZ()); //// Back //frustrumBatch.Vertex3f(m_FarClip[3].GetX(), m_FarClip[3].GetY(), m_FarClip[3].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[2].GetX(), m_FarClip[2].GetY(), m_FarClip[2].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[0].GetX(), m_FarClip[0].GetY(), m_FarClip[0].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[2].GetX(), m_FarClip[2].GetY(), m_FarClip[2].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[1].GetX(), m_FarClip[1].GetY(), m_FarClip[1].GetZ()); //frustrumBatch.Vertex3f(m_FarClip[0].GetX(), m_FarClip[0].GetY(), m_FarClip[0].GetZ()); frustrumBatch.End(); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); frustrumBatch.VDraw(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); }
/////////////////////////////////////////////////////////////////////////////// // OpenGL related startup code is safe to put here. Load textures, etc. void SetupRC(void) { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); gltMakeCylinder(bckgrndCylBatch, 4.0, 4.0, 5.2, 1024, 1); gltMakeDisk(diskBatch, 0.0, 1.5, 40, 10); glass1Batch.Begin(GL_TRIANGLE_FAN, 4, 1); glass1Batch.Vertex3f(-1.0f, -1.0f, 0.0f); glass1Batch.Vertex3f( 1.0f, -1.0f, 0.0f); glass1Batch.Vertex3f( 1.0f, 1.0f, 0.0f); glass1Batch.Vertex3f(-1.0f, 1.0f, 0.0f); glass1Batch.End(); glass2Batch.Begin(GL_TRIANGLE_FAN, 4, 1); glass2Batch.Vertex3f( 0.0f, 1.0f, 0.0f); glass2Batch.Vertex3f( 1.0f, 0.0f, 0.0f); glass2Batch.Vertex3f( 0.0f, -1.0f, 0.0f); glass2Batch.Vertex3f(-1.0f, 0.0f, 0.0f); glass2Batch.End(); glass3Batch.Begin(GL_TRIANGLE_FAN, 3, 1); glass3Batch.Vertex3f( 0.0f, 1.0f, 0.0f); glass3Batch.Vertex3f( 1.0f, -1.0f, 0.0f); glass3Batch.Vertex3f(-1.0f, -1.0f, 0.0f); glass3Batch.End(); glass4Batch.Begin(GL_TRIANGLE_FAN, 4, 1); glass4Batch.Vertex3f(-1.0f, 1.0f, 0.0f); glass4Batch.Vertex3f( 1.0f, 0.5f, 0.0f); glass4Batch.Vertex3f( 1.0f, -1.0f, 0.0f); glass4Batch.Vertex3f(-1.0f, -0.5f, 0.0f); glass4Batch.End(); glGenTextures(2, textures); glBindTexture(GL_TEXTURE_2D, textures[0]); LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, textures[1]); LoadBMPTexture("start_line.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // Create and bind an FBO glGenFramebuffers(1,&msFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO); // Create depth texture glGenTextures(1, &depthTextureName); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, depthTextureName); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_DEPTH_COMPONENT24, screenWidth, screenHeight, GL_FALSE); // Setup HDR render texture glGenTextures(1, msTexture); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msTexture[0]); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGBA8, screenWidth, screenHeight, GL_FALSE); // Create and bind an FBO glGenFramebuffers(1, &msFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO); // Attach texture to first color attachment and the depth RBO glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, msTexture[0], 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthTextureName, 0); // Reset framebuffer binding glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Load oit resolve shader oitResolve = gltLoadShaderPairWithAttributes("basic.vs", "oitResolve.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(oitResolve, 0, "oColor"); glLinkProgram(oitResolve); // Load multisample resolve shader msResolve = gltLoadShaderPairWithAttributes("basic.vs", "msResolve.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(msResolve, 0, "oColor"); glLinkProgram(msResolve); // Make sure all went well gltCheckErrors(oitResolve); gltCheckErrors(msResolve); int numMasks = 0; glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numMasks); }
/////////////////////////////////////////////////////////////////////////////// // This function does any needed initialization on the rendering context. // This is the first opportunity to do any OpenGL related tasks. void SetupRC() { GLbyte *pBytes; GLint nWidth, nHeight, nComponents; GLenum format; shaderManager.InitializeStockShaders(); // Black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); glEnable(GL_DEPTH_TEST); glLineWidth(2.5f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix); cameraFrame.MoveForward(-15.0f); cameraFrame.MoveUp(6.0f); cameraFrame.RotateLocalX(float(m3dDegToRad(20.0f))); MakeCube(cubeBatch); MakeFloor(floorBatch); // Make top topBlock.Begin(GL_TRIANGLE_FAN, 4, 1); topBlock.Normal3f(0.0f, 1.0f, 0.0f); topBlock.MultiTexCoord2f(0, 0.0f, 0.0f); topBlock.Vertex3f(-1.0f, 1.0f, 1.0f); topBlock.Normal3f(0.0f, 1.0f, 0.0f); topBlock.MultiTexCoord2f(0, 1.0f, 0.0f); topBlock.Vertex3f(1.0f, 1.0f, 1.0f); topBlock.Normal3f(0.0f, 1.0f, 0.0f); topBlock.MultiTexCoord2f(0, 1.0f, 1.0f); topBlock.Vertex3f(1.0f, 1.0f, -1.0f); topBlock.Normal3f(0.0f, 1.0f, 0.0f); topBlock.MultiTexCoord2f(0, 0.0f, 1.0f); topBlock.Vertex3f(-1.0f, 1.0f, -1.0f); topBlock.End(); // Make Front frontBlock.Begin(GL_TRIANGLE_FAN, 4, 1); frontBlock.Normal3f(0.0f, 0.0f, 1.0f); frontBlock.MultiTexCoord2f(0, 0.0f, 0.0f); frontBlock.Vertex3f(-1.0f, -1.0f, 1.0f); frontBlock.Normal3f(0.0f, 0.0f, 1.0f); frontBlock.MultiTexCoord2f(0, 1.0f, 0.0f); frontBlock.Vertex3f(1.0f, -1.0f, 1.0f); frontBlock.Normal3f(0.0f, 0.0f, 1.0f); frontBlock.MultiTexCoord2f(0, 1.0f, 1.0f); frontBlock.Vertex3f(1.0f, 1.0f, 1.0f); frontBlock.Normal3f(0.0f, 0.0f, 1.0f); frontBlock.MultiTexCoord2f(0, 0.0f, 1.0f); frontBlock.Vertex3f(-1.0f, 1.0f, 1.0f); frontBlock.End(); // Make left leftBlock.Begin(GL_TRIANGLE_FAN, 4, 1); leftBlock.Normal3f(-1.0f, 0.0f, 0.0f); leftBlock.MultiTexCoord2f(0, 0.0f, 0.0f); leftBlock.Vertex3f(-1.0f, -1.0f, -1.0f); leftBlock.Normal3f(-1.0f, 0.0f, 0.0f); leftBlock.MultiTexCoord2f(0, 1.0f, 0.0f); leftBlock.Vertex3f(-1.0f, -1.0f, 1.0f); leftBlock.Normal3f(-1.0f, 0.0f, 0.0f); leftBlock.MultiTexCoord2f(0, 1.0f, 1.0f); leftBlock.Vertex3f(-1.0f, 1.0f, 1.0f); leftBlock.Normal3f(-1.0f, 0.0f, 0.0f); leftBlock.MultiTexCoord2f(0, 0.0f, 1.0f); leftBlock.Vertex3f(-1.0f, 1.0f, -1.0f); leftBlock.End(); // Create shadow projection matrix GLfloat floorPlane[] = { 0.0f, 1.0f, 0.0f, 1.0f}; m3dMakePlanarShadowMatrix(shadowMatrix, floorPlane, vLightPos); // Load up four textures glGenTextures(4, textures); // Wood floor pBytes = gltReadTGABits("floor.tga", &nWidth, &nHeight, &nComponents, &format); glBindTexture(GL_TEXTURE_2D, textures[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); glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0, format, GL_UNSIGNED_BYTE, pBytes); free(pBytes); // One of the block faces pBytes = gltReadTGABits("Block4.tga", &nWidth, &nHeight, &nComponents, &format); glBindTexture(GL_TEXTURE_2D, textures[1]); 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); glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0, format, GL_UNSIGNED_BYTE, pBytes); free(pBytes); // Another block face pBytes = gltReadTGABits("block5.tga", &nWidth, &nHeight, &nComponents, &format); glBindTexture(GL_TEXTURE_2D, textures[2]); 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); glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0, format, GL_UNSIGNED_BYTE, pBytes); free(pBytes); // Yet another block face pBytes = gltReadTGABits("block6.tga", &nWidth, &nHeight, &nComponents, &format); glBindTexture(GL_TEXTURE_2D, textures[3]); 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); glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0, format, GL_UNSIGNED_BYTE, pBytes); free(pBytes); }
void SetupRC(void) { // Make sure OpenGL entry points are set //glewInit(); shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gltMakeTorus(torusBatch, 0.3f, 0.1f, 52, 26); gltMakeSphere(sphereBatch, 0.1f, 26, 13); //make the solid ground GLfloat texSize = 10.0f; floorBatch.Begin(GL_TRIANGLE_FAN,4,1); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Vertex3f(-20.f, -0.41f, 20.f); floorBatch.MultiTexCoord2f(0, texSize, 0.0f); floorBatch.Vertex3f(20.f, -0.41f, 20.f); floorBatch.MultiTexCoord2f(0, texSize, texSize); floorBatch.Vertex3f(20.f, -0.41f, -20.f); floorBatch.MultiTexCoord2f(0, 0.0f, texSize); floorBatch.Vertex3f(-20.f, -0.41f, -20.f); floorBatch.End(); int x = 400; int y = 200; int width = 300; int height = 155; logoBatch.Begin(GL_TRIANGLE_FAN, 4, 1); //像素点的原点是左上角, 根据GL_TRIANGLE_FAN 做了调整 // Upper left hand corner logoBatch.MultiTexCoord2f(0, 0.0f, height); logoBatch.Vertex3f(x, y, 0.0f); logoBatch.MultiTexCoord2f(0, 0.0f, 0.0f); logoBatch.Vertex3f(x, y - height, 0.0f); // Lower right hand corner logoBatch.MultiTexCoord2f(0, width, 0.0f); logoBatch.Vertex3f(x + width, y - height, 0.0f); // Upper righ hand corner logoBatch.MultiTexCoord2f(0, width, height); logoBatch.Vertex3f(x + width, y, 0.0f); logoBatch.End(); glGenTextures(4, uiTextures); // Load the Marble glBindTexture(GL_TEXTURE_2D, uiTextures[0]); LoadTGATexture("marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // Load Mars glBindTexture(GL_TEXTURE_2D, uiTextures[1]); LoadTGATexture("marslike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); // Load Moon glBindTexture(GL_TEXTURE_2D, uiTextures[2]); LoadTGATexture("moonlike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); // Load the Logo glBindTexture(GL_TEXTURE_RECTANGLE, uiTextures[3]); LoadTGATextureRect("OpenGL-Logo.tga", GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE); sphereWolrdShader = gltLoadShaderPairWithAttributes("RectReplace.vp", "RectReplace.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord"); locMVP = glGetUniformLocation(sphereWolrdShader, "mvpMatrix"); locTexture = glGetUniformLocation(sphereWolrdShader, "rectangleImage"); // -200,200 // Randomly place the spheres for (int i = 0; i < NUM_SPHERES; i++) { GLfloat x = ((GLfloat)((rand() % 400) - 200) * 0.1f); GLfloat z = ((GLfloat)((rand() % 400) - 200) * 0.1f); spheres[i].SetOrigin(x, 0.0f, z); } }
/////////////////////////////////////////////////////////////////////////////// // Make a cube out of a batch of triangles. Texture coordinates and normals // are also provided. void MakeCube(GLBatch& cubeBatch) { cubeBatch.Begin(GL_TRIANGLES, 36, 1); ///////////////////////////////////////////// // Top of cube cubeBatch.Normal3f(0.0f, 1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 1.0f); cubeBatch.Vertex3f(1.0f, 1.0f, 1.0f); cubeBatch.Normal3f(0.0f, 1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 0.0f); cubeBatch.Vertex3f(1.0f, 1.0f, -1.0f); cubeBatch.Normal3f(0.0f, 1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-1.0f, 1.0f, -1.0f); cubeBatch.Normal3f(0.0f, 1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 1.0f); cubeBatch.Vertex3f(1.0f, 1.0f, 1.0f); cubeBatch.Normal3f(0.0f, 1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-1.0f, 1.0f, -1.0f); cubeBatch.Normal3f(0.0f, 1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 1.0f); cubeBatch.Vertex3f(-1.0f, 1.0f, 1.0f); //////////////////////////////////////////// // Bottom of cube cubeBatch.Normal3f(0.0f, -1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-1.0f, -1.0f, -1.0f); cubeBatch.Normal3f(0.0f, -1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 0.0f); cubeBatch.Vertex3f(1.0f, -1.0f, -1.0f); cubeBatch.Normal3f(0.0f, -1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 1.0f); cubeBatch.Vertex3f(1.0f, -1.0f, 1.0f); cubeBatch.Normal3f(0.0f, -1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 1.0f); cubeBatch.Vertex3f(-1.0f, -1.0f, 1.0f); cubeBatch.Normal3f(0.0f, -1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-1.0f, -1.0f, -1.0f); cubeBatch.Normal3f(0.0f, -1.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 1.0f); cubeBatch.Vertex3f(1.0f, -1.0f, 1.0f); /////////////////////////////////////////// // Left side of cube cubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 1.0f); cubeBatch.Vertex3f(-1.0f, 1.0f, 1.0f); cubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 0.0f); cubeBatch.Vertex3f(-1.0f, 1.0f, -1.0f); cubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-1.0f, -1.0f, -1.0f); cubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 1.0f); cubeBatch.Vertex3f(-1.0f, 1.0f, 1.0f); cubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-1.0f, -1.0f, -1.0f); cubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 1.0f); cubeBatch.Vertex3f(-1.0f, -1.0f, 1.0f); // Right side of cube cubeBatch.Normal3f(1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(1.0f, -1.0f, -1.0f); cubeBatch.Normal3f(1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 0.0f); cubeBatch.Vertex3f(1.0f, 1.0f, -1.0f); cubeBatch.Normal3f(1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 1.0f); cubeBatch.Vertex3f(1.0f, 1.0f, 1.0f); cubeBatch.Normal3f(1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 1.0f); cubeBatch.Vertex3f(1.0f, 1.0f, 1.0f); cubeBatch.Normal3f(1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 1.0f); cubeBatch.Vertex3f(1.0f, -1.0f, 1.0f); cubeBatch.Normal3f(1.0f, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(1.0f, -1.0f, -1.0f); // Front and Back // Front cubeBatch.Normal3f(0.0f, 0.0f, 1.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 0.0f); cubeBatch.Vertex3f(1.0f, -1.0f, 1.0f); cubeBatch.Normal3f(0.0f, 0.0f, 1.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 1.0f); cubeBatch.Vertex3f(1.0f, 1.0f, 1.0f); cubeBatch.Normal3f(0.0f, 0.0f, 1.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 1.0f); cubeBatch.Vertex3f(-1.0f, 1.0f, 1.0f); cubeBatch.Normal3f(0.0f, 0.0f, 1.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 1.0f); cubeBatch.Vertex3f(-1.0f, 1.0f, 1.0f); cubeBatch.Normal3f(0.0f, 0.0f, 1.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-1.0f, -1.0f, 1.0f); cubeBatch.Normal3f(0.0f, 0.0f, 1.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 0.0f); cubeBatch.Vertex3f(1.0f, -1.0f, 1.0f); // Back cubeBatch.Normal3f(0.0f, 0.0f, -1.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 0.0f); cubeBatch.Vertex3f(1.0f, -1.0f, -1.0f); cubeBatch.Normal3f(0.0f, 0.0f, -1.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-1.0f, -1.0f, -1.0f); cubeBatch.Normal3f(0.0f, 0.0f, -1.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 1.0f); cubeBatch.Vertex3f(-1.0f, 1.0f, -1.0f); cubeBatch.Normal3f(0.0f, 0.0f, -1.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 1.0f); cubeBatch.Vertex3f(-1.0f, 1.0f, -1.0f); cubeBatch.Normal3f(0.0f, 0.0f, -1.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 1.0f); cubeBatch.Vertex3f(1.0f, 1.0f, -1.0f); cubeBatch.Normal3f(0.0f, 0.0f, -1.0f); cubeBatch.MultiTexCoord2f(0, 1.0f, 0.0f); cubeBatch.Vertex3f(1.0f, -1.0f, -1.0f); cubeBatch.End(); }
void SetupRenderingContext() { int i, j; // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); //glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.94f, 0.94f, 1.0f, 1.0f); // Blue Sky /* ------------- */ /* Scene objects */ track.SetupRenderingContext(); theWheel.SetupRenderingContext(); carousel.SetupRenderingContext(); unicorn.SetupRenderingContext(); ostrich.SetupRenderingContext(); turtle.SetupRenderingContext(); /* --------------- */ /* Make the ground */ GLfloat texSize = 50.0f; groundBatch.Begin(GL_TRIANGLE_FAN, 4, 1); groundBatch.MultiTexCoord2f(0, 0.0f, 0.0f); groundBatch.Vertex3f(-0.5f * FLOOR_GRID_WIDTH, FLOOR_HEIGHT, 0.5f * FLOOR_GRID_WIDTH); groundBatch.MultiTexCoord2f(0, texSize, 0.0f); groundBatch.Vertex3f(0.5f * FLOOR_GRID_WIDTH, FLOOR_HEIGHT, 0.5f * FLOOR_GRID_WIDTH); groundBatch.MultiTexCoord2f(0, texSize, texSize); groundBatch.Vertex3f(0.5f * FLOOR_GRID_WIDTH, FLOOR_HEIGHT, -0.5f * FLOOR_GRID_WIDTH); groundBatch.MultiTexCoord2f(0, 0.0f, texSize); groundBatch.Vertex3f(-0.5f * FLOOR_GRID_WIDTH, FLOOR_HEIGHT, -0.5f * FLOOR_GRID_WIDTH); groundBatch.End(); /* ------------------------------- */ /* Make texture object for ground. */ glGenTextures(1, &groundTexture); glBindTexture(GL_TEXTURE_2D, groundTexture); LoadBMPTexture(GROUND_TEXTURE_FILENAME, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); /* ----------------------------- */ /* Make texture objects for cap. */ glGenTextures(NBR_TEXTURE_SETS, capTexture); for ( i = 0; i < NBR_TEXTURE_SETS; i++ ) { glBindTexture(GL_TEXTURE_2D, capTexture[i]); LoadBMPTexture(CAP_TEXTURE_FILENAME[i], GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); } /* ------------------------------------------ */ /* Make texture objects for wheel components. */ glGenTextures(NBR_WHEEL_TEXTURES, wheelTexture); for ( i = 0; i < NBR_WHEEL_TEXTURES; i++ ) { glBindTexture(GL_TEXTURE_2D, wheelTexture[i]); LoadBMPTexture(WHEEL_TEXTURE_FILENAME[i], GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); } /* ------------------------------------------------ */ /* Make texture objects for Ferris wheel car walls. */ for ( i = 0; i < NBR_TEXTURE_SETS; i++ ) { glGenTextures(NBR_WALL_TEXTURES, wallTexture[i]); for ( j = 0; j < NBR_WALL_TEXTURES; j++ ) { glBindTexture(GL_TEXTURE_2D, wallTexture[i][j]); LoadBMPTexture(WALL_TEXTURE_FILENAME[i][j], GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); } } /* ---------------------------------------- */ /* Make texture objects for car components. */ glGenTextures(NBR_CAR_TEXTURES, carTexture); for ( i = 0; i < NBR_CAR_TEXTURES; i++ ) { glBindTexture(GL_TEXTURE_2D, carTexture[i]); LoadBMPTexture(CAR_TEXTURE_FILENAME[i], GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); } }
// This function does any needed initialization on the rendering // context. void SetupRC() { M3DVector3f vVerts[SMALL_STARS]; // SMALL_STARS is the largest batch we are going to need int i; shaderManager.InitializeStockShaders(); // Populate star list smallStarBatch.Begin(GL_POINTS, SMALL_STARS); for(i = 0; i < SMALL_STARS; i++) { vVerts[i][0] = (GLfloat)(rand() % SCREEN_X); vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f; vVerts[i][2] = 0.0f; } smallStarBatch.CopyVertexData3f(vVerts); smallStarBatch.End(); // Populate star list mediumStarBatch.Begin(GL_POINTS, MEDIUM_STARS); for(i = 0; i < MEDIUM_STARS; i++) { vVerts[i][0] = (GLfloat)(rand() % SCREEN_X); vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f; vVerts[i][2] = 0.0f; } mediumStarBatch.CopyVertexData3f(vVerts); mediumStarBatch.End(); // Populate star list largeStarBatch.Begin(GL_POINTS, LARGE_STARS); for(i = 0; i < LARGE_STARS; i++) { vVerts[i][0] = (GLfloat)(rand() % SCREEN_X); vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f; vVerts[i][2] = 0.0f; } largeStarBatch.CopyVertexData3f(vVerts); largeStarBatch.End(); M3DVector3f vMountains[12] = { 0.0f, 25.0f, 0.0f, 50.0f, 100.0f, 0.0f, 100.0f, 25.0f, 0.0f, 225.0f, 125.0f, 0.0f, 300.0f, 50.0f, 0.0f, 375.0f, 100.0f, 0.0f, 460.0f, 25.0f, 0.0f, 525.0f, 100.0f, 0.0f, 600.0f, 20.0f, 0.0f, 675.0f, 70.0f, 0.0f, 750.0f, 25.0f, 0.0f, 800.0f, 90.0f, 0.0f }; mountainRangeBatch.Begin(GL_LINE_STRIP, 12); mountainRangeBatch.CopyVertexData3f(vMountains); mountainRangeBatch.End(); // The Moon GLfloat x = 700.0f; // Location and radius of moon GLfloat y = 500.0f; GLfloat r = 50.0f; GLfloat angle = 0.0f; // Another looping variable moonBatch.Begin(GL_TRIANGLE_FAN, 4, 1); moonBatch.MultiTexCoord2f(0, 0.0f, 0.0f); moonBatch.Vertex3f(x - r, y - r, 0.0f); moonBatch.MultiTexCoord2f(0, 1.0f, 0.0f); moonBatch.Vertex3f(x + r, y - r, 0.0f); moonBatch.MultiTexCoord2f(0, 1.0f, 1.0f); moonBatch.Vertex3f(x + r, y + r, 0.0f); moonBatch.MultiTexCoord2f(0, 0.0f, 1.0f); moonBatch.Vertex3f(x - r, y + r, 0.0f); moonBatch.End(); // Black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); // Turn on line antialiasing, and give hint to do the best // job possible. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); starFieldShader = gltLoadShaderPairWithAttributes("StarField.vp", "StarField.fp", 1, GLT_ATTRIBUTE_VERTEX, "vVertex"); locMVP = glGetUniformLocation(starFieldShader, "mvpMatrix"); locStarTexture = glGetUniformLocation(starFieldShader, "starImage"); moonShader = gltLoadShaderPairWithAttributes("MoonShader.vp", "MoonShader.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoords"); locMoonMVP = glGetUniformLocation(moonShader, "mvpMatrix"); locMoonTexture = glGetUniformLocation(moonShader, "moonImage"); locMoonTime = glGetUniformLocation(moonShader, "fTime"); glGenTextures(1, &starTexture); glBindTexture(GL_TEXTURE_2D, starTexture); LoadTGATexture("Star.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); glGenTextures(1, &moonTexture); glBindTexture(GL_TEXTURE_2D_ARRAY, moonTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 64, 64, 30, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); for(int i = 0; i < 29; i++) { char cFile[32]; sprintf(cFile, "moon%02d.tga", i); GLbyte *pBits; int nWidth, nHeight, nComponents; GLenum eFormat; // Read the texture bits pBits = gltReadTGABits(cFile, &nWidth, &nHeight, &nComponents, &eFormat); glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, nWidth, nHeight, 1, GL_BGRA, GL_UNSIGNED_BYTE, pBits); free(pBits); } }
// This function does any needed initialization on the rendering // context. void SetupRC() { M3DVector3f vVerts[SMALL_STARS]; // SMALL_STARS is the largest batch we are going to need int i; #ifndef OPENGL_ES glEnable(GL_POINT_SPRITE); #endif shaderManager.InitializeStockShaders(); // A number of shipping drivers are not conformant to the current OpenGL // spec and require this. NVidia... in particular. The OpenGL specification // states that this is always "on", in fact you can't enable or disable it // anymore. Adding this lines "fixes" this on non-conformant drivers, but // be aware, if you have a pure core (and working correctly) GL context, //you should not do this #ifndef OPENGL_ES glEnable(GL_POINT_SPRITE); #endif // Populate star list smallStarBatch.Begin(GL_POINTS, SMALL_STARS); for(i = 0; i < SMALL_STARS; i++) { vVerts[i][0] = (GLfloat)(rand() % SCREEN_X); vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f; vVerts[i][2] = 0.0f; } smallStarBatch.CopyVertexData3f(vVerts); smallStarBatch.End(); // Populate star list mediumStarBatch.Begin(GL_POINTS, MEDIUM_STARS); for(i = 0; i < MEDIUM_STARS; i++) { vVerts[i][0] = (GLfloat)(rand() % SCREEN_X); vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f; vVerts[i][2] = 0.0f; } mediumStarBatch.CopyVertexData3f(vVerts); mediumStarBatch.End(); // Populate star list largeStarBatch.Begin(GL_POINTS, LARGE_STARS); for(i = 0; i < LARGE_STARS; i++) { vVerts[i][0] = (GLfloat)(rand() % SCREEN_X); vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f; vVerts[i][2] = 0.0f; } largeStarBatch.CopyVertexData3f(vVerts); largeStarBatch.End(); M3DVector3f vMountains[12] = { 0.0f, 25.0f, 0.0f, 50.0f, 100.0f, 0.0f, 100.0f, 25.0f, 0.0f, 225.0f, 125.0f, 0.0f, 300.0f, 50.0f, 0.0f, 375.0f, 100.0f, 0.0f, 460.0f, 25.0f, 0.0f, 525.0f, 100.0f, 0.0f, 600.0f, 20.0f, 0.0f, 675.0f, 70.0f, 0.0f, 750.0f, 25.0f, 0.0f, 800.0f, 90.0f, 0.0f }; mountainRangeBatch.Begin(GL_LINE_STRIP, 12); mountainRangeBatch.CopyVertexData3f(vMountains); mountainRangeBatch.End(); // The Moon GLfloat x = 700.0f; // Location and radius of moon GLfloat y = 500.0f; GLfloat r = 50.0f; GLfloat angle = 0.0f; // Another looping variable moonBatch.Begin(GL_TRIANGLE_FAN, 4, 1); moonBatch.MultiTexCoord2f(0, 0.0f, 0.0f); moonBatch.Vertex3f(x - r, y - r, 0.0f); moonBatch.MultiTexCoord2f(0, 1.0f, 0.0f); moonBatch.Vertex3f(x + r, y - r, 0.0f); moonBatch.MultiTexCoord2f(0, 1.0f, 1.0f); moonBatch.Vertex3f(x + r, y + r, 0.0f); moonBatch.MultiTexCoord2f(0, 0.0f, 1.0f); moonBatch.Vertex3f(x - r, y + r, 0.0f); moonBatch.End(); // Black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); // Turn on line antialiasing, and give hint to do the best // job possible. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); #ifndef OPENGL_ES glEnable(GL_LINE_SMOOTH); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); #endif starFieldShader = gltLoadShaderPairWithAttributes("StarField.vp", "StarField.fp", 1, GLT_ATTRIBUTE_VERTEX, "vVertex"); locMVP = glGetUniformLocation(starFieldShader, "mvpMatrix"); locStarTexture = glGetUniformLocation(starFieldShader, "starImage"); #ifdef OPENGL_ES locPointSize = glGetUniformLocation(starFieldShader, "fPointSize"); #endif moonShader = gltLoadShaderPairWithAttributes("MoonShader.vp", "MoonShader.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoords"); locMoonMVP = glGetUniformLocation(moonShader, "mvpMatrix"); locMoonTexture = glGetUniformLocation(moonShader, "moonImage"); locMoonTime = glGetUniformLocation(moonShader, "fTime"); glGenTextures(1, &starTexture); glBindTexture(GL_TEXTURE_2D, starTexture); LoadTGATexture("Star.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); #ifndef OPENGL_ES glGenTextures(1, &moonTexture); glBindTexture(GL_TEXTURE_2D_ARRAY, moonTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 64, 64, 30, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); for(int i = 0; i < 29; i++) { char cFile[32]; sprintf(cFile, "moon%02d.tga", i); GLbyte *pBits; int nWidth, nHeight, nComponents; GLenum eFormat; // Read the texture bits pBits = gltReadTGABits(cFile, &nWidth, &nHeight, &nComponents, &eFormat); glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, nWidth, nHeight, 1, GL_BGRA, GL_UNSIGNED_BYTE, pBits); free(pBits); } #else glGenTextures(29, moonTextures); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); for(int i = 0; i < 29; i++) { char cFile[32]; sprintf(cFile, "moon%02d.tga", i); glBindTexture(GL_TEXTURE_2D, moonTextures[i]); LoadTGATexture(cFile, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); } #endif }
/////////////////////////////////////////////////////////////////////////////////////// // Make a cube, centered at the origin, and with a specified "radius" void gltMakeCube(GLBatch& cubeBatch, GLfloat fRadius ) { cubeBatch.Begin(GL_TRIANGLES, 36, 1); ///////////////////////////////////////////// // Top of cube cubeBatch.Normal3f(0.0f, fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, fRadius); cubeBatch.Vertex3f(fRadius, fRadius, fRadius); cubeBatch.Normal3f(0.0f, fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, 0.0f); cubeBatch.Vertex3f(fRadius, fRadius, -fRadius); cubeBatch.Normal3f(0.0f, fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-fRadius, fRadius, -fRadius); cubeBatch.Normal3f(0.0f, fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, fRadius); cubeBatch.Vertex3f(fRadius, fRadius, fRadius); cubeBatch.Normal3f(0.0f, fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-fRadius, fRadius, -fRadius); cubeBatch.Normal3f(0.0f, fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, fRadius); cubeBatch.Vertex3f(-fRadius, fRadius, fRadius); //////////////////////////////////////////// // Bottom of cube cubeBatch.Normal3f(0.0f, -fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-fRadius, -fRadius, -fRadius); cubeBatch.Normal3f(0.0f, -fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, 0.0f); cubeBatch.Vertex3f(fRadius, -fRadius, -fRadius); cubeBatch.Normal3f(0.0f, -fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, fRadius); cubeBatch.Vertex3f(fRadius, -fRadius, fRadius); cubeBatch.Normal3f(0.0f, -fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, fRadius); cubeBatch.Vertex3f(-fRadius, -fRadius, fRadius); cubeBatch.Normal3f(0.0f, -fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-fRadius, -fRadius, -fRadius); cubeBatch.Normal3f(0.0f, -fRadius, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, fRadius); cubeBatch.Vertex3f(fRadius, -fRadius, fRadius); /////////////////////////////////////////// // Left side of cube cubeBatch.Normal3f(-fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, fRadius); cubeBatch.Vertex3f(-fRadius, fRadius, fRadius); cubeBatch.Normal3f(-fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, 0.0f); cubeBatch.Vertex3f(-fRadius, fRadius, -fRadius); cubeBatch.Normal3f(-fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-fRadius, -fRadius, -fRadius); cubeBatch.Normal3f(-fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, fRadius); cubeBatch.Vertex3f(-fRadius, fRadius, fRadius); cubeBatch.Normal3f(-fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-fRadius, -fRadius, -fRadius); cubeBatch.Normal3f(-fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, fRadius); cubeBatch.Vertex3f(-fRadius, -fRadius, fRadius); // Right side of cube cubeBatch.Normal3f(fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(fRadius, -fRadius, -fRadius); cubeBatch.Normal3f(fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, 0.0f); cubeBatch.Vertex3f(fRadius, fRadius, -fRadius); cubeBatch.Normal3f(fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, fRadius); cubeBatch.Vertex3f(fRadius, fRadius, fRadius); cubeBatch.Normal3f(fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, fRadius, fRadius); cubeBatch.Vertex3f(fRadius, fRadius, fRadius); cubeBatch.Normal3f(fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, fRadius); cubeBatch.Vertex3f(fRadius, -fRadius, fRadius); cubeBatch.Normal3f(fRadius, 0.0f, 0.0f); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(fRadius, -fRadius, -fRadius); // Front and Back // Front cubeBatch.Normal3f(0.0f, 0.0f, fRadius); cubeBatch.MultiTexCoord2f(0, fRadius, 0.0f); cubeBatch.Vertex3f(fRadius, -fRadius, fRadius); cubeBatch.Normal3f(0.0f, 0.0f, fRadius); cubeBatch.MultiTexCoord2f(0, fRadius, fRadius); cubeBatch.Vertex3f(fRadius, fRadius, fRadius); cubeBatch.Normal3f(0.0f, 0.0f, fRadius); cubeBatch.MultiTexCoord2f(0, 0.0f, fRadius); cubeBatch.Vertex3f(-fRadius, fRadius, fRadius); cubeBatch.Normal3f(0.0f, 0.0f, fRadius); cubeBatch.MultiTexCoord2f(0, 0.0f, fRadius); cubeBatch.Vertex3f(-fRadius, fRadius, fRadius); cubeBatch.Normal3f(0.0f, 0.0f, fRadius); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-fRadius, -fRadius, fRadius); cubeBatch.Normal3f(0.0f, 0.0f, fRadius); cubeBatch.MultiTexCoord2f(0, fRadius, 0.0f); cubeBatch.Vertex3f(fRadius, -fRadius, fRadius); // Back cubeBatch.Normal3f(0.0f, 0.0f, -fRadius); cubeBatch.MultiTexCoord2f(0, fRadius, 0.0f); cubeBatch.Vertex3f(fRadius, -fRadius, -fRadius); cubeBatch.Normal3f(0.0f, 0.0f, -fRadius); cubeBatch.MultiTexCoord2f(0, 0.0f, 0.0f); cubeBatch.Vertex3f(-fRadius, -fRadius, -fRadius); cubeBatch.Normal3f(0.0f, 0.0f, -fRadius); cubeBatch.MultiTexCoord2f(0, 0.0f, fRadius); cubeBatch.Vertex3f(-fRadius, fRadius, -fRadius); cubeBatch.Normal3f(0.0f, 0.0f, -fRadius); cubeBatch.MultiTexCoord2f(0, 0.0f, fRadius); cubeBatch.Vertex3f(-fRadius, fRadius, -fRadius); cubeBatch.Normal3f(0.0f, 0.0f, -fRadius); cubeBatch.MultiTexCoord2f(0, fRadius, fRadius); cubeBatch.Vertex3f(fRadius, fRadius, -fRadius); cubeBatch.Normal3f(0.0f, 0.0f, -fRadius); cubeBatch.MultiTexCoord2f(0, fRadius, 0.0f); cubeBatch.Vertex3f(fRadius, -fRadius, -fRadius); cubeBatch.End(); }
/** * This function does any needed initialization on the rendering context. * This is the first opportunity to do any OpenGL related tasks. */ void SetupRC() { // make sure opengl entry points are set glewInit(); // Blue background glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); shaderManager.init(); gltCreateTorus(torusBatch, 0.4f, 0.15f, 40, 20); gltCreateSphere(sphereBatch, 0.1f, 26, 13); // make the solid ground GLfloat texSize = 10.0f; floorBatch.begin(GL_TRIANGLE_FAN, 4, 1); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f); floorBatch.MultiTexCoord2f(0, texSize, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, 20.0f); floorBatch.MultiTexCoord2f(0, texSize, texSize); floorBatch.Vertex3f(20.0f, -0.41f, -20.0f); floorBatch.MultiTexCoord2f(0, 0.0f, texSize); floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f); floorBatch.end(); // draw the opengl logo int x = 500; int y = 155; int width = 300; int height = 155; logoBatch.begin(GL_TRIANGLE_FAN, 4, 1); // Upper left hand corner logoBatch.MultiTexCoord2f(0, 0.0f, height); logoBatch.Vertex3f(x, y, 0.0); // Lower left hand corner logoBatch.MultiTexCoord2f(0, 0.0f, 0.0f); logoBatch.Vertex3f(x, y - height, 0.0f); // Lower right hand corner logoBatch.MultiTexCoord2f(0, width, 0.0f); logoBatch.Vertex3f(x + width, y - height, 0.0f); // Upper righ hand corner logoBatch.MultiTexCoord2f(0, width, height); logoBatch.Vertex3f(x + width, y, 0.0f); logoBatch.end(); // Make 4 texture objects glGenTextures(4, uiTextures); // Load the Marble glBindTexture(GL_TEXTURE_2D, uiTextures[0]); gltLoadTextureTGA("marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // Load Mars glBindTexture(GL_TEXTURE_2D, uiTextures[1]); gltLoadTextureTGA("marslike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); // Load Moon glBindTexture(GL_TEXTURE_2D, uiTextures[2]); gltLoadTextureTGA("moonlike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); // Load the Logo glBindTexture(GL_TEXTURE_RECTANGLE, uiTextures[3]); gltLoadTextureTGARect("OpenGL-Logo.tga", GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE); rectReplaceShader = gltLoadShaderWithFileEx("RectReplace.vert", "RectReplace.frag", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord"); locRectMVP = glGetUniformLocation(rectReplaceShader, "mvpMatrix"); locRectTexture = glGetUniformLocation(rectReplaceShader, "rectangleImage"); // Randomly place the spheres for (int i = 0; i < NUM_SPHERES; i++) { GLfloat x = ((GLfloat)((rand() % 400) - 200) * 0.1f); GLfloat z = ((GLfloat)((rand() % 400) - 200) * 0.1f); spheres[i].SetOrigin(x, 0.0f, z); } }
/** * This function does any needed initialization on the rendering context. * This is the first opportunity to do any OpenGL related tasks. */ void SetupRC() { // Blue background glClearColor(0.0f, 0.0f, 1.0f, 1.0f ); shaderManager.init(); // Load texure glGenTextures(TEXTURE_COUNT, arrTextures); for (int i = 0; i < TEXTURE_COUNT; i++) { GLint iWidth, iHeight, iComponents; GLenum eFormat; // Bind to next texture object glBindTexture(GL_TEXTURE_2D, arrTextures[i]); // Load texture GLbyte* pBytes = gltReadTGABits(szTextureFiles[i], &iWidth, &iHeight, &iComponents, &eFormat); // set filter and wrap modes glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes); glGenerateMipmap(GL_TEXTURE_2D); // Don't need original texure data any more free(pBytes); } // Build Geometry floorBatch.begin(GL_TRIANGLE_STRIP, 28, 1); for(GLfloat i = 60.0f; i >= 0.0f; i -= 10.0f) { floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Vertex3f(-10.0f, -10.0f, i); floorBatch.MultiTexCoord2f(0, 1.0f, 0.0f); floorBatch.Vertex3f(10.0f, -10.0f, i); floorBatch.MultiTexCoord2f(0, 0.0f, 1.0f); floorBatch.Vertex3f(-10.0f, -10.0f, i - 10.0f); floorBatch.MultiTexCoord2f(0, 1.0f, 1.0f); floorBatch.Vertex3f(10.0f, -10.0f, i - 10.0f); } floorBatch.end(); ceilingBatch.begin(GL_TRIANGLE_STRIP, 28, 1); for ( GLfloat i = 60.0f; i >= 0.0f; i -=10.0f) { ceilingBatch.MultiTexCoord2f(0, 0.0f, 1.0f); ceilingBatch.Vertex3f(-10.0f, 10.0f, i - 10.0f);
/////////////////////////////////////////////////////////////////////////////// // OpenGL related startup code is safe to put here. Load textures, etc. void SetupRC(void) { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glEnable(GL_DEPTH_TEST); exposure = 1.0f; // Light Blue glClearColor(vSkyBlue[0], vSkyBlue[1], vSkyBlue[2], vSkyBlue[3]); // Load geometry GLfloat alpha = 0.25f; floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 1.00f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 1.00f, 1.00f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, -20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 1.00f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f); floorBatch.End(); windowBatch.Begin(GL_TRIANGLE_FAN, 4, 1); windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); windowBatch.MultiTexCoord2f(0, 0.0f, 0.0f); windowBatch.Normal3f( 0.0f, 1.0f, 0.0f); windowBatch.Vertex3f(-1.0f, 0.0f, 0.0f); windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); windowBatch.MultiTexCoord2f(0, 1.0f, 0.0f); windowBatch.Normal3f(0.0f, 1.0f, 0.0f); windowBatch.Vertex3f(1.0f, 0.0f, 0.0f); windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); windowBatch.MultiTexCoord2f(0, 1.0f, 1.0f); windowBatch.Normal3f(0.0f, 1.0f, 0.0f); windowBatch.Vertex3f(1.0f, 2.0f, 0.0f); windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); windowBatch.MultiTexCoord2f(0, 0.0f, 1.0f); windowBatch.Normal3f( 0.0f, 1.0f, 0.0f); windowBatch.Vertex3f(-1.0f, 2.0f, 0.0f); windowBatch.End(); const float width = 0.2f; windowBorderBatch.Begin(GL_TRIANGLE_STRIP, 13); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01f, width, 0.01f); windowBorderBatch.Normal3f(0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01f, 0.0f, 0.01f); windowBorderBatch.Normal3f(0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01f, width, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01f, 0.0f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01-width, 0.0f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01f, 2.0f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01-width, 2.0f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01f, 2.0-width, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01f, 2.f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01f, 2.0-width, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01+width, 2.f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01f, 0.0f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01+width, 0.0f, 0.01f); windowBorderBatch.End(); const float gridWidth = (float)0.01; const int gridLineCount = 24; windowGridBatch.Begin(GL_TRIANGLES, gridLineCount*2*6); // bottom horizontal for(int i=0; i<gridLineCount; i++) { float offset = 2*((float)(i+1)/(float)(gridLineCount+1)); windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(-1.0f, offset+gridWidth, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(-1.0f, offset-gridWidth, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(1.0f, offset-gridWidth, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(1.0f,offset-gridWidth, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(1.0f, offset+gridWidth, 0.01f); windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(-1.0f, offset+gridWidth, 0.01f); } // Verticals for(int i=0; i<gridLineCount; i++) { float offset = 2*((float)(i+1)/(float)(gridLineCount+1)) - 1.0; windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset+gridWidth, 0.0f, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset-gridWidth, 0.0f, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset-gridWidth, 2.0f, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset-gridWidth, 2.0f, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset+gridWidth, 2.0, 0.01f); windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset+gridWidth, 0.0f, 0.01f); } windowGridBatch.End(); glGenTextures(1, textures); glBindTexture(GL_TEXTURE_2D, textures[0]); LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // Setup HDR render texture glGenTextures(1, hdrTextures); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, hdrTextures[0]); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGB16F, screenWidth, screenHeight, GL_FALSE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Attach HDR texture to fbo // Create and bind an FBO glGenFramebuffers(1,hdrFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, hdrFBO[0]); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, hdrTextures[0], 0); // Create window texture glGenTextures(1, &windowTexture); glBindTexture(GL_TEXTURE_2D, windowTexture); GLuint texWidth = 0; GLuint texHeight = 0; // Load HDR image from EXR file LoadOpenEXRImage("window.exr", windowTexture, texWidth, texHeight); // Load flat color shader flatColorProg = gltLoadShaderPairWithAttributes("basic.vs", "color.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(flatColorProg, 0, "oColor"); glBindFragDataLocation(flatColorProg, 1, "oBright"); glLinkProgram(flatColorProg); // Load texture replace shader texReplaceProg = gltLoadShaderPairWithAttributes("basic.vs", "tex_replace.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(texReplaceProg, 0, "oColor"); glBindFragDataLocation(texReplaceProg, 1, "oBright"); glLinkProgram(texReplaceProg); // Load bloom shader hdrResolve = gltLoadShaderPairWithAttributes("basic.vs", "hdr_exposure.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(hdrResolve, 0, "oColor"); glLinkProgram(hdrResolve); // Uncomment the line below to get the correct behavior. floorBatch.Draw(); // Get the location of each multisample sample int sampleCount = 0; glGetIntegerv(GL_SAMPLES, &sampleCount); float positions[64]; // Enough for at least 32 samples for(int i =0; i < sampleCount; i++) { glGetMultisamplefv(GL_SAMPLE_POSITION, i, &positions[i*2]); } // Limit sample count to 8x //assert(sampleCount >= 8); sampleCount = 8; float invertedSampleDistances[8]; // The maxDist is used for doing the distance inversion // You could use the actual max dist a sample could be, but that // would mean that sample would receive a weighting of 0, use 1.0 instead. //float maxDist = sqrt(0.5*0.5*2); float maxDist = 1.0f; // calculate the distance of each sample from the center, // then invert it so that samples closer to the center recieve more weight for(int i=0; i<8; i++) { double xDist = positions[i*2 ]-0.5; double yDist = positions[i*2+1]-0.5; invertedSampleDistances[i] = maxDist - sqrt(xDist*xDist + yDist*yDist); } // zero out sample weights array for(int i=0; i<8; i++) { for(int j=0; j<8; j++) { sampleWeights[i][j] = 0.0f; } } // First array is easy, 1 sample so that samples weight is 1 sampleWeights[0][0] = 1.0f; // Add up the distances to get the total used for calculating weights for(int i=1; i<8; i++) { float totalWeight = 0.0f; for(int j=0; j<=i; j++) totalWeight += invertedSampleDistances[j]; // Invert to get the factor used for each sample, the sum of all sample weights is always 1.0 float perSampleFactor = 1 / totalWeight; for(int j=0; j<=i; j++) sampleWeights[i][j] = invertedSampleDistances[j] * perSampleFactor; } // Setup a texture buffer object for holding the sample weights glGenBuffers(1, &sampleWeightBuf); glBindBuffer(GL_TEXTURE_BUFFER_ARB, sampleWeightBuf); glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*8, sampleWeights, GL_DYNAMIC_DRAW); glBindBuffer(GL_TEXTURE_BUFFER_ARB, 0); // Load the texBO into texture 1 glActiveTexture(GL_TEXTURE1); glGenTextures(1, &texBOTexture); glBindTexture(GL_TEXTURE_BUFFER_ARB, texBOTexture); glTexBufferARB(GL_TEXTURE_BUFFER_ARB, GL_R32F, sampleWeightBuf); glActiveTexture(GL_TEXTURE0); // Reset framebuffer binding glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); }
void MakePyramid(GLBatch& pyramidBatch) { pyramidBatch.Begin(GL_TRIANGLES, 18, 1); // Bottom of pyramid pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f); pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f); pyramidBatch.Vertex3f(-1.0f, -1.0f, -1.0f); pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f); pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f); pyramidBatch.Vertex3f(1.0f, -1.0f, -1.0f); pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f); pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f); pyramidBatch.Vertex3f(1.0f, -1.0f, 1.0f); pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f); pyramidBatch.MultiTexCoord2f(0, 0.0f, 1.0f); pyramidBatch.Vertex3f(-1.0f, -1.0f, 1.0f); pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f); pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f); pyramidBatch.Vertex3f(-1.0f, -1.0f, -1.0f); pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f); pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f); pyramidBatch.Vertex3f(1.0f, -1.0f, 1.0f); M3DVector3f vApex = { 0.0f, 1.0f, 0.0f }; M3DVector3f vFrontLeft = { -1.0f, -1.0f, 1.0f }; M3DVector3f vFrontRight = { 1.0f, -1.0f, 1.0f }; M3DVector3f vBackLeft = { -1.0f, -1.0f, -1.0f }; M3DVector3f vBackRight = { 1.0f, -1.0f, -1.0f }; M3DVector3f n; // Front of Pyramid m3dFindNormal(n, vApex, vFrontLeft, vFrontRight); pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f); pyramidBatch.Vertex3fv(vApex); // Apex pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f); pyramidBatch.Vertex3fv(vFrontLeft); // Front left corner pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f); pyramidBatch.Vertex3fv(vFrontRight); // Front right corner m3dFindNormal(n, vApex, vBackLeft, vFrontLeft); pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f); pyramidBatch.Vertex3fv(vApex); // Apex pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f); pyramidBatch.Vertex3fv(vBackLeft); // Back left corner pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f); pyramidBatch.Vertex3fv(vFrontLeft); // Front left corner m3dFindNormal(n, vApex, vFrontRight, vBackRight); pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f); pyramidBatch.Vertex3fv(vApex); // Apex pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f); pyramidBatch.Vertex3fv(vFrontRight); // Front right corner pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f); pyramidBatch.Vertex3fv(vBackRight); // Back right cornder m3dFindNormal(n, vApex, vBackRight, vBackLeft); pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f); pyramidBatch.Vertex3fv(vApex); // Apex pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f); pyramidBatch.Vertex3fv(vBackRight); // Back right cornder pyramidBatch.Normal3fv(n); pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f); pyramidBatch.Vertex3fv(vBackLeft); // Back left corner pyramidBatch.End(); }
/** * This function does any needed initialization on the rendering context. * This is the first opportunity to do any OpenGL related tasks. */ void SetupRC() { // Blue background glClearColor(0.0f, 0.0f, 1.0f, 1.0f ); shaderManager.init(); glEnable(GL_DEPTH_TEST); gltCreateCylinder(bckgrndCylBatch, 4.0f, 4.0f, 5.2f, 1024, 1); gltCreateDisk(diskBatch, 0.0f, 1.5f, 40, 10); glass1Batch.begin(GL_TRIANGLE_FAN, 4, 1); glass1Batch.Vertex3f(-1.0f, -1.0f, 0.0f); glass1Batch.Vertex3f(1.0f, -1.0f, 0.0f); glass1Batch.Vertex3f(1.0f, 1.0f, 0.0f); glass1Batch.Vertex3f(-1.0f, 1.0f, 0.0f); glass1Batch.end(); glass2Batch.begin(GL_TRIANGLE_FAN, 4, 1); glass2Batch.Vertex3f(0.0f, 1.0f, 0.0f); glass2Batch.Vertex3f(1.0f, 0.0f, 0.0f); glass2Batch.Vertex3f(0.0f, -1.0f, 0.0f); glass2Batch.Vertex3f(-1.0f, 0.0f, 0.0f); glass2Batch.end(); glass3Batch.begin(GL_TRIANGLE_FAN, 3, 1); glass3Batch.Vertex3f(0.0f, 1.0f, 0.0f); glass3Batch.Vertex3f(1.0f, -1.0f, 0.0f); glass3Batch.Vertex3f(-1.0f, -1.0f, 0.0f); glass3Batch.end(); glass4Batch.begin(GL_TRIANGLE_FAN, 4, 1); glass4Batch.Vertex3f(-1.0f, 1.0f, 0.0f); glass4Batch.Vertex3f(1.0f, 0.5f, 0.0f); glass4Batch.Vertex3f(1.0f, -1.0f, 0.0f); glass4Batch.Vertex3f(-1.0f, -0.5f, 0.0f); glass4Batch.end(); glGenTextures(2, textures); glBindTexture(GL_TEXTURE_2D, textures[0]); gltLoadTextureBMP("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, textures[1]); gltLoadTextureBMP("start_line.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // create and bind an FBO glGenFramebuffers(1, &msFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO); // create depth texture glGenTextures(1, &depthTextureName); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, depthTextureName); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_DEPTH_COMPONENT24, screenWidth, screenHeight, GL_FALSE); // setup HDR render texture glGenTextures(1, msTexture); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msTexture[0]); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGBA8, screenWidth, screenHeight, GL_FALSE); // create and bind FBO glGenFramebuffers(1, &msFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO); // attach texture to first color attachment and depth RBO glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, msTexture[0], 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthTextureName, 0); // reset framebuffer binding glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Load oit resolve shader oitResolve = gltLoadShaderWithFileEx("basic.vs", "oitResolve.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(oitResolve, 0, "oColor"); glLinkProgram(oitResolve); // Load multisample resolve shader msResolve = gltLoadShaderWithFileEx("basic.vs", "msResolve.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(msResolve, 0, "oColor"); glLinkProgram(msResolve); // Make sure all went well gltCheckErrors(oitResolve); gltCheckErrors(msResolve); int numMasks = 0; glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numMasks); log("GL_MAX_SAMPLE_MASK_WORDS: %d", numMasks); }