コード例 #1
0
//Set up variables
bool DemoInit()
{
	//Seed random number generator	
	srand( (unsigned)time( NULL ) );

	//Initialise the array of vertices
	numVertices=gridDensity*gridDensity;
	vertices=new SIMPLE_VERTEX[numVertices];
	if(!vertices)
	{
		LOG::Instance()->OutputError("Unable to allocate space for %d vertices", numVertices);
		return false;
	}

	for(int i=0; i<gridDensity; ++i)
	{
		for(int j=0; j<gridDensity; ++j)
		{
			vertices[i*gridDensity+j].position.Set(	(float(i)/(gridDensity-1))*2-1,
													0.0f,
													(float(j)/(gridDensity-1))*2-1);
			
			vertices[i*gridDensity+j].normal.Set(	0.0f, 1.0f, 0.0f);
			
			vertices[i*gridDensity+j].texCoords.Set( (float(i)/(gridDensity-1)),
													-(float(j)/(gridDensity-1)));
		}
	}

	//Initialise the indices
	numIndices=2*(gridDensity)*(gridDensity-1);
	indices=new GLuint[numIndices];
	if(!indices)
	{
		LOG::Instance()->OutputError("Unable to allocate space for %d indices", numIndices);
		return false;
	}

	for(int i=0; i<gridDensity-1; ++i)
	{
		for(int j=0; j<gridDensity; ++j)
		{
			indices[(i*gridDensity+j)*2  ]=(i+1)*gridDensity+j;
			indices[(i*gridDensity+j)*2+1]=i*gridDensity+j;
		}
	}

	//Load texture
	IMAGE floorImage;
	floorImage.Load("OpenGL.tga");
	if(floorImage.paletted)
		floorImage.ExpandPalette();
	
	glGenTextures(1, &floorTexture);
	glBindTexture(GL_TEXTURE_2D, floorTexture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	gluBuild2DMipmaps(	GL_TEXTURE_2D, GL_RGBA8, floorImage.width, floorImage.height,
						floorImage.format, GL_UNSIGNED_BYTE, floorImage.data);

	//Initialise the lights
	for(int i=0; i<numLights; ++i)
	{
		lights[i].position.Set(	(float(rand())/RAND_MAX)*2-1,
								0.02f,
								(float(rand())/RAND_MAX)*2-1);
		lights[i].velocity.Set(	(float(rand())/RAND_MAX)*2-1,
								0.0f,
								(float(rand())/RAND_MAX)*2-1);
		lights[i].color.Set(	(float(rand())/RAND_MAX)*0.75f,
								(float(rand())/RAND_MAX)*0.75f,
								(float(rand())/RAND_MAX)*0.75f,
								1.0f);
	}

	//Load vertex programs
	if(GLEE_NV_vertex_program)
	{
		glGenProgramsNV(1, &vp1);
		glBindProgramNV(GL_VERTEX_PROGRAM_NV, vp1);
		LoadARB_program(GL_VERTEX_PROGRAM_NV, "vp1.txt");
	}

	if(GLEE_NV_vertex_program2)
	{
		glGenProgramsNV(1, &vp2);
		glBindProgramNV(GL_VERTEX_PROGRAM_NV, vp2);
		LoadARB_program(GL_VERTEX_PROGRAM_NV, "vp2.txt");
	}

	if(GLEE_NV_vertex_program || GLEE_NV_vertex_program2)
	{
		//Track modelview-projection matrix
		glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
	}

	//reset timer
	timer.Reset();

	return true;
}
コード例 #2
0
ファイル: main.cpp プロジェクト: merelyMark/simplebump
//Called for initiation
void Init(void)
{
	//Check for and set up extensions
//	if(	!SetUpARB_multitexture()		||	!SetUpARB_texture_cube_map()	||
//		!SetUpARB_texture_env_combine()	||	!SetUpARB_texture_env_dot3())
//	{
//		printf("Required Extension Unsupported\n");
//		exit(0);
//	}

	//Load identity modelview
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	//Shading states
	glShadeModel(GL_SMOOTH);
	glClearColor(0.2f, 0.4f, 0.2f, 0.0f);
	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

	//Depth states
	glClearDepth(1.0f);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_DEPTH_TEST);

	glEnable(GL_CULL_FACE);

	//Load normal map
	IMAGE normalMapImage;
  std::stringstream fn;
  fn << texture_path;
  fn << "NormalMap.bmp";
  normalMapImage.Load(fn.str().c_str());

//  normalMapImage.Load("NormalMap.bmp");
  normalMapImage.ExpandPalette();
	
	//Convert normal map to texture
	glGenTextures(1, &normalMap);
	glBindTexture(GL_TEXTURE_2D, normalMap);
	glTexImage2D(	GL_TEXTURE_2D, 0, GL_RGBA8, normalMapImage.width, normalMapImage.height,
					0, normalMapImage.format, GL_UNSIGNED_BYTE, normalMapImage.data);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	//Load decal image
	IMAGE decalImage;
  std::stringstream fn_decal;
  fn_decal << texture_path;
  fn_decal << "Decal.bmp";
  decalImage.Load(fn_decal.str().c_str());
//  decalImage.Load("Decal.bmp");
	decalImage.ExpandPalette();
	
	//Convert decal image to texture
	glGenTextures(1, &decalTexture);
	glBindTexture(GL_TEXTURE_2D, decalTexture);
	glTexImage2D(	GL_TEXTURE_2D, 0, GL_RGBA8, decalImage.width, decalImage.height,
					0, decalImage.format, GL_UNSIGNED_BYTE, decalImage.data);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);


	//Create normalisation cube map
	glGenTextures(1, &normalisationCubeMap);
	glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
	GenerateNormalisationCubeMap();
	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}