예제 #1
0
/******************************************************************************
 Defines
******************************************************************************/
// Index to bind the attributes to vertex shaders
#define VERTEX_ARRAY	0
#define NORMAL_ARRAY	1
#define TEXCOORD_ARRAY	2

/******************************************************************************
 Consts
******************************************************************************/

// Const for the shadow map texture size
const unsigned int m_ui32ShadowMapSize = 512;

const CPVRTStringHash c_RenderShadowMapEffectName = CPVRTStringHash("RenderShadowMap");
const CPVRTStringHash c_RenderSceneEffectName     = CPVRTStringHash("RenderSceneUsingShadowMap");

const CPVRTStringHash c_sTextureNames[] = 
{ 
	CPVRTStringHash("Mask"), 
	CPVRTStringHash("TableCover"), 
	CPVRTStringHash("Torus")
};
const unsigned int c_uiNumTextureNames = sizeof(c_sTextureNames) / sizeof(c_sTextureNames[0]);

/******************************************************************************
 Structures and enums
******************************************************************************/

enum eCustomSemantics
예제 #2
0
               from an illuminated sphere. The demo also shows how to handle a
               PFX file with PVRShaman semantics.  Please refer to
               MagicLanternShaders.pfx for a detailed explanation  of how the shaders work.

******************************************************************************/
#include <string.h>

#include "PVRShell.h"
#include "OGLES3Tools.h"

/******************************************************************************
 Content filenames
******************************************************************************/
const char c_szPFXSrcFile[]	= "MagicLanternShaders.pfx";
const char c_szSceneFile[]	= "MagicLantern.pod";
const CPVRTStringHash c_SphereEffectName = CPVRTStringHash("Sphere");

/******************************************************************************
 Structures
******************************************************************************/
struct STextureData
{
	GLuint			uiHandle;		// The GL handle
	unsigned int	uiFlags;		// Data such as cube map, etc.
};

/*!****************************************************************************
 Class implementing the PVRShell functions.
******************************************************************************/
class OGLES3MagicLantern : public PVRShell, public PVRTPFXEffectDelegate
{