void MainWindow::setupTextures() { //renderer->addNormalMap("../Resources/AssetGroups/Ogre/ogre_normalmap.png", "ogreNormal"); //renderer->addDiffuseMap("../Resources/AssetGroups/Ogre/diffuse.png", "ogreDiffuse"); //renderer->addAmbientOcclusionMap("../Resources/AssetGroups/Ogre/ao_ears.png", "ogreAO"); renderer->addNormalMap("../Resources/AssetGroups/Cauldron/cauldronNormal.png", "cauldronNormal"); renderer->addDiffuseMap("../Resources/AssetGroups/Cauldron/cauldronDiffuse.png", "cauldronDiffuse"); renderer->addNormalMap("../Resources/AssetGroups/Cauldron/liquidBurnNormal.png", "liquidBurnNormal"); renderer->addNormalMap("../Resources/AssetGroups/Cauldron/liquidNormal.png", "liquidNormal"); renderer->addDiffuseMap("../Resources/AssetGroups/Cauldron/liquidBurnDiffuse.png", "liquidBurnDiffuse"); renderer->addDiffuseMap("../Resources/AssetGroups/Cauldron/liquidDiffuse.png", "liquidDiffuse"); renderer->addDiffuseMap("../Resources/Textures/alchemyRoomTexture.png", "alchRoomTexture"); renderer->addDiffuseMap("../Resources/Textures/alchemyRoomOuterTexture.png", "alchRoomOuterTexture"); renderer->addDiffuseMap("../Resources/Textures/alchemyTableTexture.png", "alchTableTexture"); renderer->addDiffuseMap("../Resources/Textures/glassTexture.png", "alchTableGlassTexture"); renderer->addDiffuseMap("../Resources/Textures/metalBitsTexture.png", "alchTableMetalTexture"); renderer->addDiffuseMap("../Resources/Textures/liquidsTexture.png", "alchTableLiquidsTexture"); renderer->addDiffuseMap("../Resources/Textures/potionLargeTexture1.png", "potLTexture1"); renderer->addDiffuseMap("../Resources/Textures/potionSmallTexture1.png", "potSTexture1"); renderer->addDiffuseMap("../Resources/Textures/potionThinTexture1.png", "potTTexture1"); renderer->addDiffuseMap("../Resources/Textures/potionWideTexture1.png", "potWTexture1"); renderer->addDiffuseMap("../Resources/Textures/potionSkoomaTexture1.png", "potVTexture1"); uchar* data = createNoiseTexture(); noiseMap = renderer->addAlphaMap(data, noiseWidth, noiseHeight, "noiseTexture"); dMenu->addFloatSlider("tab", &octaveIndex, 0,3,"Octave"); data = createNoiseTexture(); renderer->addAmbientOcclusionMap(data, noiseWidth, noiseHeight, "burnNoise"); }
void LLPostProcess::initialize(unsigned int width, unsigned int height) { destroyGL(); mScreenWidth = width; mScreenHeight = height; createScreenTextures(); createNoiseTexture(); //Setup our VBO. { mVBO = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1,3); mVBO->allocateBuffer(4,0,TRUE); LLStrider<LLVector3> v; LLStrider<LLVector2> uv1; LLStrider<LLVector2> uv2; mVBO->getVertexStrider(v); mVBO->getTexCoord0Strider(uv1); mVBO->getTexCoord1Strider(uv2); v[0] = LLVector3( uv2[0] = uv1[0] = LLVector2(0, 0) ); v[1] = LLVector3( uv2[1] = uv1[1] = LLVector2(0, mScreenHeight) ); v[2] = LLVector3( uv2[2] = uv1[2] = LLVector2(mScreenWidth, 0) ); v[3] = LLVector3( uv2[3] = uv1[3] = LLVector2(mScreenWidth, mScreenHeight) ); mVBO->flush(); } stop_glerror(); }
void LLPostProcess::createNightVisionShader(void) { /// Define uniform names nightVisionUniforms["RenderTexture"] = 0; nightVisionUniforms["NoiseTexture"] = 0; nightVisionUniforms["brightMult"] = 0; nightVisionUniforms["noiseStrength"] = 0; nightVisionUniforms["lumWeights"] = 0; createNoiseTexture(mNoiseTexture); }
int TextureManager::init(char *errorString) { // Free everything if there was something before. releaseAll(); int retVal = initializeDefaultSensor(errorString); if (retVal != 0) return retVal; // create small and large rendertarget texture createRenderTargetTexture(errorString, X_OFFSCREEN, Y_OFFSCREEN, TM_OFFSCREEN_NAME); createRenderTargetTexture(errorString, X_HIGHLIGHT, Y_HIGHLIGHT, TM_HIGHLIGHT_NAME); createNoiseTexture(errorString, TM_NOISE_NAME); createNoiseTexture3D(errorString, TM_NOISE3D_NAME); // Create texture for depth sensor (kinect) CreateSensorTexture(errorString, TM_DEPTH_SENSOR_NAME); // Go throught the textures directory and load all textures. HANDLE hFind = INVALID_HANDLE_VALUE; WIN32_FIND_DATA ffd; // Go to first file in textures directory char *dirname = TM_DIRECTORY TM_SHADER_WILDCARD; hFind = FindFirstFile(TM_DIRECTORY TM_SHADER_WILDCARD, &ffd); if (hFind == INVALID_HANDLE_VALUE) { sprintf_s(errorString, MAX_ERROR_LENGTH, "IO Error\nThere are no textures in " TM_DIRECTORY); return -1; } // Load all the textures in the directory do { // Note that the number of textures is increased automatically int retVal = loadTGA(ffd.cFileName, errorString); if (retVal) return retVal; } while (FindNextFile(hFind, &ffd)); return 0; }
void ParticleSystem::_initialize(int numParticles, bool bUseGL) { assert(!m_bInitialized); // initCuda(bUseGL); createNoiseTexture(64, 64, 64); m_numParticles = numParticles; // allocate GPU arrays m_pos.alloc(m_numParticles, m_bUseVBO, true); // create as VBO m_vel.alloc(m_numParticles, m_bUseVBO, true); m_sortKeys.alloc(m_numParticles); m_indices.alloc(m_numParticles, m_bUseVBO, false, true); // create as index buffer sdkCreateTimer(&m_timer); setParameters(&m_params); m_bInitialized = true; }