void mirrorclamp_app::startup() { overlay.init(80, 50); input_texture = sb7::ktx::file::load("media/textures/flare.ktx"); load_shaders(); glGenVertexArrays(1, &dummy_vao); }
void cullindirect_app::startup() { GLuint first, count; object.load("media/objects/asteroids.sbm"); glGenBuffers(1, &buffers.parameters); glBindBuffer(GL_PARAMETER_BUFFER_ARB, buffers.parameters); glBufferStorage(GL_PARAMETER_BUFFER_ARB, 256, nullptr, 0); glGenBuffers(1, &buffers.drawCandidates); glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffers.drawCandidates); CandidateDraw* pDraws = new CandidateDraw[CANDIDATE_COUNT]; int i; for (i = 0; i < CANDIDATE_COUNT; i++) { object.get_sub_object_info(i % object.get_sub_object_count(), first, count); pDraws[i].sphereCenter = vmath::vec3(0.0f); pDraws[i].sphereRadius = 4.0f; pDraws[i].firstVertex = first; pDraws[i].vertexCount = count; } glBufferStorage(GL_SHADER_STORAGE_BUFFER, CANDIDATE_COUNT * sizeof(CandidateDraw), pDraws, 0); delete [] pDraws; glGenBuffers(1, &buffers.drawCommands); glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffers.drawCommands); glBufferStorage(GL_SHADER_STORAGE_BUFFER, CANDIDATE_COUNT * sizeof(DrawArraysIndirectCommand), nullptr, GL_MAP_READ_BIT); glGenBuffers(1, &buffers.modelMatrices); glBindBuffer(GL_UNIFORM_BUFFER, buffers.modelMatrices); glBufferStorage(GL_UNIFORM_BUFFER, 1024 * sizeof(vmath::mat4), nullptr, GL_MAP_WRITE_BIT); glGenBuffers(1, &buffers.transforms); glBindBuffer(GL_UNIFORM_BUFFER, buffers.transforms); glBufferStorage(GL_UNIFORM_BUFFER, sizeof(TransformBuffer), nullptr, GL_MAP_WRITE_BIT); load_shaders(); overlay.init(128, 50); texture = sb7::ktx::file::load("media/textures/rocks.ktx"); }
void pmbstreaming_app::startup() { glGenBuffers(1, &buffer); glBindBuffer(GL_UNIFORM_BUFFER, buffer); glBufferStorage(GL_UNIFORM_BUFFER, BUFFER_SIZE, nullptr, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); vs_uniforms = (MATRICES*)glMapBufferRange(GL_UNIFORM_BUFFER, 0, BUFFER_SIZE, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); GLuint shaders[2] = { sb7::shader::load("media/shaders/pmbstreaming/pmbstreaming.vs.glsl", GL_VERTEX_SHADER), sb7::shader::load("media/shaders/pmbstreaming/pmbstreaming.fs.glsl", GL_FRAGMENT_SHADER) }; program = sb7::program::link_from_shaders(shaders, 2, true); object.load("media/objects/torus_nrms_tc.sbm"); glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer); overlay.init(128, 50); glActiveTexture(GL_TEXTURE0); texture = sb7::ktx::file::load("media/textures/pattern1.ktx"); for (int i = 0; i < CHUNK_COUNT; i++) { fence[i] = 0; } }
void dof_app::startup() { load_shaders(); int i; static const char * const object_names[] = { "media/objects/dragon.sbm", "media/objects/sphere.sbm", "media/objects/cube.sbm", "media/objects/cube.sbm", "media/objects/cube.sbm", }; static const vmath::vec4 object_colors[] = { vmath::vec4(1.0f, 0.7f, 0.8f, 1.0f), vmath::vec4(0.7f, 0.8f, 1.0f, 1.0f), vmath::vec4(0.3f, 0.9f, 0.4f, 1.0f), vmath::vec4(0.6f, 0.4f, 0.9f, 1.0f), vmath::vec4(0.8f, 0.2f, 0.1f, 1.0f), }; for (i = 0; i < OBJECT_COUNT; i++) { objects[i].obj.load(object_names[i]); objects[i].diffuse_albedo = object_colors[i]; } glGenFramebuffers(1, &depth_fbo); glBindFramebuffer(GL_FRAMEBUFFER, depth_fbo); glGenTextures(1, &depth_tex); glBindTexture(GL_TEXTURE_2D, depth_tex); glTexStorage2D(GL_TEXTURE_2D, 11, GL_DEPTH_COMPONENT32F, FBO_SIZE, FBO_SIZE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glGenTextures(1, &color_tex); glBindTexture(GL_TEXTURE_2D, color_tex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, FBO_SIZE, FBO_SIZE); glGenTextures(1, &temp_tex); glBindTexture(GL_TEXTURE_2D, temp_tex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, FBO_SIZE, FBO_SIZE); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_tex, 0); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, color_tex, 0); glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); glEnable(GL_DEPTH_TEST); glGenVertexArrays(1, &quad_vao); glBindVertexArray(quad_vao); overlay.init(80, 50); overlay.clear(); overlay.drawText("Q: Increas focal distance", 0, 0); overlay.drawText("A: Decrease focal distance", 0, 1); overlay.drawText("W: Increase focal depth", 0, 2); overlay.drawText("S: Decrease focal depth", 0, 3); overlay.drawText("P: Pause", 0, 4); }