Exemplo n.º 1
0
Scene * newScene(GLboolean vsync)
{
    Scene * scene = (Scene *) malloc(sizeof(Scene));

    scene->context = (ContextSize *) malloc(sizeof(ContextSize));
    scene->context->w = CONTEXT_WIDTH_INITIAL;
    scene->context->h = CONTEXT_HEIGHT_INITIAL;

    setupOpenGLContext(scene->context);
    checkOpenGLVersion();
    setupOpenGLState(scene->context, vsync);

    scene->camera = newCamera(scene->context->w, scene->context->h);

    scene->world = getWorld("world.txt");
    scene->water = getWater();
    setupWater(scene->water->drawSP, scene->world);
    setupWorldUniforms(scene->world->sp, scene->water);

    return scene;
}
Exemplo n.º 2
0
void init (void)
{
	//Warn students about OpenGL version before 0xC0000005 error
	checkOpenGLVersion();

	printHelp();

	/* select clearing color 	*/
	glClearColor (0.0, 0.0, 0.0, 0.0);

	/* initialize viewing values  */
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	// Think about this.  Why is the up vector not normalized?
	glMatrixMode(GL_MODELVIEW) ;
	glLoadIdentity() ;
	gluLookAt(0,-eyeloc,eyeloc,0,0,0,0,1,1) ;


	// Initialize the shaders

	// vertexshader = initshaders(GL_VERTEX_SHADER, "shaders/tex.vert") ;
	// fragmentshader = initshaders(GL_FRAGMENT_SHADER, "shaders/tex.frag") ;

	vertexshader = initshaders(GL_VERTEX_SHADER, "shaders/light.vert.glsl") ;
	fragmentshader = initshaders(GL_FRAGMENT_SHADER, "shaders/light.frag.glsl") ;
	GLuint program = glCreateProgram() ;
	shaderprogram = initprogram(vertexshader, fragmentshader) ;
	GLint linked;
	glGetProgramiv(shaderprogram, GL_LINK_STATUS, &linked) ;

	// * NEW * Set up the shader parameter mappings properly for lighting.
	islight = glGetUniformLocation(shaderprogram,"islight") ;
	light0dirn = glGetUniformLocation(shaderprogram,"light0dirn") ;
	light0color = glGetUniformLocation(shaderprogram,"light0color") ;
	light1posn = glGetUniformLocation(shaderprogram,"light1posn") ;
	light1color = glGetUniformLocation(shaderprogram,"light1color") ;
	ambient = glGetUniformLocation(shaderprogram,"ambient") ;
	diffuse = glGetUniformLocation(shaderprogram,"diffuse") ;
	specular = glGetUniformLocation(shaderprogram,"specular") ;
	shininess = glGetUniformLocation(shaderprogram,"shininess") ;

	// Set up the Geometry for the scene.
	// From OpenGL book pages 103-109

	glGenBuffers(numperobj*numobjects+ncolors+1, buffers) ; // 1 for texcoords
	initcolorscube() ;

	// Initialize texture
	// inittexture("wood.ppm", fragmentprogram) ;
	inittexture("wood.ppm", shaderprogram) ;

	// Initialize objects

	initobject(FLOOR, (GLfloat *) floorverts, sizeof(floorverts), (GLfloat *) floorcol, sizeof (floorcol), (GLubyte *) floorinds, sizeof (floorinds), GL_POLYGON) ;
	//       initobject(CUBE, (GLfloat *) cubeverts, sizeof(cubeverts), (GLfloat *) cubecol, sizeof (cubecol), (GLubyte *) cubeinds, sizeof (cubeinds), GL_QUADS) ;
	initobjectnocol(CUBE, (GLfloat *) cubeverts, sizeof(cubeverts), (GLubyte *) cubeinds, sizeof (cubeinds), GL_QUADS) ;

	// Enable the depth test
	glEnable(GL_DEPTH_TEST) ;
	glDepthFunc (GL_LESS) ; // The default option
}
Exemplo n.º 3
0
int Application::run(Application* self)
{
	m_self = self;

	if (!framework::Utils::exists("data/gui"))
	{
		Logger::toLog("Error: could not find gui directory. Probably working directory has not been set correctly (especially if you are running from IDE).\n");
		return EXIT_FAILURE;
	}

	init();
	m_isRunning = true;

	glfwSetErrorCallback(&Application::errorCallback);

	if (!glfwInit())
	{
		Logger::toLog("Error: glfwInit failed");
		return EXIT_FAILURE;
	}

	glfwWindowHint(GLFW_VISIBLE, GL_TRUE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

	glfwWindowHint(GLFW_RED_BITS, 8);
	glfwWindowHint(GLFW_GREEN_BITS, 8);
	glfwWindowHint(GLFW_BLUE_BITS, 8);
	glfwWindowHint(GLFW_ALPHA_BITS, 0);
	glfwWindowHint(GLFW_DEPTH_BITS, 32);
	glfwWindowHint(GLFW_STENCIL_BITS, 0);

	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, m_info.majorVersion);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, m_info.minorVersion);
	#ifdef _DEBUG
    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
	#endif
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_SAMPLES, m_info.samples);
    glfwWindowHint(GLFW_STEREO, m_info.flags.stereo ? GL_TRUE : GL_FALSE);

	// create window
	m_window = glfwCreateWindow(m_info.windowWidth, m_info.windowHeight, 
								m_info.title.c_str(), 
								m_info.flags.fullscreen ? glfwGetPrimaryMonitor() : NULL, 
								NULL);
	if (!m_window)
    {
        glfwTerminate();
        return EXIT_FAILURE;
    }

	glfwSetWindowSizeCallback(m_window, &Application::_setWindowSize);
    glfwSetKeyCallback(m_window, &Application::_onKey);
	glfwSetCharCallback(m_window, &Application::_onChar);
    glfwSetMouseButtonCallback(m_window, &Application::_onMouse);
    glfwSetCursorPosCallback(m_window, &Application::_onCursor);
    glfwSetScrollCallback(m_window, &Application::_onScroll);
	glfwSetInputMode(m_window, GLFW_CURSOR, m_info.flags.cursor ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_HIDDEN);

	// center position
	GLFWmonitor* primary = glfwGetPrimaryMonitor();
	const GLFWvidmode* mode = glfwGetVideoMode(primary);
	int posx = (mode->width - m_info.windowWidth) >> 1;
	int posy = (mode->height - m_info.windowHeight) >> 1;
	glfwSetWindowPos(m_window, posx, posy);

	// set vsync
	glfwMakeContextCurrent(m_window);
	glfwSwapInterval((int)m_info.flags.vsync);

	// init GL3w
	gl3wInit();

	std::vector<int> multisamplingLevels;
	if (!checkOpenGLVersion() || !checkDeviceCapabilities(multisamplingLevels))
	{
		glfwDestroyWindow(m_window);
		glfwTerminate();
		return EXIT_FAILURE;
	}

	#ifdef _DEBUG
	Logger::toLogWithFormat("Video adapter: %s - %s, OpenGL: %s\n", (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER), (const char*)glGetString(GL_VERSION));
	#endif

    if (m_info.flags.debug)
    {
        if (gl3wIsSupported(4, 3))
        {
            glDebugMessageCallback(debugCallback, this);
            glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
        }
        else if (IsExtensionSupported("GL_ARB_debug_output"))
        {
            glDebugMessageCallbackARB(debugCallback, this);
            glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
        }
    }

	initGui();

	if (!StandardGpuPrograms::init())
	{
		glfwDestroyWindow(m_window);
		glfwTerminate();
		return EXIT_FAILURE;
	}
	initAxes();
	startup(m_rootWindow);

	do
    {
		glfwMakeContextCurrent(m_window);
		Texture::beginFrame();
		if (fabs(m_lastTime) < 1e-7)
		{
			render(0);
			Texture::endFrame();
			renderGui(0);

			m_lastTime = glfwGetTime();
		}
		else
		{
			double curTime = glfwGetTime();
			double delta = curTime - m_lastTime;
				
			// fps counter
			measureFps(delta);

			// rendering
			render(delta);
			Texture::endFrame();
			renderGui(delta);

			m_lastTime = curTime;
		}

        glfwSwapBuffers(m_window);

		glfwPollEvents();
			
		if (glfwWindowShouldClose(m_window))
		{
            m_isRunning = GL_FALSE;
		}
		m_isRunning &= (glfwGetKey(m_window, GLFW_KEY_ESCAPE) == GLFW_RELEASE);
    } 
	while(m_isRunning);

	shutdown();
	destroyAllDestroyable();
	destroyGui();

	glfwDestroyWindow(m_window);
	glfwTerminate();
	return EXIT_SUCCESS;
}