Exemplo n.º 1
0
GLUSboolean init(GLUSvoid)
{
    GLUSshape background;

    GLUSshape torus;

    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    GLfloat viewMatrix[16];

    GLfloat lightDirection[3];

    GLenum none[] = {GL_NONE};

    lightDirection[0] = g_lightPosition[0];
    lightDirection[1] = g_lightPosition[1];
    lightDirection[2] = g_lightPosition[2];

    glusVector3Normalizef(lightDirection);

    //

    glusFileLoadText("../Example12_ES/shader/rendershadow.vert.glsl", &vertexSource);
    glusFileLoadText("../Example12_ES/shader/rendershadow.frag.glsl", &fragmentSource);

    glusProgramBuildFromSource(&g_programShadow, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text);

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&fragmentSource);

    //

    glusFileLoadText("../Example12_ES/shader/useshadow.vert.glsl", &vertexSource);
    glusFileLoadText("../Example12_ES/shader/useshadow.frag.glsl", &fragmentSource);

    glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text);

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&fragmentSource);

    //

    g_projectionMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_projectionMatrix");
    g_modelViewMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_modelViewMatrix");
    g_vertexShadowLocation = glGetAttribLocation(g_programShadow.program, "a_vertex");

    //

    g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix");
    g_viewMatrixLocation = glGetUniformLocation(g_program.program, "u_viewMatrix");
    g_modelMatrixLocation = glGetUniformLocation(g_program.program, "u_modelMatrix");
    g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix");
    g_shadowMatrixLocation = glGetUniformLocation(g_program.program, "u_shadowMatrix");
    g_shadowTextureLocation = glGetUniformLocation(g_program.program, "u_shadowTexture");
    g_colorLocation = glGetUniformLocation(g_program.program, "u_shapeColor");
    g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection");

    g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex");
    g_normalLocation = glGetAttribLocation(g_program.program, "a_normal");

    //

    glGenTextures(1, &g_shadowTexture);
    glBindTexture(GL_TEXTURE_2D, g_shadowTexture);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, g_shadowTextureSize, g_shadowTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);

    glBindTexture(GL_TEXTURE_2D, 0);

    //

    glGenFramebuffers(1, &g_fbo);
    glBindFramebuffer(GL_FRAMEBUFFER, g_fbo);

    glDrawBuffers(1, none);
    glReadBuffer(GL_NONE);

    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, g_shadowTexture, 0);

    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
    {
        printf("GL_FRAMEBUFFER_COMPLETE error 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER));

        return GLUS_FALSE;
    }

    glClearDepthf(1.0f);

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_CULL_FACE);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    //

    glusShapeCreateTorusf(&torus, 0.5f, 1.0f, 32, 32);
    g_numberIndicesSphere = torus.numberIndices;

    glGenBuffers(1, &g_verticesVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);
    glBufferData(GL_ARRAY_BUFFER, torus.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) torus.vertices, GL_STATIC_DRAW);

    glGenBuffers(1, &g_normalsVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO);
    glBufferData(GL_ARRAY_BUFFER, torus.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) torus.normals, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glGenBuffers(1, &g_indicesVBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, torus.numberIndices * sizeof(GLuint), (GLuint*) torus.indices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    glusShapeDestroyf(&torus);

    //

    glusShapeCreatePlanef(&background, 10.0f);
    g_numberIndicesBackground = background.numberIndices;

    glGenBuffers(1, &g_verticesBackgroundVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO);
    glBufferData(GL_ARRAY_BUFFER, background.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) background.vertices, GL_STATIC_DRAW);

    glGenBuffers(1, &g_normalsBackgroundVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_normalsBackgroundVBO);
    glBufferData(GL_ARRAY_BUFFER, background.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) background.normals, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glGenBuffers(1, &g_indicesBackgroundVBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, background.numberIndices * sizeof(GLuint), (GLuint*) background.indices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    glusShapeDestroyf(&background);

    //

    glUseProgram(g_program.program);

    glusMatrix4x4LookAtf(viewMatrix, g_cameraPosition[0], g_cameraPosition[1], g_cameraPosition[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

    glusMatrix4x4MultiplyVector3f(lightDirection, viewMatrix, lightDirection);

    glUniform3fv(g_lightDirectionLocation, 1, lightDirection);

    glUniform1i(g_shadowTextureLocation, 0);

    // Torus

    glGenVertexArrays(1, &g_vao);
    glBindVertexArray(g_vao);

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);
    glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_vertexLocation);

    glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO);
    glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_normalLocation);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO);

    // Plane

    glGenVertexArrays(1, &g_vaoBackground);
    glBindVertexArray(g_vaoBackground);

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO);
    glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_vertexLocation);

    glBindBuffer(GL_ARRAY_BUFFER, g_normalsBackgroundVBO);
    glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_normalLocation);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);

    //

    glUseProgram(g_programShadow.program);

    // Torus

    glGenVertexArrays(1, &g_vaoShadow);
    glBindVertexArray(g_vaoShadow);

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);
    glVertexAttribPointer(g_vertexShadowLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_vertexShadowLocation);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO);

    // Plane

    glGenVertexArrays(1, &g_vaoShadowBackground);
    glBindVertexArray(g_vaoShadowBackground);

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO);
    glVertexAttribPointer(g_vertexShadowLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_vertexShadowLocation);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);

    //

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    glClearDepthf(1.0f);

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_CULL_FACE);

    // Needed when rendering the shadow map. This will avoid artifacts.
    glPolygonOffset(1.0f, 0.0f);

    return GLUS_TRUE;
}
Exemplo n.º 2
0
GLUSboolean init(GLUSvoid)
{
    GLUSshape background;

    GLUSshape torus;

    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

    GLfloat viewMatrix[16];

    GLfloat lightDirection[3];

    lightDirection[0] = g_lightDirection[0];
    lightDirection[1] = g_lightDirection[1];
    lightDirection[2] = g_lightDirection[2];

    glusVector3Normalizef(lightDirection);

    //

    glusFileLoadText("../Example27/shader/shadow.vert.glsl", &vertexSource);
    glusFileLoadText("../Example27/shader/shadow.frag.glsl", &fragmentSource);

    glusProgramBuildFromSource(&g_programShadow, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text);

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&fragmentSource);

    //

    glusFileLoadText("../Example27/shader/color.vert.glsl", &vertexSource);
    glusFileLoadText("../Example27/shader/color.frag.glsl", &fragmentSource);

    glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text);

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&fragmentSource);

    //

    g_projectionMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_projectionMatrix");
    g_viewMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_viewMatrix");
    g_shadowProjectionMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_shadowProjectionMatrix");
    g_modelMatrixShadowLocation = glGetUniformLocation(g_programShadow.program, "u_modelMatrix");
    g_vertexShadowLocation = glGetAttribLocation(g_programShadow.program, "a_vertex");

    //

    g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix");
    g_viewMatrixLocation = glGetUniformLocation(g_program.program, "u_viewMatrix");
    g_modelMatrixLocation = glGetUniformLocation(g_program.program, "u_modelMatrix");
    g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix");
    g_colorLocation = glGetUniformLocation(g_program.program, "u_shapeColor");
    g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection");

    g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex");
    g_normalLocation = glGetAttribLocation(g_program.program, "a_normal");

    //

    glusShapeCreateTorusf(&torus, 0.5f, 1.0f, 32, 32);
    g_numberIndicesTorus = torus.numberIndices;

    glGenBuffers(1, &g_verticesVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);
    glBufferData(GL_ARRAY_BUFFER, torus.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) torus.vertices, GL_STATIC_DRAW);

    glGenBuffers(1, &g_normalsVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO);
    glBufferData(GL_ARRAY_BUFFER, torus.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) torus.normals, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glGenBuffers(1, &g_indicesVBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, torus.numberIndices * sizeof(GLuint), (GLuint*) torus.indices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    glusShapeDestroyf(&torus);

    //

    glusShapeCreatePlanef(&background, 10.0f);
    g_numberIndicesBackground = background.numberIndices;

    glGenBuffers(1, &g_verticesBackgroundVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO);
    glBufferData(GL_ARRAY_BUFFER, background.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) background.vertices, GL_STATIC_DRAW);

    glGenBuffers(1, &g_normalsBackgroundVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_normalsBackgroundVBO);
    glBufferData(GL_ARRAY_BUFFER, background.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) background.normals, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glGenBuffers(1, &g_indicesBackgroundVBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, background.numberIndices * sizeof(GLuint), (GLuint*) background.indices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    glusShapeDestroyf(&background);

    //

    glUseProgram(g_program.program);

    glusMatrix4x4LookAtf(viewMatrix, g_cameraPosition[0], g_cameraPosition[1], g_cameraPosition[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

    glusMatrix4x4MultiplyVector3f(lightDirection, viewMatrix, lightDirection);

    glUniform3fv(g_lightDirectionLocation, 1, lightDirection);

    // Torus

    glGenVertexArrays(1, &g_vao);
    glBindVertexArray(g_vao);

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);
    glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_vertexLocation);

    glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO);
    glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_normalLocation);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO);

    // Plane

    glGenVertexArrays(1, &g_vaoBackground);
    glBindVertexArray(g_vaoBackground);

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO);
    glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_vertexLocation);

    glBindBuffer(GL_ARRAY_BUFFER, g_normalsBackgroundVBO);
    glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_normalLocation);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);

    //

    glUseProgram(g_programShadow.program);

    // Torus

    glGenVertexArrays(1, &g_vaoShadow);
    glBindVertexArray(g_vaoShadow);

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);
    glVertexAttribPointer(g_vertexShadowLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_vertexShadowLocation);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO);

    //

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    glClearDepth(1.0f);

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_CULL_FACE);

    return GLUS_TRUE;
}
Exemplo n.º 3
0
GLUSboolean init(GLUSvoid)
{
    GLUSshape torus;

    GLUSshape backgroundSphere;

    GLUStgaimage image;

    GLUStextfile vertexSource;
    GLUStextfile fragmentSource;

	glusFileLoadText("shader/glass.vert.glsl", &vertexSource);
	glusFileLoadText("shader/glass.frag.glsl", &fragmentSource);

    glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text);

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&fragmentSource);

    //

    glusFileLoadText("shader/background.vert.glsl", &vertexSource);
    glusFileLoadText("shader/background.frag.glsl", &fragmentSource);

    glusProgramBuildFromSource(&g_programBackground, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text);

    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&fragmentSource);

    //

    g_viewProjectionMatrixLocation = glGetUniformLocation(g_program.program, "u_viewProjectionMatrix");
    g_modelMatrixLocation = glGetUniformLocation(g_program.program, "u_modelMatrix");
    g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix");
    g_cameraLocation = glGetUniformLocation(g_program.program, "u_camera");
    g_cubemapLocation = glGetUniformLocation(g_program.program, "u_cubemap");

    g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex");
    g_normalLocation = glGetAttribLocation(g_program.program, "a_normal");

    //

    g_viewProjectionMatrixBackgroundLocation = glGetUniformLocation(g_programBackground.program, "u_viewProjectionMatrix");
    g_modelMatrixBackgroundLocation = glGetUniformLocation(g_programBackground.program, "u_modelMatrix");
    g_cubemapBackgroundLocation = glGetUniformLocation(g_programBackground.program, "u_cubemap");

    g_vertexBackgroundLocation = glGetAttribLocation(g_programBackground.program, "a_vertex");

    //

    glGenTextures(1, &g_cubemap);
    glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemap);

    glusImageLoadTga("../../media/cm_pos_x.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusImageDestroyTga(&image);

    glusImageLoadTga("../../media/cm_neg_x.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusImageDestroyTga(&image);

    glusImageLoadTga("../../media/cm_pos_y.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusImageDestroyTga(&image);

    glusImageLoadTga("../../media/cm_neg_y.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusImageDestroyTga(&image);

    glusImageLoadTga("../../media/cm_pos_z.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusImageDestroyTga(&image);

    glusImageLoadTga("../../media/cm_neg_z.tga", &image);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);
    glusImageDestroyTga(&image);

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

    //

    glusShapeCreateTorusf(&torus, 0.25f, 1.0f, 32, 32);
    g_numberIndicesSphere = torus.numberIndices;

    glGenBuffers(1, &g_verticesVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);
    glBufferData(GL_ARRAY_BUFFER, torus.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) torus.vertices, GL_STATIC_DRAW);

    glGenBuffers(1, &g_normalsVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO);
    glBufferData(GL_ARRAY_BUFFER, torus.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) torus.normals, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glGenBuffers(1, &g_indicesVBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, torus.numberIndices * sizeof(GLuint), (GLuint*) torus.indices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    glusShapeDestroyf(&torus);

    //

    glusShapeCreateSpheref(&backgroundSphere, g_circleRadius, 32);
    g_numberIndicesBackground = backgroundSphere.numberIndices;

    glGenBuffers(1, &g_verticesBackgroundVBO);
    glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO);
    glBufferData(GL_ARRAY_BUFFER, backgroundSphere.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) backgroundSphere.vertices, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glGenBuffers(1, &g_indicesBackgroundVBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, backgroundSphere.numberIndices * sizeof(GLuint), (GLuint*) backgroundSphere.indices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    glusShapeDestroyf(&backgroundSphere);

    //

    glUseProgram(g_program.program);

    glUniform1i(g_cubemapLocation, 0);

    glGenVertexArrays(1, &g_vao);
    glBindVertexArray(g_vao);

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO);
    glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_vertexLocation);

    glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO);
    glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_normalLocation);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO);

    //

    glUseProgram(g_programBackground.program);

    glUniform1i(g_cubemapBackgroundLocation, 0);

    glGenVertexArrays(1, &g_vaoBackground);
    glBindVertexArray(g_vaoBackground);

    glBindBuffer(GL_ARRAY_BUFFER, g_verticesBackgroundVBO);
    glVertexAttribPointer(g_vertexBackgroundLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(g_vertexBackgroundLocation);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesBackgroundVBO);

    //

    glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemap);

    //

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    glClearDepth(1.0f);

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_CULL_FACE);

    return GLUS_TRUE;
}