Exemplo n.º 1
0
bool begin()
{
	glm::vec2 ViewportSize(Window.Size.x * 0.33f, Window.Size.y * 0.50f);

	Viewport[viewport::VIEWPORT0] = glm::vec4(ViewportSize.x * 0.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);
	Viewport[viewport::VIEWPORT1] = glm::vec4(ViewportSize.x * 1.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);
	Viewport[viewport::VIEWPORT2] = glm::vec4(ViewportSize.x * 2.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);
	Viewport[viewport::VIEWPORT3] = glm::vec4(ViewportSize.x * 0.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);
	Viewport[viewport::VIEWPORT4] = glm::vec4(ViewportSize.x * 1.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);
	Viewport[viewport::VIEWPORT5] = glm::vec4(ViewportSize.x * 2.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);

	bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

	if(Validated)
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initBuffer();
	if(Validated)
		Validated = initTexture();
	if(Validated)
		Validated = initSampler();
	if(Validated)
		Validated = initVertexArray();

	glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]);
	UniformPointer = (glm::mat4*)glMapBufferRange(
		GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4),
		GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);

	return Validated && glf::checkError("begin");
}
	bool begin()
	{
		glm::ivec2 WindowSize(this->getWindowSize());
		Viewport[viewport::V00] = glm::ivec4(1, 1, WindowSize / 2 - 1);
		Viewport[viewport::V10] = glm::ivec4(WindowSize.x / 2 + 1, 1, WindowSize / 2 - 1);
		Viewport[viewport::V11] = glm::ivec4(WindowSize.x / 2 + 1, WindowSize.y / 2 + 1, WindowSize / 2 - 1);
		Viewport[viewport::V01] = glm::ivec4(1, WindowSize.y / 2 + 1, WindowSize / 2 - 1);

		glEnable(GL_SCISSOR_TEST);

		bool Validated = true;

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initSampler();

		return Validated && this->checkError("begin");
	}
Exemplo n.º 3
0
CircleSampler::CircleSampler(int i_minSampleCount, int i_maxSampleCount, float i_radius, Point3 i_origin, Point3 i_target)
{
	sampleOrigin = i_origin;
	initSampler(i_minSampleCount, i_maxSampleCount);
	radius = i_radius;
	targetPosition = i_target;
}
bool begin()
{
	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access");
	Validated = Validated && glf::checkExtension("GL_ARB_texture_storage_multisample");
	Validated = Validated && glf::checkExtension("GL_ARB_vertex_attrib_binding");

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initSampler();
	if(Validated)
		Validated = initTexture();
	if(Validated)
		Validated = initFramebuffer();

	return Validated;
}
	bool begin()
	{
		bool Validated = this->checkExtension("GL_NV_fragment_shader_interlock");

		glm::vec2 WindowSize(this->getWindowSize());
		this->Viewports.resize(1000);
		for (std::size_t i = 0; i < this->Viewports.size(); ++i)
		{
			this->Viewports[i] = glm::vec4(
				glm::linearRand(-WindowSize.x, WindowSize.x * 2.0f), 
				glm::linearRand(-WindowSize.y, WindowSize.y * 2.0f),
				WindowSize * glm::linearRand(0.0f, 1.0f));
		}

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initSampler();
		if(Validated)
			Validated = initFramebuffer();

		return Validated;
	}
Exemplo n.º 6
0
	bool begin()
	{
		bool Validated = true;
		Validated = Validated && this->checkExtension("GL_ARB_seamless_cubemap_per_texture");
		Validated = Validated && this->checkExtension("GL_ARB_shader_storage_buffer_object");
		Validated = Validated && this->checkExtension("GL_ARB_buffer_storage");
		Validated = Validated && this->checkExtension("GL_ARB_multi_bind");

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initSampler();

		glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]);
		TransformPointer = reinterpret_cast<transform*>(glMapBufferRange(GL_UNIFORM_BUFFER,
			0, sizeof(glm::mat4),
			GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT));

		return Validated;
	}
Exemplo n.º 7
0
	bool begin()
	{
		glm::uvec2 WindowSize = this->getWindowSize();

		glm::vec2 ViewportSize(WindowSize.x * 0.33f, WindowSize.y * 0.50f);

		Viewport[viewport::VIEWPORT0] = glm::vec4(ViewportSize.x * 0.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);
		Viewport[viewport::VIEWPORT1] = glm::vec4(ViewportSize.x * 1.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);
		Viewport[viewport::VIEWPORT2] = glm::vec4(ViewportSize.x * 2.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);
		Viewport[viewport::VIEWPORT3] = glm::vec4(ViewportSize.x * 0.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);
		Viewport[viewport::VIEWPORT4] = glm::vec4(ViewportSize.x * 1.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);
		Viewport[viewport::VIEWPORT5] = glm::vec4(ViewportSize.x * 2.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f);

		bool Validated = true;

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initSampler();
		if(Validated)
			Validated = initVertexArray();

		glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]);
		UniformPointer = (glm::mat4*)glMapBufferRange(
			GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4),
			GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);

		return Validated;
	}
Exemplo n.º 8
0
RandomSampler::RandomSampler(int i_minSampleCount, int i_maxSampleCount, double i_minVarianceThreshold, double i_maxVarianceThreshold)
{
	setMinThreshold(i_minVarianceThreshold);
	setMaxThreshold(i_maxVarianceThreshold);
	initSampler(i_minSampleCount, i_maxSampleCount);
	setCurrentSampleCount(0);
}
bool begin()
{
	int Border = 2;
	Viewport[0] = glm::ivec4(Border, Border, FRAMEBUFFER_SIZE - 2 * Border);
	Viewport[1] = glm::ivec4((Window.Size.x >> 1) + Border, 1, FRAMEBUFFER_SIZE - 2 * Border);
	Viewport[2] = glm::ivec4((Window.Size.x >> 1) + Border, (Window.Size.y >> 1) + Border, FRAMEBUFFER_SIZE - 2 * Border);
	Viewport[3] = glm::ivec4(Border, (Window.Size.y >> 1) + Border, FRAMEBUFFER_SIZE - 2 * Border);

	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_ARB_viewport_array");
	Validated = Validated && glf::checkExtension("GL_ARB_separate_shader_objects");

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initVertexBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initTexture();
	if(Validated)
		Validated = initFramebuffer();
	if(Validated)
		Validated = initSampler();

	return Validated && glf::checkError("begin");
}
Exemplo n.º 10
0
void __CGsampler_state::initDerivedSampler(GLenum target)
{
    glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*) &texUnit);
    texTarget = target;

    initSampler();
    {
        PixelStoreState state;
        savePackPixelStoreState(state);
        {
            initImages();
        }
        restorePackPixelStoreState(state);
    }
}
Exemplo n.º 11
0
	bool begin()
	{
		bool Validated = true;

		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initSampler();

		return Validated && this->checkError("begin");
	}
Exemplo n.º 12
0
	bool begin()
	{
		bool Validated = true;

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initSampler();
		if(Validated)
			Validated = initVertexArray();

		return Validated;
	}
	bool begin()
	{
		bool Validated(true);
		Validated = Validated && this->checkExtension("GL_ARB_framebuffer_no_attachments");

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initSampler();
		if(Validated)
			Validated = initFramebuffer();

		return Validated;
	}
Exemplo n.º 14
0
	bool begin()
	{
		bool Validated(true);
		Validated = Validated && this->checkExtension("GL_NV_gpu_shader5");

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initArrayBuffer();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initSampler();
		if(Validated)
			Validated = initVertexArray();

		return Validated && this->checkError("begin");
	}
Exemplo n.º 15
0
bool begin()
{
	bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initTextureArray();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initSampler();

	return Validated && glf::checkError("begin");
}
Exemplo n.º 16
0
	bool begin()
	{
		bool Validated = true;
		Validated = Validated && this->checkExtension("GL_AMD_vertex_shader_viewport_index");
		Validated = Validated && this->checkExtension("GL_AMD_vertex_shader_layer");

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();
		if(Validated)
			Validated = initSampler();
	
		return Validated;
	}
bool begin()
{
	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access");

	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initSampler();
	if(Validated)
		Validated = initTexture2D();
	if(Validated)
		Validated = initFramebuffer();

	return Validated && glf::checkError("begin");
}
	bool begin()
	{
		bool Validated = true;

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initSampler();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();

		//glEnable(GL_SAMPLE_MASK);
		//glSampleMaski(0, 0xFF);

		return Validated;
	}
	bool begin()
	{
		bool Validated = true;
		Validated = Validated && this->checkExtension("GL_NV_explicit_multisample");

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initSampler();
		if(Validated)
			Validated = initRenderbuffer();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();

		return Validated && this->checkError("begin");
	}
	bool begin()
	{
		bool Validated = this->checkExtension("GL_EXT_direct_state_access");

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initSampler();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();

		//glEnable(GL_SAMPLE_MASK);
		//glSampleMaski(0, 0xFF);

		return Validated;
	}
bool begin()
{
	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_EXT_texture_sRGB_decode");

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initSampler();
	if(Validated)
		Validated = initBuffer();
	if(Validated)
		Validated = initTexture();
	if(Validated)
		Validated = initFramebuffer();
	if(Validated)
		Validated = initVertexArray();

	return Validated;
}
Exemplo n.º 22
0
bool begin()
{
	GLint MajorVersion = 0;
	GLint MinorVersion = 0;
	glGetIntegerv(GL_MAJOR_VERSION, &MajorVersion);
	glGetIntegerv(GL_MINOR_VERSION, &MinorVersion);
	bool Validated = (MajorVersion * 10 + MinorVersion) >= (SAMPLE_MAJOR_VERSION * 10 + SAMPLE_MINOR_VERSION);

	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initSampler();
	if(Validated)
		Validated = initTexture2D();
	if(Validated)
		Validated = initFramebuffer();
	if(Validated)
		Validated = initVertexArray();

	return Validated && glf::checkError("begin");
}
Exemplo n.º 23
0
void __CGsampler_state::initDerivedSampler(GLenum target, int unit)
{
    initExtensionFuncs();

    texUnit = unit + GL_TEXTURE0;
    texTarget = target;
    {
        GLint activeTexture;
        glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture);
        {
            glActiveTexture(texUnit);
            initSampler();
            {
                PixelStoreState state;
                savePackPixelStoreState(state);
                {
                    initImages();
                }
                restorePackPixelStoreState(state);
            }
        }
        glActiveTexture(activeTexture);
    }
}
bool begin()
{
	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_ARB_viewport_array");
	Validated = Validated && glf::checkExtension("GL_ARB_separate_shader_objects");

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initSampler();
	if(Validated)
		Validated = initTexture2D();
	if(Validated)
		Validated = initFramebuffer();

	return Validated && glf::checkError("begin");
}
Exemplo n.º 25
0
ofxUIImageSampler::ofxUIImageSampler(float w, float h, ofImage *_image, string _name) : ofxUIImage(w, h, _image, _name)
{
    initSampler();
}