void CCRenderer::setup(const bool lighting, const bool clear)
{
    if( !createContext() || !loadShaders() )
    {
        return;
    }
    
    createFrameBuffer();

    // Screen dimensions
    setupScreenSizeParams();

    lightingEnabled = lighting;
    clearScreenRequired = clear;
    updatingOrientation = 0;
}
Exemplo n.º 2
0
bool GLSLWaveformRendererSignal::onInit() {
    m_loadedWaveform = 0;

    if (!m_frameShaderProgram)
        m_frameShaderProgram = new QGLShaderProgram();

    if (!loadShaders()) {
        return false;
    }
    createGeometry();
    if (!loadTexture()) {
        return false;
    }

    return true;
}
Exemplo n.º 3
0
void GLWidget::initializeGL()
{
	initializeOpenGLFunctions();
	qDebug() << format();

	glDisable(GL_MULTISAMPLE);
	glDisable(GL_BLEND);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_STENCIL_TEST);
	glDisable(GL_SCISSOR_TEST);
	glClearColor(0.0, 0.0, 0.0, 1.0);

	data.program = glCreateProgram();
	loadShaders(fileList[data.currentFile]);
	updateTitle();
}
Exemplo n.º 4
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void grass_tech::init(){
    //load and compile shaders
    loadShaders();

    //link all shaders together
    initShaderProgram();

    //get the variables from the shaders
    initShaderLocations();

    tex = new Texture("../bin/terrain/grass.png", GL_TEXTURE_2D);
    pathTex = new Texture("../bin/terrain/path3.jpg", GL_TEXTURE_2D);

    //create the VAO
    glUseProgram(program);
}
Exemplo n.º 5
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void PlayState::init() {
	// Set up the shaders
	loadShaders();

	// Initialize our sprite batch
	m_spriteBatch.init();

	// Set up the camera
	m_camera.init(1024, 768);

	// Zoom out the camera by 2x
	const float CAMERA_SCALE = 1.0f;
	m_camera.setScale(CAMERA_SCALE);

	initLevel();
}
Exemplo n.º 6
0
void init(void)
{
	// vertex buffer object, used for uploading the geometry

	// Reference to shader program
    m = LoadModel("bunny.obj");

	dumpInfo();
    glutTimerFunc(1, &OnTimer, 0);

	// GL inits
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
	glClearColor(0.1,0.5,0.5,0);
	glEnable(GL_DEPTH_TEST);
	printError("GL inits");

	// Load and compile shader
	program = loadShaders("lab1-6.vert", "lab1-6.frag");
	printError("init shader");
	
	// Upload geometry to the GPU:
    
    glGenVertexArrays(1, &bunnyVertexArrayObjID);
    glGenBuffers(1, &bunnyVertexBufferObjID);
    glGenBuffers(1, &bunnyIndexBufferObjID);
    glGenBuffers(1, &bunnyNormalBufferObjID);
    
    glBindVertexArray(bunnyVertexArrayObjID);
    
    // VBO for vertex data
    glBindBuffer(GL_ARRAY_BUFFER, bunnyVertexBufferObjID);
    glBufferData(GL_ARRAY_BUFFER, m->numVertices*3*sizeof(GLfloat), m->vertexArray, GL_STATIC_DRAW);
    glVertexAttribPointer(glGetAttribLocation(program, "in_Position"), 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(glGetAttribLocation(program, "in_Position"));
    
    // VBO for normal data
    glBindBuffer(GL_ARRAY_BUFFER, bunnyNormalBufferObjID);
    glBufferData(GL_ARRAY_BUFFER, m->numVertices*3*sizeof(GLfloat), m->normalArray, GL_STATIC_DRAW);
    glVertexAttribPointer(glGetAttribLocation(program, "in_Normal"), 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(glGetAttribLocation(program, "in_Normal"));
    
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bunnyIndexBufferObjID);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, m->numIndices*sizeof(GLuint), m->indexArray, GL_STATIC_DRAW);
	// End of upload of geometry
	
	printError("init arrays");
}
Exemplo n.º 7
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bool    GlslProgram :: loadShaders ( const char * vertexFileName, const char * fragmentFileName )
{
    ok = false;

    Data * vertexData = getFile ( vertexFileName );

	if ( vertexData == NULL )
	{
		log += "Cannot open \"";
		log += vertexFileName;
		log += "\"";
	}
	else
    if ( !vertexData -> isOk () || vertexData -> isEmpty () )
    {
    	log += "Error loading vertex shader";

    	delete vertexData;

		vertexData = NULL;
    }

    Data * fragmentData = getFile ( fragmentFileName );

	if ( fragmentData == NULL )
	{
		log += "Cannot open \"";
		log += fragmentFileName;
		log += "\"";
	}
	else
    if ( !fragmentData -> isOk () || fragmentData -> isEmpty () )
    {
    	log += "Error loading fragment shader";

    	delete fragmentData;

    	fragmentData = NULL;
    }

    bool	result = loadShaders ( vertexData, fragmentData );

    delete vertexData;
    delete fragmentData;

    return result;
}
Exemplo n.º 8
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void SPED3_freeglutWindow::initializeGL() {
    if (firstTime) {
        firstTime = false;
        
        loadShaders();
        
	    glGenVertexArrays(1, &vao);
	    glBindVertexArray(vao);
	    
        glGenBuffers(1, &vertexBufferObject);
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*SPED3::MAX_VERTICES*2, vertexData, GL_STATIC_DRAW);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        
        glBindVertexArray(0);
    }
}
Exemplo n.º 9
0
void init(void)
{
    // two vertex buffer objects, used for uploading the
    unsigned int vertexBufferObjID;
    unsigned int texCoordBufferObjID;
    // Reference to shader program
    GLuint program;

    // GL inits
    glClearColor(0.2,0.2,0.5,0);
    glEnable(GL_DEPTH_TEST);
    printError("GL inits");

    // Load and compile shader
    program = loadShaders("textured.vert", "textured.frag");
    glUseProgram(program);
    printError("init shader");

    // Upload geometry to the GPU:

    // Allocate and activate Vertex Array Object
    glGenVertexArrays(1, &vertexArrayObjID);
    glBindVertexArray(vertexArrayObjID);
    // Allocate Vertex Buffer Objects
    glGenBuffers(1, &vertexBufferObjID);
    glGenBuffers(1, &texCoordBufferObjID);

    // VBO for vertex data
    glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID);
    glBufferData(GL_ARRAY_BUFFER, 18*sizeof(GLfloat), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(glGetAttribLocation(program, "inPosition"), 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(glGetAttribLocation(program, "inPosition"));

    // VBO for texCoord data
    glBindBuffer(GL_ARRAY_BUFFER, texCoordBufferObjID);
    glBufferData(GL_ARRAY_BUFFER, 12*sizeof(GLfloat), texcoord, GL_STATIC_DRAW);
    glVertexAttribPointer(glGetAttribLocation(program, "inTexCoord"), 2, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(glGetAttribLocation(program, "inTexCoord"));

    glUniform1i(glGetUniformLocation(program, "tex"), 0); // Texture unit 0
    LoadTGATextureSimple("maskros512.tga", &tex); // 5c

    // End of upload of geometry

    printError("init arrays");
}
Exemplo n.º 10
0
void init(void)
{
	// two vertex buffer objects, used for uploading the
	unsigned int vertexBufferObjID;
	unsigned int colorBufferObjID;

	dumpInfo();

	// GL inits
	glClearColor(0.2,0.2,0.5,0);
	glEnable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	printError("GL inits");

	// Load and compile shader
	program = loadShaders("colorcube.vert", "colorcube.frag");
	printError("init shader");
	
	// Upload geometry to the GPU:
	
	// Allocate and activate Vertex Array Object
	glGenVertexArrays(1, &vertexArrayObjID);
	glBindVertexArray(vertexArrayObjID);
	// Allocate Vertex Buffer Objects
	glGenBuffers(1, &vertexBufferObjID);
	glGenBuffers(1, &colorBufferObjID);
	
	// VBO for vertex data
	glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID);
	glBufferData(GL_ARRAY_BUFFER, 36*3*sizeof(GLfloat), vertices, GL_STATIC_DRAW);
	glVertexAttribPointer(glGetAttribLocation(program, "in_Position"), 3, GL_FLOAT, GL_FALSE, 0, 0); 
	glEnableVertexAttribArray(glGetAttribLocation(program, "in_Position"));
	
	// VBO for color data
	glBindBuffer(GL_ARRAY_BUFFER, colorBufferObjID);
	glBufferData(GL_ARRAY_BUFFER, 36*3*sizeof(GLfloat), colors, GL_STATIC_DRAW);
	glVertexAttribPointer(glGetAttribLocation(program, "in_Color"), 3, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(glGetAttribLocation(program, "in_Color"));
	
	glUniformMatrix4fv(glGetUniformLocation(program, "translationMatrix"), 1, GL_TRUE, translationMatrix);
	glUniformMatrix4fv(glGetUniformLocation(program, "rotationMatrix"), 1, GL_TRUE, rotationMatrix);
	glUniformMatrix4fv(glGetUniformLocation(program, "projMatrix"), 1, GL_TRUE, projectionMatrix);

	// End of upload of geometry
	printError("init arrays");
}
Exemplo n.º 11
0
void DVWindow::initializeGL() {
    QOpenGLExtraFunctions* f = context()->extraFunctions();
    qDebug("GL Vendor: \"%s\", Renderer: \"%s\".", f->glGetString(GL_VENDOR), f->glGetString(GL_RENDERER));

    loadShaders();

    loadPlugins();

    QQmlComponent rootComponent(qmlEngine);

    rootComponent.loadUrl(QUrl(QStringLiteral("qrc:/qml/Window.qml")));

    /* Wait for it to load... */
    while(rootComponent.isLoading());

    /* The program can't run if there was an error. */
    if (rootComponent.isError())
        qFatal(qPrintable(rootComponent.errorString()));

    qmlRoot = qobject_cast<QQuickItem*>(rootComponent.create());

    /* Critical error! abort! abort! */
    if (qmlRoot == nullptr)
        qFatal(qPrintable(rootComponent.errorString()));

    /* This is the root item, make it so. */
    qmlRoot->setParentItem(qmlWindow->contentItem());

    player = qmlRoot->findChild<QtAV::AVPlayer*>();
    if (player == nullptr)
        qFatal("Unable to find AVPlayer!");

    /* Init to this window's OpenGL context. */
    qmlRenderControl->initialize(context());

    /* The setGeometry() and setState() calls may try to set the qmlRoot geometry,
     * which means this needs to be done after QML is all set up. */
    if (settings.childGroups().contains("Window")) {
        /* Restore window state from the stored geometry. */
        settings.beginGroup("Window");
        setGeometry(settings.value("Geometry").toRect());
        setWindowState(Qt::WindowState(settings.value("State").toInt()));
        settings.endGroup();
    }
}
Exemplo n.º 12
0
//--------------------------------------------------------------
void testApp::keyPressed(int key) {
    if(key=='r')loadShaders();

    switch (key)
    {
    case OF_KEY_F1:
        aaType=0;
        break;
    case OF_KEY_F2:
        aaType=1;
        break;
    case OF_KEY_F3:
        aaType=2;
        break;
    default:
        break;
    }
}
Exemplo n.º 13
0
void update(double time, double dt)
{
	if(glfwGetKey(GLFW_KEY_LEFT)) yAxisRotation -= 0.78f * dt;
	if(glfwGetKey(GLFW_KEY_RIGHT)) yAxisRotation += 0.78f * dt;
	if(glfwGetKey(GLFW_KEY_UP)) xAxisRotation += 0.78f * dt;
	if(glfwGetKey(GLFW_KEY_DOWN)) xAxisRotation -= 0.78f * dt;

	if(glfwGetKey('R') && !reloading)
	{
		reloading = true;
		if(!loadShaders())
			shutdown("Failed to load shaders");
	}
	else if(!glfwGetKey('R') && reloading)
	{
		reloading = false;
	}
}
Exemplo n.º 14
0
void init(void)
{

	p = SetVector(20, 20, 0);
	l = SetVector(0,0,-1);
	v = SetVector(0,1,0);

	// GL inits
	glClearColor(0.2,0.2,0.5,0);
	glEnable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	printError("GL inits");

	projectionMatrix = frustum(-0.1, 0.1, -0.1, 0.1, 0.2, 50.0);

	// Load and compile shader
	program = loadShaders("terrain4.vert", "terrain4.frag");
	glUseProgram(program);
	printError("init shader");
	
	glUniformMatrix4fv(glGetUniformLocation(program, "projMatrix"), 1, GL_TRUE, projectionMatrix.m);

	LoadTGATextureSimple("maskros512.tga", &tex1);
	LoadTGATextureSimple("dirt.tga", &tex2);


	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, tex1);
	glUniform1i(glGetUniformLocation(program, "texUnit0"), 0); // Texture unit 0
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, tex2);
	glUniform1i(glGetUniformLocation(program, "texUnit1"), 1);

// Load terrain data
	
	LoadTGATextureData("fft-terrain.tga", &ttex);
	tm = GenerateTerrain(&ttex);
	TextureData *texturePointer = &ttex;
	texWidth = texturePointer->width;
	printError("init terrain");
// Load objects
sphere = LoadModelPlus("groundsphere.obj");

}
Exemplo n.º 15
0
JNIEXPORT void JNICALL Java_dugu9sword_esplayer_VideoTextureSurfaceRenderer_nativeSetupGraphics(
		JNIEnv* env, jobject obj, jint w, jint h) {
	width = w;
	height = h;

	/*
	 * 把java端的textures数组取过来
	 */
	jclass clazz = env->GetObjectClass(obj);
	jfieldID f_textures = env->GetFieldID(clazz,
			"textures", "[I");
	jintArray jia_textures = (jintArray) env->GetObjectField(
			obj, f_textures);
	textures = (unsigned int*)env->GetIntArrayElements(jia_textures, 0);


	setupTexture(env, obj);
	loadShaders(env, obj);
}
void init (void) 
{
	shaderProgram = loadShaders(vertexShaderFile,fragmentShaderFile);
	glUseProgram(shaderProgram);
  
	// generate VAOs and VBOs
	glGenVertexArrays( nShapes, vao );
	glGenBuffers( nShapes, buffer );



	// load the buffers from the model files
	for (int i = 0; i < nShapes; i++) 
	{
		boundingRadius[i] = loadModelBuffer(modelFile[i], nVertices[i], vao[i], buffer[i], 
							shaderProgram, Position[i], Color[i], Normal[i], "vPosition", "vColor", "vNormal"); 
		scale[i] = glm::vec3( modelSize[i] * 1.0f  /boundingRadius[i]);		// set scale for models given bounding radius  
	}
    
	MVP = glGetUniformLocation(shaderProgram, "ModelViewProjection");

	// inital view
	eye = glm::vec3(0.0f, 30000.0f, 20000.0f);
	at = glm::vec3(0);
	up = glm::vec3(0.0f, 1.0f, 0.0f);
	
	viewMatrix = glm::lookAt(eye, at, up);
  
	// set render state values
	glEnable(GL_DEPTH_TEST);
	glClearColor(0.02f, 0.02f, 0.025f, 1.0f); //RGBA

	// create shape
	for(int i = 0; i < nShapes; i++)
	{
		shape[i] = new Shape3D(i);
		shape[i]->setScale(scale[i]);
	}

	printf("%d Shapes created \n", nShapes);

	lastTime = glutGet(GLUT_ELAPSED_TIME); /////////////////////////////////////
}
Exemplo n.º 17
0
    void onKey(int key, int action)
    {
        if (action)
        {
            switch (key)
            {
                case 'Q':
                    rim_color[0] += 0.1f;
                    break;
                case 'W':
                    rim_color[1] += 0.1f;
                    break;
                case 'E':
                    rim_color[2] += 0.1f;
                    break;
                case 'R':
                    rim_power *= 1.5f;
                    break;
                case 'A':
                    rim_color[0] -= 0.1f;
                    break;
                case 'S':
                    rim_color[1] -= 0.1f;
                    break;
                case 'D':
                    rim_color[2] -= 0.1f;
                    break;
                case 'F':
                    rim_power /= 1.5f;
                    break;
                case 'Z':
                    rim_enable = !rim_enable;
                    break;

                case 'P':
                    paused = !paused;
                    break;
                case 'L':
                    loadShaders();
                    break;
            }
        }
    }
Exemplo n.º 18
0
void init(void)
{
	// two vertex buffer objects, used for uploading the
	unsigned int vertexBufferObjID;
	unsigned int colorBufferObjID;

	dumpInfo();

	// GL inits
	glClearColor(0.0,0.3,0.3,0);
	glEnable(GL_DEPTH_TEST);
	printError("GL inits");

	// Load and compile shader
	program = loadShaders("lab1-5.vert", "lab1-5.frag");
	printError("init shader");
	
	// Upload geometry to the GPU:
	
	// Allocate and activate Vertex Array Object
	glGenVertexArrays(2, &vertexArrayObjID);
	glBindVertexArray(vertexArrayObjID);

	// Allocate Vertex Buffer Objects
	glGenBuffers(1, &vertexBufferObjID);
	glGenBuffers(1, &colorBufferObjID);

	// VBO for vertex data
	glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID);
	glBufferData(GL_ARRAY_BUFFER, 108*sizeof(GLfloat), vertices, GL_STATIC_DRAW);
	glVertexAttribPointer(glGetAttribLocation(program, "in_Position"), 3, GL_FLOAT, GL_FALSE, 0, 0); 
	glEnableVertexAttribArray(glGetAttribLocation(program, "in_Position"));
        
	// VBO for color data
	glBindBuffer(GL_ARRAY_BUFFER, colorBufferObjID);
	glBufferData(GL_ARRAY_BUFFER, 108*sizeof(GLfloat), colors, GL_STATIC_DRAW);
	glVertexAttribPointer(glGetAttribLocation(program, "in_Color"), 3, GL_FLOAT, GL_FALSE, 0, 0); 
	glEnableVertexAttribArray(glGetAttribLocation(program, "in_Color"));
	
	// End of upload of geometry
        
	printError("init arrays");
}
Exemplo n.º 19
0
void Sphere::init() {
    //glGenVertexArrays(1, &vertexArrayID);
    //glBindVertexArray(vertexArrayID);

    // Create and compile our GLSL program from the shaders
    programID = loadShaders("SimpleTransform.vertexshader", "SingleColor.fragmentshader");

    // Get a handle for our "MVP" uniform
    matrixID = glGetUniformLocation(programID, "MVP");
    colorID = glGetUniformLocation(programID, "uColor");

    glGenBuffers(1, &vertexbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vector3), vertices.data(), GL_STATIC_DRAW);

    glGenBuffers(1, &elementbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, elementbuffer);
    glBufferData(GL_ARRAY_BUFFER, indices.size() * sizeof(short), indices.data(), GL_STATIC_DRAW);
}
Exemplo n.º 20
0
// Run from screen.c on init. FIXME: do some kind of FreeShaders on failure.
bool pie_LoadShaders()
{
	GLuint program;

	// Try to load some shaders
	shaderProgram[SHADER_NONE] = 0;

	// TCMask shader
	debug(LOG_3D, "Loading shader: SHADER_COMPONENT");
	if (!loadShaders(&program, "", "shaders/tcmask.vert", "shaders/tcmask.frag"))
	{
		assert(false);
		return false;
	}
	shaderProgram[SHADER_COMPONENT] = program;
	currentShaderMode = SHADER_NONE;

	return true;
}
Exemplo n.º 21
0
bool SceneRenderer::load(const ModelManager *modelManager, const LightManager *lightManager, const Camera *camera)
{
	assert(modelManager);
	this->modelManager = modelManager;

	assert(lightManager);
	this->lightManager = lightManager;

	if (!Error::checkMemory(gBuffer = new GBuffer())) return false;
	if (!gBuffer->load(1280, 720)) return false;

	if (!Error::checkMemory(ssaoBuffer = new SSAOBuffer())) return false;
	if (!ssaoBuffer->load(1280, 720)) return false;

	assert(camera);
	if (!loadShaders()) return false;
	if (!loadShaderPrograms(camera)) return false;

	return true;
}
Exemplo n.º 22
0
void init(void)
{
	// two vertex buffer objects, used for uploading the
	unsigned int vertexBufferObjID;
	unsigned int colorBufferObjID;
	// Reference to shader program
	GLuint program;

	dumpInfo();

	// GL inits
	glClearColor(0.0,1.0,0.0,0);
	//glEnable(GL_DEPTH_TEST);
	printError("GL inits");

	// Load and compile shader
	program = loadShaders("lab1-2.vert", "lab1-2.frag");
	printError("init shader");
	
	// Upload geometry to the GPU:
	
	// Allocate and activate Vertex Array Object
	glGenVertexArrays(1, &vertexArrayObjID);
	glBindVertexArray(vertexArrayObjID);
	// Allocate Vertex Buffer Objects
	glGenBuffers(1, &vertexBufferObjID);
	
	// VBO for vertex data
	glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID);
	glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vertices, GL_STATIC_DRAW);
	glVertexAttribPointer(glGetAttribLocation(program, "in_Position"), 3, GL_FLOAT, GL_FALSE, 0, 0); 
	glEnableVertexAttribArray(glGetAttribLocation(program, "in_Position"));
	
	// End of upload of geometry
        
        // Upload the Matrices
        glUniformMatrix4fv(glGetUniformLocation(program, "myTransMat"), 1, GL_TRUE, myTransMat);
        glUniformMatrix4fv(glGetUniformLocation(program, "myRotMat"), 1, GL_TRUE, myRotMat);
	
	printError("init arrays");
}
Exemplo n.º 23
0
void init(void)
{
	// vertex buffer object, used for uploading the geometry
	unsigned int vertexBufferObjID;
	// Reference to shader program
	GLuint program;

	dumpInfo();

	// GL inits
	glClearColor(1,0.2,0.5,0);
	glDisable(GL_DEPTH_TEST);
	printError("GL inits");

	// Load and compile shader
	program = loadShaders("lab1-1.vert", "lab1-1.frag");
	printError("init shader");
	
	// **Egen kod**
	GLint location = glGetUniformLocation(program, "color_");
	glUniform4fv(location, 1, color);

	// Upload geometry to the GPU:
	
	// Allocate and activate Vertex Array Object
	glGenVertexArrays(1, &vertexArrayObjID);
	glBindVertexArray(vertexArrayObjID);
	// Allocate Vertex Buffer Objects
	glGenBuffers(1, &vertexBufferObjID);
	
	// VBO for vertex data
	glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID);
	glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vertices, GL_STATIC_DRAW);
	glVertexAttribPointer(glGetAttribLocation(program, "in_Position"), 3, GL_FLOAT, GL_FALSE, 0, 0); 
	glEnableVertexAttribArray(glGetAttribLocation(program, "in_Position"));

	
	// End of upload of geometry
	
	printError("init arrays");
}
Exemplo n.º 24
0
/////////////////////////////////////////
//		M A I N
//
int main(int argc, char **argv)
{
  glutInit(&argc, argv);

  glutInitWindowSize(512, 512);
  glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
	glutInitContextVersion(3, 2); // Might not be needed in Linux
  glutCreateWindow("Them bones, them bones");

  glutDisplayFunc(DisplayWindow);
  glutTimerFunc(20, &OnTimer, 0);
  glutKeyboardFunc( keyboardFunc ); 
	glutReshapeFunc(reshape);

  // Set up depth buffer
  glEnable(GL_DEPTH_TEST);

  // initiering
#ifdef WIN32
  glewInit();
#endif
  BuildCylinder();
  setupBones();
  initBoneWeights();

  	// Build Model from cylinder data
	cylinderModel = LoadDataToModel(
			(GLfloat*) g_vertsRes,
			(GLfloat*) g_normalsRes,
			(GLfloat*) g_boneWeightVis, // texCoords
			NULL, // (GLfloat*) g_boneWeights, // colors
			(GLuint*) g_poly, // indices
			kMaxRow*kMaxCorners,
			kMaxg_poly * 3);

  g_shader = loadShaders("shader.vert" , "shader.frag");

  glutMainLoop();

 return 0;
}
Exemplo n.º 25
0
void keyboard(unsigned char key,int x, int y) {
    Point3D diff;
    float scale = 0.4;
    if(key == 'w') {
        VectorSub(&look_at, &position, &diff);
        Normalize(&diff);
        ScalarMult(&diff, scale, &diff);
        VectorAdd(&look_at, &diff, &look_at);
        VectorAdd(&position, &diff, &position);
    } else if(key == 's') {
        VectorSub(&position, &look_at, &diff);
        Normalize(&diff);
        ScalarMult(&diff, scale, &diff);
        VectorAdd(&look_at, &diff, &look_at);
        VectorAdd(&position, &diff, &position);
    } else if(key == 'd') {
        Point3D y; y.x = 0; y.z = 0; y.y = 1;
        VectorSub(&position, &look_at, &diff);
        CrossProduct(&y, &diff, &diff);
        Normalize(&diff);
        ScalarMult(&diff, scale, &diff);
        VectorAdd(&look_at, &diff, &look_at);
        VectorAdd(&position, &diff, &position);
    } else if(key == 'a') {
        Point3D y; y.x = 0; y.z = 0; y.y = 1;
        VectorSub(&position, &look_at, &diff);
        CrossProduct(&diff, &y, &diff);
        Normalize(&diff);
        ScalarMult(&diff, scale, &diff);
        VectorAdd(&look_at, &diff, &look_at);
        VectorAdd(&position, &diff, &position);
    } else if(key == 'x') {
        windspeed -= .05;
    } else if(key == 'c') {
        windspeed += .05;
    } else if(key == 'r') {
        programs[WINDMILL_PROGRAM] = loadShaders("lab3-3.vert", "lab3-3.frag");
        printf("Recompiled shaders\n");
    }

}
Exemplo n.º 26
0
void Renderer::init(int width, int height) {
  width_ = width;
  height_ = height;
  aspect_ = static_cast<float>(width)/height;

  // OpenGL settings.
  glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
  glClearDepth(1.0f);
  glDepthFunc(GL_LESS);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  loadShaders();
  setupScreenQuad();
  setupFBOs();

  useProgram("shadows");
  glUniform1f(uniformHandle("density"), 2.0f);
  glUniform1f(uniformHandle("decay_rate"), 0.98f);
  glUniform1f(uniformHandle("constant_factor"), 0.85f);
  glUniform1f(uniformHandle("scale_factor"), 1.0f/160.0f);
}
Exemplo n.º 27
0
void init(void) {
	/* GL inits*/
	glClearColor(0.2,0.2,0.5,0);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);
	glCullFace(GL_TRUE);
	glActiveTexture(GL_TEXTURE0);
	printError("GL inits");

	xModify = 0.0;
	zModify = 0.0;
	xValue = 0.0;
	zValue = -2.0;
	yLookAt = 0.0;
	xLookAt = 0.0;

	/* Load and compile shader*/
	program = loadShaders("lab3-1.vert", "lab3-1.frag");
	glUseProgram(program);
	printError("init shader");
	/* Upload geometry to the GPU:*/

	bunny = LoadModelPlus("bunnyplus.obj");
    cow = LoadModelPlus("cow.obj");
    windmillBalcony = LoadModelPlus("windmill-balcony.obj");
    windmillRoof = LoadModelPlus("windmill-roof.obj");
    windmillWalls = LoadModelPlus("windmill-walls.obj");
    blade = LoadModelPlus("blade.obj");

	LoadTGATextureSimple("maskros512.tga", &myTex);

	glBindTexture(GL_TEXTURE_2D, myTex);
	glUniform1i(glGetUniformLocation(program, "texUnit"), 0); // Texture unit 0

 	/* End of upload of geometry*/
	glUniformMatrix4fv(glGetUniformLocation(program, "projMatrix"), 1, GL_TRUE, projMatrix);


	printError("init arrays");
}
Exemplo n.º 28
0
void init(void)
{
	dumpInfo();

        mill = LoadModelPlus( "windmill/windmill-walls.obj");
        blade = LoadModelPlus( "windmill/blade.obj");
        balcony = LoadModelPlus( "windmill/windmill-balcony.obj");
        roof = LoadModelPlus( "windmill/windmill-roof.obj");

	// GL inits
	glClearColor(0.0,0.3,0.3,0);
        glEnable(GL_DEPTH_TEST);
	printError("GL inits");

	// Load and compile shader
	program = loadShaders("lab3-2.vert", "lab3-2.frag");
	printError("init shader");

        glUniformMatrix4fv(glGetUniformLocation(program, "projectionMatrix"), 1, GL_TRUE, projectionMatrix);

        // Load texture
        //LoadTGATextureSimple("bilskissred.tga", &myBilTex);

	printError("init arrays");

        // Init up vector
        up.x = 0;
        up.y = 1;
        up.z = 0;

        cam_pos.x = 0;
        cam_pos.y = 5;
        cam_pos.z = 0;

        obj_pos.x = 0;
        obj_pos.y = 5;
        obj_pos.z = -30;

        initKeymapManager();
}
Exemplo n.º 29
0
//--------------------------------------------------------------
void testApp::setup() {
    //disable MSAA
    ofDisableAntiAliasing();

    texInput_.allocate(1024,768,GL_RGBA,false);
    ofImage img ;
    img.loadImage("test.png");
    texInput_.loadData(img.getPixelsRef());


    ofFbo::Settings defaultSetting;
    defaultSetting.numSamples=0;
    defaultSetting.textureTarget=GL_TEXTURE_2D;
    defaultSetting.height=768;
    defaultSetting.internalformat=GL_RGBA;
    defaultSetting.useDepth=false;
    defaultSetting.useStencil=false;
    defaultSetting.width=1024;
    defaultSetting.wrapModeHorizontal=GL_CLAMP_TO_EDGE;
    defaultSetting.wrapModeVertical=GL_CLAMP_TO_EDGE;
    defaultSetting.numSamples=false;

    fboRender_.allocate(defaultSetting);

    //Setup AA...
    aaType=0;//smaa

    fboAA_.allocate(defaultSetting);
    fboSmaaWk_.allocate(defaultSetting);

    texSmaaArea_.allocate(AREATEX_WIDTH,AREATEX_HEIGHT,GL_RG8,false);
    texSmaaArea_.loadData(areaTexBytes,AREATEX_WIDTH,AREATEX_HEIGHT,GL_RG);
    texSmaaArea_.setTextureMinMagFilter(GL_LINEAR,GL_LINEAR);

    texSmaaSearch_.allocate(SEARCHTEX_WIDTH,SEARCHTEX_HEIGHT,GL_R8,false);
    texSmaaSearch_.loadData(searchTexBytes,SEARCHTEX_WIDTH,SEARCHTEX_HEIGHT,GL_RED);
    texSmaaSearch_.setTextureMinMagFilter(GL_NEAREST,GL_NEAREST);

    loadShaders();
}
Exemplo n.º 30
0
void init_ground(void)
{
    programs[GROUND_PROGRAM] = loadShaders("billboard.vert", "billboard.frag");
    printError("init ground-1");
    LoadTGATextureSimple("grass.tga", &billboards[GROUND_TEXTURE]);
    printError("init ground0");
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    GLuint vertexBufferID, indexBufferID, texCoordBufferID;
    printError("init ground1");
    glGenVertexArrays(1, &groundVertexArrayObjectID);
	glGenBuffers(1, &vertexBufferID);
	glGenBuffers(1, &indexBufferID);
	glGenBuffers(1, &texCoordBufferID);

	glBindVertexArray(groundVertexArrayObjectID);
	printError("init ground2");

    // VBO for vertex data
	glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
	glBufferData(GL_ARRAY_BUFFER, sizeof(groundGlyphPosition), groundGlyphPosition, GL_STATIC_DRAW);
	glVertexAttribPointer(glGetAttribLocation(programs[GROUND_PROGRAM], "inPosition"), 3, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(glGetAttribLocation(programs[GROUND_PROGRAM], "inPosition"));
    printError("init ground3");

    glBindBuffer(GL_ARRAY_BUFFER, texCoordBufferID);
    printError("init ground4");
    glBufferData(GL_ARRAY_BUFFER, sizeof(groundTexturePos), groundTexturePos, GL_STATIC_DRAW);

    glVertexAttribPointer(glGetAttribLocation(programs[GROUND_PROGRAM], "inTexCoord"), 2, GL_FLOAT, GL_FALSE, 0, NULL);

	glEnableVertexAttribArray(glGetAttribLocation(programs[GROUND_PROGRAM], "inTexCoord"));


	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(groundGlyphIndices), groundGlyphIndices, GL_STATIC_DRAW);

	printError("init ground");
}