void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    glGetIntegerv(GL_VIEWPORT, viewport_matrix);
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned int i = 0;
    while (i != obj->n_objmesh) {
	OBJ_optimize_mesh(obj, i, 128);
	OBJ_build_mesh(obj, i);
	OBJ_free_mesh_vertex_data(obj, i);
	++i;
    }
    i = 0;
    while (i != obj->n_texture) {
	OBJ_build_texture(obj, i, obj->texture_path, TEXTURE_MIPMAP | TEXTURE_16_BITS, TEXTURE_FILTER_2X, 0.0f);
	++i;
    }
    i = 0;
    while (i != obj->n_program) {
	OBJ_build_program(obj, i, program_bind_attrib_location, program_draw, 1, obj->program_path);
	++i;
    }
    i = 0;
    while (i != obj->n_objmaterial) {
	OBJ_build_material(obj, i, NULL);
	++i;
    }
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    {
	float half_width = (float)width * 0.5f, half_height = (float)height *0.5f;
	GFX_load_identity();
	GFX_set_orthographic_2d(-half_width, half_width, -half_height, half_height);
	GFX_translate(-half_width, -half_height, 0.0f);
	glDisable(GL_DEPTH_TEST);
	glDepthMask(GL_FALSE);
    }
    program = PROGRAM_init((char *)"default");
    program->vertex_shader = SHADER_init(VERTEX_SHADER, GL_VERTEX_SHADER);
    program->fragment_shader = SHADER_init(FRAGMENT_SHADER, GL_FRAGMENT_SHADER);
    m = mopen(VERTEX_SHADER, 1);
    if (m) {
	if (!SHADER_compile(program->vertex_shader, (char *)m->buffer, DEBUG_SHADERS))
	    exit(1);
    }
    m = mclose(m);
    m = mopen(FRAGMENT_SHADER, 1);
    if (m) {
	if (!SHADER_compile(program->fragment_shader, (char *)m->buffer, DEBUG_SHADERS))
	    exit(2);
    }
    m = mclose(m);
    if (!PROGRAM_link(program, DEBUG_SHADERS))
	exit(3);
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    GFX_load_identity();
    GFX_set_perspective(80.0f, (float)width / (float)height, 0.1f, 100.0f, -90.0f);
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned int i = 0;
    while (i != obj->n_objmesh) {
	OBJ_optimize_mesh(obj, i, 128);
	OBJ_build_mesh(obj, i);
	OBJ_free_mesh_vertex_data(obj, i);
	++i;
    }
    i = 0;
    while (i != obj->n_texture) {
	OBJ_build_texture(obj, i, obj->texture_path, TEXTURE_MIPMAP | TEXTURE_16_BITS, TEXTURE_FILTER_2X, 0.0f);
	++i;
    }
    i = 0;
    while (i != obj->n_objmaterial) {
	OBJ_build_material(obj, i, NULL);
	++i;
    }
    program = PROGRAM_create((char *)"default", VERTEX_SHADER, FRAGMENT_SHADER, 1, 0, program_bind_attrib_location, NULL);
    PROGRAM_draw(program);
    glUniform1i(PROGRAM_get_uniform_location(program, (char *)"DIFFUSE"), 1);
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    glGetIntegerv(GL_VIEWPORT, viewport_matrix);
    vec4 color = { 1.0f, 1.0f, 1.0f, 1.0f };
    light = LIGHT_create_directional((char *)"point", &color, 45.0f, 0.0f, 0.0f);
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    GFX_load_identity();
    GFX_set_orthographic((float)height / (float)width, 15.0f, (float)width / (float)height, 1.0f, 100.0f, -90.0f);
    load_game();
}
Пример #6
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();
	
	init_physic_world();
	
	gContactAddedCallback = contact_added_callback;

	glViewport( 0.0f, 0.0f, width, height );

	GFX_set_matrix_mode( PROJECTION_MATRIX );
	GFX_load_identity();
	GFX_set_perspective( 45.0f,
						 ( float )width / ( float )height,
						 0.1f,
						 100.0f,
						 -90.0f );

	obj = OBJ_load( OBJ_FILE, 1 );

	unsigned int i = 0;

	while( i != obj->n_objmesh ) {

		OBJ_build_mesh( obj, i );
		
		OBJMESH *objmesh = &obj->objmesh[ i ];
				
		if( !strcmp( objmesh->name, "Cube" ) )
		{
			objmesh->rotation.x =
			objmesh->rotation.y =
			objmesh->rotation.z = 35.0f;
			
			add_rigid_body( objmesh, 1.0f );
		}

		else add_rigid_body( objmesh, 0.0f );		

		OBJ_free_mesh_vertex_data( obj, i ); 

		++i;
	}
	
	program = PROGRAM_create( ( char * )"default",
							  VERTEX_SHADER,
							  FRAGMENT_SHADER,
							  1,
							  0,
							  program_bind_attrib_location,
							  NULL );

	PROGRAM_draw( program );
}
Пример #7
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();

	glViewport( 0.0f, 0.0f, width, height );
	
	glGetIntegerv( GL_VIEWPORT, viewport_matrix );

	load_game();
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    GFX_load_identity();
    GFX_set_perspective(45.0f, (float)width / (float)height, 0.1f, 100.0f, 0.0f);
    program = PROGRAM_create((char *)"default", VERTEX_SHADER, FRAGMENT_SHADER, 1, DEBUG_SHADERS, NULL, program_draw_callback);
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned char *vertex_array = NULL, *vertex_start = NULL;
    unsigned int i = 0, index = 0, stride = 0, size = 0;
    objmesh = &obj->objmesh[0];
    size = objmesh->n_objvertexdata * sizeof(vec3) * sizeof(vec3) * sizeof(vec2);
    vertex_array = (unsigned char *)malloc(size);
    vertex_start = vertex_array;
    while (i != objmesh->n_objvertexdata) {
	index = objmesh->objvertexdata[i].vertex_index;
	memcpy(vertex_array, &obj->indexed_vertex[index], sizeof(vec3));
	vertex_array += sizeof(vec3);
	memcpy(vertex_array, &obj->indexed_normal[index], sizeof(vec3));
	vertex_array += sizeof(vec3);
	memcpy(vertex_array, &obj->indexed_uv[objmesh->objvertexdata[i].uv_index], sizeof(vec2));
	vertex_array += sizeof(vec2);
	++i;
    }
    glGenBuffers(1, &objmesh->vbo);
    glBindBuffer(GL_ARRAY_BUFFER, objmesh->vbo);
    glBufferData(GL_ARRAY_BUFFER, size, vertex_start, GL_STATIC_DRAW);
    free(vertex_start);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glGenBuffers(1, &objmesh->objtrianglelist[0].vbo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, objmesh->objtrianglelist[0].vbo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, objmesh->objtrianglelist[0].n_indice_array * sizeof(unsigned short), objmesh->objtrianglelist[0].indice_array, GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    unsigned char attribute;
    stride = sizeof(vec3) + sizeof(vec3) + sizeof(vec2);
    glGenVertexArraysOES(1, &objmesh->vao);
    glBindVertexArrayOES(objmesh->vao);
    glBindBuffer(GL_ARRAY_BUFFER, objmesh->vbo);
    attribute = PROGRAM_get_vertex_attrib_location(program, (char *)"POSITION");
    glEnableVertexAttribArray(attribute);
    glVertexAttribPointer(attribute, 3, GL_FLOAT, GL_FALSE, stride, (void *)NULL);
    attribute = PROGRAM_get_vertex_attrib_location(program, (char *)"NORMAL");
    glEnableVertexAttribArray(attribute);
    glVertexAttribPointer(attribute, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(sizeof(vec3)));
    attribute = PROGRAM_get_vertex_attrib_location(program, (char *)"TEXCOORD0");
    glEnableVertexAttribArray(attribute);
    glVertexAttribPointer(attribute, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(sizeof(vec3) + sizeof(vec3)));
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, objmesh->objtrianglelist[0].vbo);
    glBindVertexArrayOES(0);
    texture = TEXTURE_create(obj->objmaterial[0].map_diffuse, obj->objmaterial[0].map_diffuse, 1, TEXTURE_MIPMAP, TEXTURE_FILTER_2X, 0.0f);
}
Пример #9
0
void templateAppInit( int width, int height )
{
	// Setup the exit callback function.
	atexit( templateAppExit );
	
	// Initialize GLES.
	GFX_start();
	
	// Setup a GLES viewport using the current width and height of the screen.
	glViewport( 0, 0, width, height );
	
	/* Insert your initialization code here */
}
Пример #10
0
void templateAppInit( int width, int height )
{
	atexit( templateAppExit );

	GFX_start();

	glViewport( 0.0f, 0.0f, width, height );

	GFX_set_matrix_mode( PROJECTION_MATRIX );
	{
		GFX_load_identity();
		//设置为透视投影
		GFX_set_perspective( 45.0f,
							 ( float )width / ( float )height,
							 0.01f,
							 100.0f,
							 0.0f );
		//角度越大,视角范围越宽广,相反,角度越小媒,投影也越窄
        glDisable( GL_CULL_FACE );
	}
	
	program = PROGRAM_init( ( char * )"default" );
	
	program->vertex_shader = SHADER_init( VERTEX_SHADER, GL_VERTEX_SHADER );
   
	program->fragment_shader = SHADER_init( FRAGMENT_SHADER, GL_FRAGMENT_SHADER );	
	
	m = mopen( VERTEX_SHADER, 1 );
	
	if( m ) {
	
		if( !SHADER_compile( program->vertex_shader,
						     ( char * )m->buffer,
							 DEBUG_SHADERS ) ) exit( 1 );
	}
	m = mclose( m );

	m = mopen( FRAGMENT_SHADER, 1 );
	
	if( m ) {
	
		if( !SHADER_compile( program->fragment_shader,
						     ( char * )m->buffer,
						     DEBUG_SHADERS ) ) exit( 2 ); 
	}
	  
	m = mclose( m );

   if( !PROGRAM_link( program, DEBUG_SHADERS ) ) exit( 3 );
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    GFX_load_identity();
    GFX_set_perspective(45.0f, (float)width / (float)height, 0.1f, 100.0f, -90.0f);
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned int i = 0;
    while (i != obj->n_objmesh) {
	OBJ_build_mesh(obj, i);
	OBJ_free_mesh_vertex_data(obj, i);
	++i;
    }
    i = 0;
    while (i != obj->n_texture) {
	OBJ_build_texture(obj, i, obj->texture_path, TEXTURE_MIPMAP, TEXTURE_FILTER_2X, 0.0f);
	++i;
    }
    i = 0;
    while (i != obj->n_objmaterial) {
	MEMORY *fragment_shader = mopen((char *)"fragment.glsl", 1);
	MEMORY *vertex_shader = mopen((char *)"vertex.glsl", 1);
	OBJMATERIAL *objmaterial = &obj->objmaterial[i];
	OBJ_build_material(obj, i, NULL);
	if (objmaterial->dissolve == 1.0f)
	    minsert(fragment_shader, (char *)"#define SOLID_OBJECT\n", 0);
	else if (!objmaterial->dissolve)
	    minsert(fragment_shader, (char *)"#define ALPHA_TESTED_OBJECT\n", 0);
	else
	    minsert(fragment_shader, (char *)"#define TRANSPARENT_OBJECT\n", 0);
	if (objmaterial->illumination_model) {
	    minsert(vertex_shader, (char *)"#define LIGHTING_SHADER\n", 0);
	    minsert(fragment_shader, (char *)"#define LIGHTING_SHADER\n", 0);
	}
	objmaterial->program = PROGRAM_init(objmaterial->name);
	objmaterial->program->vertex_shader = SHADER_init((char *)"vertex", GL_VERTEX_SHADER);
	objmaterial->program->fragment_shader = SHADER_init((char *)"fragment", GL_FRAGMENT_SHADER);
	SHADER_compile(objmaterial->program->vertex_shader, (char *)vertex_shader->buffer, 1);
	SHADER_compile(objmaterial->program->fragment_shader, (char *)fragment_shader->buffer, 1);
	PROGRAM_set_bind_attrib_location_callback(objmaterial->program, program_bind_attrib_location);
	PROGRAM_link(objmaterial->program, 1);
	OBJ_set_draw_callback_material(obj, i, material_draw_callback);
	mclose(fragment_shader);
	mclose(vertex_shader);
	++i;
    }
}
void templateAppInit(int width, int height)
{
    glViewport(0.0f, 0.0f, width, height);
    glGetIntegerv(GL_VIEWPORT, viewport_matrix);
    GFX_start();
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned int i = 0;
    while (i != obj->n_objmesh) {
	OBJ_optimize_mesh(obj, i, 128);
	OBJ_build_mesh2(obj, i);
	OBJ_free_mesh_vertex_data(obj, i);
	++i;
    }
    i = 0;
    while (i != obj->n_texture) {
	OBJ_build_texture(obj, i, obj->texture_path, TEXTURE_MIPMAP | TEXTURE_16_BITS, TEXTURE_FILTER_2X, 0.0f);
	++i;
    }
    i = 0;
    while (i != obj->n_program) {
	OBJ_build_program(obj, i, program_bind_attrib_location, program_draw, 1, obj->program_path);
	++i;
    }
    i = 0;
    while (i != obj->n_objmaterial) {
	OBJ_build_material(obj, i, NULL);
	++i;
    }
    vec4 color = { 1.0f, 1.0f, 1.0f, 1.0f };
    vec3 position = { 7.5f, 0.0f, 6.0f };
    light = LIGHT_create_spot((char *)"spot", &color, &position, 0.0f, 0.0f, 0.0f, 75.0f, 0.05f);
    OBJ_get_mesh(obj, (char *)"projector", 0)->visible = 0;
    glGetIntegerv(GL_FRAMEBUFFER_BINDING, &main_buffer);
    if (main_buffer == -1)
	main_buffer = 0;
    glGenFramebuffers(1, &shadowmap_buffer);
    glBindFramebuffer(GL_FRAMEBUFFER, shadowmap_buffer);
    glGenTextures(1, &depth_texture);
    glBindTexture(GL_TEXTURE_2D, depth_texture);
    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);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadowmap_width, shadowmap_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
    glBindTexture(GL_TEXTURE_2D, 0);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0);
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    GFX_load_identity();
    GFX_set_perspective(45.0f, (float)width / (float)height, 0.1f, 100.0f, -90.0f);
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned int i = 0;
    while (i != obj->n_objmesh) {
	OBJ_build_mesh(obj, i);
	OBJ_free_mesh_vertex_data(obj, i);
	++i;
    }
    program = PROGRAM_create((char *)"default", VERTEX_SHADER, FRAGMENT_SHADER, 1, 0, program_bind_attrib_location, NULL);
    PROGRAM_draw(program);
}
Пример #14
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();
	
	AUDIO_start();

	thread = THREAD_create( decompress_stream, NULL, THREAD_PRIORITY_NORMAL, 1 );

	glViewport( 0.0f, 0.0f, width, height );
	
	glGetIntegerv( GL_VIEWPORT, viewport_matrix );

	srandom( get_milli_time() );

	load_level();
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    GFX_load_identity();
    GFX_set_perspective(80.0f, (float)width / (float)height, 1.0f, 100.0f, -90.0f);
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned int i = 0;
    while (i != obj->n_objmesh) {
	if (strstr(obj->objmesh[i].name, "maze")) {
	    navigation = NAVIGATION_init((char *)"maze");
	    navigation->navigationconfiguration.agent_height = 2.0f;
	    navigation->navigationconfiguration.agent_radius = 0.4f;
	    if (NAVIGATION_build(navigation, obj, i)) {
		console_print("Navigation generated.\n");
	    } else {
		console_print("Unable to create the navigation mesh.");
	    }
	}
	OBJ_optimize_mesh(obj, i, 128);
	OBJ_build_mesh2(obj, i);
	OBJ_free_mesh_vertex_data(obj, i);
	++i;
    }
    init_physic_world();
    load_physic_world();
    player = OBJ_get_mesh(obj, "player", 0);
    player->btrigidbody->setAngularFactor(0.0f);
    maze = OBJ_get_mesh(obj, "maze", 0);
    distance = maze->radius * 2.0f;
    i = 0;
    while (i != obj->n_texture) {
	OBJ_build_texture(obj, i, obj->texture_path, TEXTURE_MIPMAP | TEXTURE_16_BITS, TEXTURE_FILTER_2X, 0.0f);
	++i;
    }
    i = 0;
    while (i != obj->n_objmaterial) {
	OBJ_build_material(obj, i, NULL);
	++i;
    }
    program = PROGRAM_create((char *)"default", VERTEX_SHADER, FRAGMENT_SHADER, 1, 0, program_bind_attrib_location, NULL);
}
Пример #16
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();

	glViewport( 0.0f, 0.0f, width, height );
	
	glGetIntegerv( GL_VIEWPORT, viewport_matrix );

	obj = OBJ_load( OBJ_FILE, 1 );

	unsigned int i = 0;

	while( i != obj->n_objmesh ) {
		
		OBJ_optimize_mesh( obj, i, 128 );

		OBJ_build_mesh( obj, i );

		OBJ_free_mesh_vertex_data( obj, i ); 

		++i;
	}
	

	i = 0;
	while( i != obj->n_texture ) { 

		OBJ_build_texture( obj,
						   i,
						   obj->texture_path,
						   TEXTURE_MIPMAP | TEXTURE_16_BITS,
						   TEXTURE_FILTER_3X,
						   0.0f );
		++i;
	}


	i = 0;
	while( i != obj->n_program ) { 
		
		OBJ_build_program( obj,
						   i,
						   program_bind_attrib_location,
						   program_draw,
						   1,
						   obj->program_path );
		++i;
	}


	i = 0;
	while( i != obj->n_objmaterial ) { 

		OBJ_build_material( obj, i, NULL );
		++i;
	}
	
	
	vec4 color = { 1.0f, 1.0f, 1.0f, 1.0f };
	
	vec3 position = { 7.5f, 0.0f, 6.0f };	
	
	light = LIGHT_create_point( ( char * )"point", &color, &position );
}
Пример #17
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();

	glViewport( 0.0f, 0.0f, width, height );
	
	glGetIntegerv( GL_VIEWPORT, viewport_matrix );
	
	vec4 color = { 1.0f, 1.0f, 1.0f, 1.0f };
	
	light = LIGHT_create_directional( ( char * )"point", &color, 45.0f, 0.0f, 0.0f );
	
	
	obj = ( OBJ * ) calloc( 1, sizeof( OBJ ) );
	
	OBJ_load_mtl( obj, MTL_FILE, 1 );
	
	unsigned int i = 0;
	
	while( i != obj->n_texture ) { 

		OBJ_build_texture( obj,
						   i,
						   obj->texture_path,
						   TEXTURE_MIPMAP | TEXTURE_CLAMP | TEXTURE_16_BITS,
						   TEXTURE_FILTER_3X,
						   0.0f );
		++i;
	}


	i = 0;
	while( i != obj->n_program ) { 
		
		OBJ_build_program( obj,
						   i,
						   program_bind_attrib_location,
						   NULL,
						   1,
						   obj->program_path );
		++i;
	}


	i = 0;
	while( i != obj->n_objmaterial ) { 

		OBJ_build_material( obj, i, NULL );
		
		OBJ_set_draw_callback_material( obj, i, material_draw );
		
		++i;
	}
	

	md5 = MD5_load_mesh( MD5_MESH, 1 );

	MD5_optimize( md5, 128 );

	MD5_build( md5 );

	i = 0;
	while( i != md5->n_mesh ) {

		MD5MESH *md5mesh = &md5->md5mesh[ i ];

		MD5_set_mesh_material( md5mesh,
							   OBJ_get_material( obj,
												 md5mesh->shader,
												 0 ) );
		++i;
	}
	
	
	MD5_load_action( md5,
					 ( char * )"idle",
					 ( char * )"bob_idle.md5anim",
					 1 );
					 
	idle = MD5_get_action( md5, ( char * )"idle", 0 );

	MD5_set_action_fps( idle, 24.0f );

	//MD5_action_play( idle,
	//				 MD5_METHOD_FRAME,
	//				 1 );

	//MD5_action_play( idle,
	//				 MD5_METHOD_LERP,
	//				 1 );

	MD5_action_play( idle,
					 MD5_METHOD_SLERP,
					 1 );
	
	MD5_free_mesh_data( md5 );

	glDisable( GL_CULL_FACE );	
}
Пример #18
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	glViewport( 0.0f, 0.0f, width, height );

	glGetIntegerv( GL_VIEWPORT, viewport_matrix );

	GFX_start();

	obj = OBJ_load( OBJ_FILE, 1 );

	unsigned int i = 0;

	while( i != obj->n_objmesh ) {
		
		OBJ_optimize_mesh( obj, i, 128 );

		OBJ_build_mesh( obj, i );

		OBJ_free_mesh_vertex_data( obj, i ); 

		++i;
	}


	i = 0;
	while( i != obj->n_texture ) { 

		OBJ_build_texture( obj,
						   i,
						   obj->texture_path,
						   TEXTURE_MIPMAP | TEXTURE_16_BITS,
						   TEXTURE_FILTER_2X,
						   0.0f );
		++i;
	}


	i = 0;
	while( i != obj->n_program ) { 
		
		OBJ_build_program( obj,
						   i,
						   program_bind_attrib_location,
						   program_draw,
						   1,
						   obj->program_path );
		++i;
	}


	i = 0;
	while( i != obj->n_objmaterial ) { 

		OBJ_build_material( obj, i, NULL );
		++i;
	}
	
	
	vec4 color = { 1.0f, 1.0f, 1.0f, 1.0f };
	
	vec3 position = { 7.5f, 0.0f, 6.0f };

	light = LIGHT_create_spot( ( char * )"spot", &color, &position, 0.0f, 0.0f, 0.0f, 75.0f, 0.05f );
	

	OBJ_get_mesh( obj, ( char * )"projector", 0 )->visible = 0;

	texture = OBJ_get_texture( obj, ( char * )"projector", 0 );
	
	glBindTexture( GL_TEXTURE_2D, texture->tid );
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );	
}
Пример #19
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();

	glViewport( 0.0f, 0.0f, width, height );

	GFX_set_matrix_mode( PROJECTION_MATRIX );
	GFX_load_identity();
	GFX_set_perspective( 45.0f,
						 ( float )width / ( float )height,
						 0.1f,
						 100.0f,
						 0.0f );

	obj = OBJ_load( OBJ_FILE, 1 );

	unsigned int i = 0;

	while( i != obj->n_objmesh ) {

		console_print( "%s: %d: GL_TRIANGLES\n",
					   obj->objmesh[ i ].name,
					   obj->objmesh[ i ].objtrianglelist[ 0 ].n_indice_array );

		OBJ_optimize_mesh( obj, i, 128 );

		console_print( "%s: %d: GL_TRIANGLE_STRIP\n",
					   obj->objmesh[ i ].name,
					   obj->objmesh[ i ].objtrianglelist[ 0 ].n_indice_array );

		OBJ_build_mesh( obj, i );

		OBJ_free_mesh_vertex_data( obj, i );

		++i;
	}	


	i = 0;
	while( i != obj->n_texture ) { 

		OBJ_build_texture( obj,
						   i,
						   obj->texture_path,
						   TEXTURE_MIPMAP | TEXTURE_16_BITS | TEXTURE_16_BITS_5551,
						   TEXTURE_FILTER_2X,
						   0.0f );
		++i;
	}	


	i = 0;

	while( i != obj->n_objmaterial ) {
	
		OBJ_build_material( obj,
							i,
							PROGRAM_create( ( char * )"default",
											VERTEX_SHADER,
											FRAGMENT_SHADER,
											1,
											1,
											program_bind_attrib_location,
											NULL ) );
		
		OBJ_set_draw_callback_material( obj, i, material_draw_callback );
		
		++i;
	}
}
Пример #20
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();

	glViewport( 0.0f, 0.0f, width, height );

	GFX_set_matrix_mode( PROJECTION_MATRIX );
	GFX_load_identity();
	
	
	GFX_set_perspective( 80.0f,
						 ( float )width / ( float )height,
						 1.0f,
						 100.0f,
						 -90.0f );
						 

	obj = OBJ_load( OBJ_FILE, 1 );

	unsigned int i = 0;

	while( i != obj->n_objmesh ) {
	
		OBJ_optimize_mesh( obj, i, 128 );

		/* OBJ_build_mesh2 is another version of the OBJ_build_mesh that do not 
		   use VAO (only pure glDraw calls), at the time of writing this book mixing
		   direct rendering using glDraw commands (as you will do in this chapter) with
		   VAO cause issues on some Android drivers. */
		OBJ_build_mesh2( obj, i );
		
		OBJ_free_mesh_vertex_data( obj, i );

		++i;
	}
	
	
	init_physic_world();
	
	load_physic_world();
	

	i = 0;
	while( i != obj->n_texture ) { 

		OBJ_build_texture( obj,
						   i,
						   obj->texture_path,
						   TEXTURE_MIPMAP | TEXTURE_16_BITS,
						   TEXTURE_FILTER_2X,
						   0.0f );
		++i;
	}


	i = 0;
	while( i != obj->n_objmaterial ) { 

		OBJ_build_material( obj, i, NULL );
		
		++i;
	}	
	
	program = PROGRAM_create( ( char * )"default",
							  VERTEX_SHADER,
							  FRAGMENT_SHADER,
							  1,
							  0,
							  program_bind_attrib_location,
							  NULL );
}
Пример #21
0
//获取obj文件,再获取该文件的网格
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();

	glViewport( 0.0f, 0.0f, width, height );

	GFX_set_matrix_mode( PROJECTION_MATRIX );
	GFX_load_identity();
    //建立透视投影矩阵
	GFX_set_perspective( 45.0f,
						 ( float )width / ( float )height,
						 0.1f,
						 100.0f,
						 0.0f );
    //新建一个可自动加载、编译和链接着色器程序的着色器程序
	program = PROGRAM_create( ( char * )"default",
							  VERTEX_SHADER,
							  FRAGMENT_SHADER,
							  1,
							  DEBUG_SHADERS,
							  NULL,   //属性回调函数
							  program_draw_callback );   //绘制回调函数

    //加载obj文件
	obj = OBJ_load( OBJ_FILE, 1 );   


	unsigned char *vertex_array = NULL,
				  *vertex_start = NULL;

	unsigned int i	    = 0,
				 index  = 0,
				 stride = 0,
				 size   = 0;

    //获取结构指针中第一个网格的指针,
	objmesh = &obj->objmesh[ 0 ]; //里面包含多个obj文件的实体

    //计算顶点数据数组的总大小,以便可以分配为VBO构建GLES友好的顶点数据数组所需的内存大小
	size = objmesh->n_objvertexdata * sizeof( vec3 ) * sizeof( vec3 );

	vertex_array = ( unsigned char * ) malloc( size );
	vertex_start = vertex_array;

    //根据索引的顶点位置以及objmesh结构中包含的顶点法线构建顶点数据数组
	while( i != objmesh->n_objvertexdata ) { 

		index = objmesh->objvertexdata[ i ].vertex_index;

		memcpy( vertex_array,
				&obj->indexed_vertex[ index ],
				sizeof( vec3 ) );

		vertex_array += sizeof( vec3 );


		memcpy( vertex_array,
				&obj->indexed_normal[ index ],
				sizeof( vec3 ) );

		vertex_array += sizeof( vec3 );

		++i;
	}
    
    //请求驱动程序为VBO创建一个新的缓冲区索引,并使其处于活动状态
	glGenBuffers( 1, &objmesh->vbo ); 
	glBindBuffer( GL_ARRAY_BUFFER, objmesh->vbo );

    //将顶点数据数组从本地存储器转移到视频存储器
	glBufferData( GL_ARRAY_BUFFER,
				  size,
				  vertex_start,
				  GL_STATIC_DRAW );

	free( vertex_start );

	glBindBuffer( GL_ARRAY_BUFFER, 0 );

    //----------------------------------------------------
    
    //为第一个objmesh三角形列表创建一个新id,并使当前索引处于活动状态
	glGenBuffers( 1, &objmesh->objtrianglelist[ 0 ].vbo );
	
    
	glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 
				  objmesh->objtrianglelist[ 0 ].vbo );

    //以类似发送数组缓冲区的方式,将该索引数组发送到GPU
	glBufferData( GL_ELEMENT_ARRAY_BUFFER,
				  objmesh->objtrianglelist[ 0 ].n_indice_array *
				  sizeof( unsigned short ),
				  objmesh->objtrianglelist[ 0 ].indice_array,
				  GL_STATIC_DRAW );

	glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );


    //创建VAO
    //计算不同顶点数据之间的顶点数组跨度
	unsigned char attribute;
				  stride = sizeof( vec3 )+
						   sizeof( vec3 );

    //创建一个新的VAO索引,并使其保持活动状态
	glGenVertexArraysOES( 1, &objmesh->vao );

	glBindVertexArrayOES( objmesh->vao );

    
    //开始构建VAO列表绑定,其中包括相关的调用来设置数组缓冲区
	glBindBuffer( GL_ARRAY_BUFFER, objmesh->vbo );

    //在VAO列表中包括POSITION顶点属性调用
	attribute = PROGRAM_get_vertex_attrib_location( program, ( char * )"POSITION" );

	glEnableVertexAttribArray( attribute );

	glVertexAttribPointer( attribute,
						   3,
						   GL_FLOAT,
						   GL_FALSE,
						   stride,
						   ( void * )NULL );
    
    //--------------------------------------------------------
    
    //以处理顶点位置相同的方式处理顶点法线,但是顶点属性指针调用的最后一个参数稍有不同,必须指定距离下一个
    //数据类型的偏移量
	attribute = PROGRAM_get_vertex_attrib_location( program, ( char * )"NORMAL" );

	glEnableVertexAttribArray( attribute );

	glVertexAttribPointer( attribute,
						   3,
						   GL_FLOAT,
						   GL_FALSE,
						   stride,
						   BUFFER_OFFSET( sizeof( vec3 ) ) );
    
    //在关闭VAO列表之前绑定数组元素缓冲区(索引)
	glBindBuffer( GL_ELEMENT_ARRAY_BUFFER,
				  objmesh->objtrianglelist[ 0 ].vbo );					   

    //停用当前的VAO,其次对前面所调用的类似数组的所有命令进行编译,然后将它们与VAO索引相关亮
	glBindVertexArrayOES( 0 );
}