Пример #1
0
//Included an init function for this also. Just to be safe.
void GSDevice11::InitExternalFX()
{
	if (!ExShader_Compiled)
	{
		try {
			std::string config_name(theApp.GetConfigS("shaderfx_conf"));
			std::ifstream fconfig(config_name);
			std::stringstream shader;
			if (fconfig.good())
				shader << fconfig.rdbuf() << "\n";
			else
				fprintf(stderr, "GSdx: External shader config '%s' not loaded.\n", config_name.c_str());

			std::string shader_name(theApp.GetConfigS("shaderfx_glsl"));
			std::ifstream fshader(shader_name);
			if (fshader.good())
			{
				shader << fshader.rdbuf();
				CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), D3D_COMPILE_STANDARD_FILE_INCLUDE, "ps_main", nullptr, &m_shaderfx.ps);
			}
			else
			{
				fprintf(stderr, "GSdx: External shader '%s' not loaded and will be disabled!\n", shader_name.c_str());
			}
		}
		catch (GSDXRecoverableError) {
			printf("GSdx: failed to compile external post-processing shader. \n");
		}
		ExShader_Compiled = true;
	}
}
Пример #2
0
void GLShaderProgram::NewFragmentShader(char *filename)
{
	GLShader fshader(GL_FRAGMENT_SHADER, filename);
	fshader.Init();
	glAttachShader(programID,fshader.GetShaderID());
	_Shaders.push_back(fshader);
}
Пример #3
0
// Init parameters from config file
void StelSkyDrawer::init()
{
	// Load star texture no mipmap:
	texHalo = StelApp::getInstance().getTextureManager().createTexture(StelFileMgr::getInstallationDir()+"/textures/star16x16.png");
	texBigHalo = StelApp::getInstance().getTextureManager().createTexture(StelFileMgr::getInstallationDir()+"/textures/haloLune.png");
	texSunHalo = StelApp::getInstance().getTextureManager().createTexture(StelFileMgr::getInstallationDir()+"/textures/halo.png");	
	texSunCorona = StelApp::getInstance().getTextureManager().createTexture(StelFileMgr::getInstallationDir()+"/textures/corona.png");

	// Create shader program
	QOpenGLShader vshader(QOpenGLShader::Vertex);
	const char *vsrc =
		"attribute mediump vec2 pos;\n"
		"attribute mediump vec2 texCoord;\n"
		"attribute mediump vec3 color;\n"
		"uniform mediump mat4 projectionMatrix;\n"
		"varying mediump vec2 texc;\n"
		"varying mediump vec3 outColor;\n"
		"void main(void)\n"
		"{\n"
		"    gl_Position = projectionMatrix * vec4(pos.x, pos.y, 0, 1);\n"
		"    texc = texCoord;\n"
		"    outColor = color;\n"
		"}\n";
	vshader.compileSourceCode(vsrc);
	if (!vshader.log().isEmpty()) { qWarning() << "StelSkyDrawer::init(): Warnings while compiling vshader: " << vshader.log(); }

	QOpenGLShader fshader(QOpenGLShader::Fragment);
	const char *fsrc =
		"varying mediump vec2 texc;\n"
		"varying mediump vec3 outColor;\n"
		"uniform sampler2D tex;\n"
		"void main(void)\n"
		"{\n"
		"    gl_FragColor = texture2D(tex, texc)*vec4(outColor, 1.);\n"
		"}\n";
	fshader.compileSourceCode(fsrc);
	if (!fshader.log().isEmpty()) { qWarning() << "StelSkyDrawer::init(): Warnings while compiling fshader: " << fshader.log(); }

	starShaderProgram = new QOpenGLShaderProgram(QOpenGLContext::currentContext());
	starShaderProgram->addShader(&vshader);
	starShaderProgram->addShader(&fshader);
	StelPainter::linkProg(starShaderProgram, "starShader");
	starShaderVars.projectionMatrix = starShaderProgram->uniformLocation("projectionMatrix");
	starShaderVars.texCoord = starShaderProgram->attributeLocation("texCoord");
	starShaderVars.pos = starShaderProgram->attributeLocation("pos");
	starShaderVars.color = starShaderProgram->attributeLocation("color");
	starShaderVars.texture = starShaderProgram->uniformLocation("tex");

	update(0);
}
Пример #4
0
void GLRC_Text2DModule::Initialize(GLRenderingContext *rc)
{
	if (GLEW_ARB_shader_objects) {
		prog = new ProgramObject(rc);

		Shader vshader(GL_VERTEX_SHADER);
		Shader fshader(GL_FRAGMENT_SHADER);
		vshader.CompileSource(shaderSource[0]);
		fshader.CompileSource(shaderSource[1]);
		prog->AttachShader(vshader);
		prog->AttachShader(fshader);
		prog->Link();
		prog->Uniform("ColorMap", 0);
	}
	else prog = NULL;
}
Пример #5
0
int main(int, char**)
{

	int width = 1080;
	int height = 900;
	
	if (!glfwInit()){ std::cout << "ERROR: glfwInit failed\n"; return -1; }

	
	GLFWwindow* window = glfwCreateWindow(width, height, "mesh", NULL, NULL);
	if (!window){ std::cout << "ERROR: window was not created\n"; return -1; }
	glfwMakeContextCurrent(window);

	glewExperimental = GL_TRUE;
	glewInit();

	versionPrint();

	glEnable(GL_DEPTH_TEST); 
	glDepthFunc(GL_LESS);
	//glEnable(GL_CULL_FACE);

	GUI gui;
	gui.Init(window, false);

	float vertices[] = {
		-0.5,  -0.5,	0,
		-0.5,	0.5,	0,
		 0.5,	0.5,	0,
       /////////////////////
	    -0.5,	-0.5,	0,
		 0.5,	0.5,	0,
		 0.5,   -0.5,	0
	};
	
	//////////////////////////////////
	//OBJECT LOADING
	std::string resourcePath = "../../../resources/";
	//std::string inputfile = resourcePath + "teapot/teapot.obj";
	//std::string mtlfile = resourcePath + "teapot/teapot.mtl";
	//std::string inputfile = resourcePath + "sphere/sphere.obj";
	//std::string mtlfile = resourcePath + "sphere/sphere.mtl";
	std::string inputfile = resourcePath + "dragon/dragon.obj";
	//std::string inputfile = resourcePath + "monkey/monkey.obj";
	//std::string mtlfile = resourcePath + "monkey/monkey.mtl";
	std::vector<tinyobj::shape_t> shapes;
	std::vector<tinyobj::material_t> materials;
	std::string err;

	if (!tinyobj::LoadObj(shapes, materials, err, inputfile.c_str()))
		std::cerr << err << std::endl;
		
	std::cout << "# of shapes    : " << shapes.size() << std::endl;
	std::cout << "# of materials : " << materials.size() << std::endl;

	//OBJECT LOADING
	//////////////////////////////////

	glm::vec3 cpos = glm::vec3(0.0f, 0.0f, 10.0f);

	glm::mat4 view;
	view = glm::lookAt(	cpos,
						glm::vec3(0.0f, 0.0f, 0.0f),
						glm::vec3(0.0f, 1.0f, 0.0f));

	glm::mat4 projection = glm::perspective(45.0f, (float)width/(float)height, 0.01f, 1000.0f);

	glm::mat4 model = glm::mat4();
	float s = 1.0f;
	model = glm::scale(model, glm::vec3(s, s, s));

	std::string shaderPath = "../../../source/shaders/";
	Program shaderProgram;
	Shader vshader(shaderPath + "vertexShader.glsl",	GL_VERTEX_SHADER);
	Shader fshader(shaderPath + "fragmentShader.glsl",	GL_FRAGMENT_SHADER);
	shaderProgram.attachShader(&vshader);
	shaderProgram.attachShader(&fshader);
	shaderProgram.linkProgram();

	GLuint elems;
	glGenBuffers(1, &elems);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elems);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, shapes[0].mesh.indices.size() * sizeof(unsigned int), &(shapes[0].mesh.indices[0]), GL_STATIC_DRAW);

	GLuint vbo;
	glGenBuffers(1, &vbo);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glBufferData(GL_ARRAY_BUFFER, shapes[0].mesh.positions.size() * sizeof(float), &(shapes[0].mesh.positions[0]), GL_STATIC_DRAW);

	GLuint nbo;
	glGenBuffers(1, &nbo);
	glBindBuffer(GL_ARRAY_BUFFER, nbo);
	glBufferData(GL_ARRAY_BUFFER, shapes[0].mesh.normals.size() * sizeof(float), &(shapes[0].mesh.normals[0]), GL_STATIC_DRAW);

	GLuint vao;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	glEnableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);

	glEnableVertexAttribArray(1);
	glBindBuffer(GL_ARRAY_BUFFER, nbo);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);

	GLuint ModelMatrixHandle = glGetUniformLocation(shaderProgram.getID(), "ModelMatrix");
	GLuint ViewMatrixHandle = glGetUniformLocation(shaderProgram.getID(), "ViewMatrix");
	GLuint ProjectionMatrixHandle = glGetUniformLocation(shaderProgram.getID(), "ProjectionMatrix");
	
	glUniformMatrix4fv(ModelMatrixHandle, 1, GL_FALSE, glm::value_ptr(model));
	glUniformMatrix4fv(ViewMatrixHandle, 1, GL_FALSE, glm::value_ptr(view));
	glUniformMatrix4fv(ProjectionMatrixHandle, 1, GL_FALSE, glm::value_ptr(projection));

	glClearColor(0.3, 0.3, 0.3, 1.0);

	while (!glfwWindowShouldClose(window)){

		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
		shaderProgram.use();
		glBindVertexArray(vao);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elems);

		model = glm::rotate(model, 0.0001f, glm::vec3(0, 1, 0));
		
		glUniformMatrix4fv(ModelMatrixHandle, 1, GL_FALSE, glm::value_ptr(model));
		glUniformMatrix4fv(ViewMatrixHandle, 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(ProjectionMatrixHandle, 1, GL_FALSE, glm::value_ptr(projection));
		
		glDrawElements(GL_TRIANGLES, shapes[0].mesh.indices.size(),GL_UNSIGNED_INT,(void*)0);
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
		
		gui.Render(&shapes);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	return 0;
}