/** * Function for initialization. */ GLUSboolean init(GLUSvoid) { GLubyte pixels[WIDTH * HEIGHT * BYTES_PER_PIXEL]; // GLUStextfile vertexSource; GLUStextfile fragmentSource; // Render (CPU) into pixel buffer if (!renderToPixelBuffer(pixels, WIDTH, HEIGHT)) { printf("Error: Could not render to pixel buffer.\n"); return GLUS_FALSE; } // Load full screen rendering shaders glusFileLoadText("../Example37/shader/fullscreen.vert.glsl", &vertexSource); glusFileLoadText("../Example37/shader/texture.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLchar**)&vertexSource.text, 0, 0, 0, (const GLchar**)&fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); g_textureLocation = glGetUniformLocation(g_program.program, "u_texture"); // Generate texture glGenTextures(1, &g_texture); glBindTexture(GL_TEXTURE_2D, g_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // glUseProgram(g_program.program); // glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); // glBindTexture(GL_TEXTURE_2D, g_texture); glUniform1i(g_textureLocation, 0); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { // Points of a triangle in normalized device coordinates. GLfloat points[] = { -0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f }; GLUStextfile vertexSource; GLUStextfile fragmentSource; // Load the source of the vertex and fragment shader. glusFileLoadText("../Example38/shader/simple.vert.glsl", &vertexSource); glusFileLoadText("../Example38/shader/red.frag.glsl", &fragmentSource); // Build the programs. glusProgramBuildSeparableFromSource(&g_vertexProgram, GL_VERTEX_SHADER, (const GLchar**) &vertexSource.text); glusProgramBuildSeparableFromSource(&g_fragmentProgram, GL_FRAGMENT_SHADER, (const GLchar**) &fragmentSource.text); // Destroy the text resources. glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // Build the program pipeline. glusProgramPipelineBuild(&g_programPipeline, g_vertexProgram.program, 0, 0, 0, g_fragmentProgram.program); // // Retrieve the vertex location in the vertex program. g_vertexLocation = glGetAttribLocation(g_vertexProgram.program, "a_vertex"); // // Create and bind the VBO for the vertices. glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); // Transfer the vertices from CPU to GPU. glBufferData(GL_ARRAY_BUFFER, 3 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); // // Bind the program pipeline. glBindProgramPipeline(g_programPipeline.pipeline); // Create the VAO for the program pipeline. glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); // Bind the only used VBO in this example. glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); return GLUS_TRUE; }
GLuint loadProgram(const std::string &vertShaderFile, const std::string &fragShaderFile) { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSprogram program; glusFileLoadText(vertShaderFile.c_str(), &vertexSource); glusFileLoadText(fragShaderFile.c_str(), &fragmentSource); glusProgramBuildFromSource(&program, const_cast<const GLUSchar**>(&vertexSource.text), 0, 0, 0, const_cast<const GLUSchar**>(&fragmentSource.text)); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); return program.program; }
void initPointLightPass() { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSprogram glusProgram; glusFileLoadText("./light_pass.vs", &vertexSource); glusFileLoadText("./point_light_pass.fs", &fragmentSource); glusProgramBuildFromSource(&glusProgram, const_cast<const GLUSchar **>(&vertexSource.text), 0, 0, 0, const_cast<const GLUSchar **>(&fragmentSource.text)); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); pointLightPass.loadUniforms(glusProgram.program); }
void initLightingProgram() { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSprogram glusProgram; glusFileLoadText("../framework/lighting.vs.glsl", &vertexSource); glusFileLoadText("../framework/lighting.fs.glsl", &fragmentSource); glusProgramBuildFromSource(&glusProgram, const_cast<const GLUSchar **>(&vertexSource.text), 0, 0, 0, const_cast<const GLUSchar **>(&fragmentSource.text)); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); lightingProgram.loadUniforms(glusProgram.program); }
void initGeometryPass() { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSprogram glusProgram; glusFileLoadText("./geometry_pass.vs.glsl", &vertexSource); glusFileLoadText("./geometry_pass.fs.glsl", &fragmentSource); glusProgramBuildFromSource(&glusProgram, const_cast<const GLUSchar **>(&vertexSource.text), 0, 0, 0, const_cast<const GLUSchar **>(&fragmentSource.text)); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); geometryPass.loadUniforms(glusProgram.program); }
void initShadowProgram() { GLUStextfile vertexSource; GLUStextfile geometrySource; GLUStextfile fragmentSource; GLUSprogram glusProgram; glusFileLoadText("./shadow.vs.glsl", &vertexSource); glusFileLoadText("./shadow.gs.glsl", &geometrySource); glusFileLoadText("./shadow.fs.glsl", &fragmentSource); glusProgramBuildFromSource(&glusProgram, const_cast<const GLUSchar **>(&vertexSource.text), 0, 0, const_cast<const GLUSchar **>(&geometrySource.text), const_cast<const GLUSchar **>(&fragmentSource.text)); glusFileDestroyText(&vertexSource); glusFileDestroyText(&geometrySource); glusFileDestroyText(&fragmentSource); shadowProgram.loadUniforms(glusProgram.program); }
ProgramData loadProgram(const std::string &vertShaderFile, const std::string &fragShaderFile) { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSprogram program; glusFileLoadText(vertShaderFile.c_str(), &vertexSource); glusFileLoadText(fragShaderFile.c_str(), &fragmentSource); glusProgramBuildFromSource(&program, const_cast<const GLUSchar**>(&vertexSource.text), 0, 0, 0, const_cast<const GLUSchar**>(&fragmentSource.text)); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); ProgramData programData; programData.program = program.program; programData.modelViewUnif = glGetUniformLocation(program.program, "modelViewMatrix"); GLuint projectionUnif = glGetUniformBlockIndex(program.program, "Projection"); glUniformBlockBinding(program.program, projectionUnif, g_projectionBlockIndex); return programData; }
GLUSboolean init(GLUSvoid) { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUStgaimage image; GLUSshape plane; glusFileLoadText("shader/texture.vert.glsl", &vertexSource); glusFileLoadText("shader/grey.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLchar**) &vertexSource.text, 0, 0, 0, (const GLchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // // Retrieve the uniform locations in the program. g_modelViewProjectionMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewProjectionMatrix"); g_textureLocation = glGetUniformLocation(g_program.program, "u_texture"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_texCoordLocation = glGetAttribLocation(g_program.program, "a_texCoord"); // // Load the image. glusImageLoadTga("../../media/desert.tga", &image); // Generate and bind a texture. glGenTextures(1, &g_texture); glBindTexture(GL_TEXTURE_2D, g_texture); // Transfer the image data from the CPU to the GPU. glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); // Setting the texture parameters. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // // Use a helper function to create a rectangular plane. glusShapeCreateRectangularPlanef(&plane, (GLfloat) image.width / 2.0f, (GLfloat) image.height / 2.0f); // Destroying now the image, as the width and height was used above. glusImageDestroyTga(&image); // Store the number indices, as we will render with glDrawElements. g_numberIndicesPlane = plane.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) plane.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); // Generate a VBO for the indices. glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, plane.numberIndices * sizeof(GLuint), (GLuint*) plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Now we can destroy the shape, as all data is now on the GPU. glusShapeDestroyf(&plane); // glUseProgram(g_program.program); 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_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); // Also bind the indices to the VAO. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // // Also bind created texture ... glBindTexture(GL_TEXTURE_2D, g_texture); // ... and as this is texture number 0, bind the uniform to the program. glUniform1i(g_textureLocation, 0); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { // This is a white light. struct LightProperties light = { { 1.0f, 1.0f, 1.0f }, { 0.3f, 0.3f, 0.3f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } }; // Blue color material with white specular color. struct MaterialProperties material = { { 0.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, 20.0f }; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSshape wavefrontObj; glusFileLoadText("../Example16/shader/phong.vert.glsl", &vertexSource); glusFileLoadText("../Example16/shader/phong.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_modelViewMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_light.directionLocation = glGetUniformLocation(g_program.program, "u_light.direction"); g_light.ambientColorLocation = glGetUniformLocation(g_program.program, "u_light.ambientColor"); g_light.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_light.diffuseColor"); g_light.specularColorLocation = glGetUniformLocation(g_program.program, "u_light.specularColor"); g_material.ambientColorLocation = glGetUniformLocation(g_program.program, "u_material.ambientColor"); g_material.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_material.diffuseColor"); g_material.specularColorLocation = glGetUniformLocation(g_program.program, "u_material.specularColor"); g_material.specularExponentLocation = glGetUniformLocation(g_program.program, "u_material.specularExponent"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // // Use a helper function to load an wavefront object file. glusShapeLoadWavefront("monkey.obj", &wavefrontObj); g_numberVertices = wavefrontObj.numberVertices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) wavefrontObj.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) wavefrontObj.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glusShapeDestroyf(&wavefrontObj); // glUseProgram(g_program.program); 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); // glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // glusVector3Normalizef(light.direction); // Transform light to camera space, as it is currently in world space. glusMatrix4x4MultiplyVector3f(light.direction, g_viewMatrix, light.direction); // Set up light ... glUniform3fv(g_light.directionLocation, 1, light.direction); glUniform4fv(g_light.ambientColorLocation, 1, light.ambientColor); glUniform4fv(g_light.diffuseColorLocation, 1, light.diffuseColor); glUniform4fv(g_light.specularColorLocation, 1, light.specularColor); // ... and material values. glUniform4fv(g_material.ambientColorLocation, 1, material.ambientColor); glUniform4fv(g_material.diffuseColorLocation, 1, material.diffuseColor); glUniform4fv(g_material.specularColorLocation, 1, material.specularColor); glUniform1f(g_material.specularExponentLocation, material.specularExponent); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLfloat lightDirection[3] = { 1.0f, 1.0f, 1.0f }; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUStgaimage image; GLUSshape cube; glusFileLoadText("../Example06/shader/basic.vert.glsl", &vertexSource); glusFileLoadText("../Example06/shader/texture.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // // Retrieve the uniform locations in the program. 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_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); g_textureLocation = glGetUniformLocation(g_program.program, "u_texture"); // Retrieve the attribute locations in the program. g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); g_texCoordLocation = glGetAttribLocation(g_program.program, "a_texCoord"); // // Texture set up. glusImageLoadTga("crate.tga", &image); glGenTextures(1, &g_texture); glBindTexture(GL_TEXTURE_2D, g_texture); glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); glusImageDestroyTga(&image); // Mipmap generation is now included in OpenGL 3 and above glGenerateMipmap(GL_TEXTURE_2D); // Trilinear filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // glusShapeCreateCubef(&cube, 0.5f); g_numberIndicesSphere = cube.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, cube.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) cube.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, cube.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) cube.normals, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glBufferData(GL_ARRAY_BUFFER, cube.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) cube.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, cube.numberIndices * sizeof(GLuint), (GLuint*) cube.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusShapeDestroyf(&cube); // glUseProgram(g_program.program); 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_ARRAY_BUFFER, g_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // glusVector3Normalizef(lightDirection); glUniform3fv(g_lightDirectionLocation, 1, lightDirection); // glBindTexture(GL_TEXTURE_2D, g_texture); glUniform1i(g_textureLocation, 0); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { // This is a white light. struct LightProperties light = { { 1.0f, 1.0f, 1.0f }, { 0.3f, 0.3f, 0.3f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } }; // Silver color material with white specular color. struct MaterialProperties material = { { 0.75f, 0.75f, 0.75f, 1.0f }, { 0.75f, 0.75f, 0.75f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, 20.0f }; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSshape sphere; GLUStgaimage image; glusFileLoadText("../Example24/shader/erode.vert.glsl", &vertexSource); glusFileLoadText("../Example24/shader/erode.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // // Create perlin noise. The brightness of the texels represents the time to erode. // The brighter the texel, the earlier the pixel erodes. glusPerlinCreateNoise3D(&image, 64, 64, 64, 0, 8.0f, 192.0f, 0.5f, 4); // Generate and bind a texture. glGenTextures(1, &g_texture); glBindTexture(GL_TEXTURE_3D, g_texture); // Transfer the image data from the CPU to the GPU. glTexImage3D(GL_TEXTURE_3D, 0, image.format, image.width, image.height, image.depth, 0, image.format, GL_UNSIGNED_BYTE, image.data); // Setting the texture parameters. glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); glusImageDestroyTga(&image); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_modelViewMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_light.directionLocation = glGetUniformLocation(g_program.program, "u_light.direction"); g_light.ambientColorLocation = glGetUniformLocation(g_program.program, "u_light.ambientColor"); g_light.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_light.diffuseColor"); g_light.specularColorLocation = glGetUniformLocation(g_program.program, "u_light.specularColor"); g_material.ambientColorLocation = glGetUniformLocation(g_program.program, "u_material.ambientColor"); g_material.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_material.diffuseColor"); g_material.specularColorLocation = glGetUniformLocation(g_program.program, "u_material.specularColor"); g_material.specularExponentLocation = glGetUniformLocation(g_program.program, "u_material.specularExponent"); g_textureLocation = glGetUniformLocation(g_program.program, "u_texture"); g_erodeLocation = glGetUniformLocation(g_program.program, "u_erode"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // // Use a helper function to create a sphere. glusShapeCreateSpheref(&sphere, 1.0f, 64); g_numberIndicesSphere = sphere.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, sphere.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) sphere.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, sphere.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) sphere.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, sphere.numberIndices * sizeof(GLuint), (GLuint*) sphere.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusShapeDestroyf(&sphere); // glUseProgram(g_program.program); 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); // glusVector3Normalizef(light.direction); glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // Transform light to camera space, as it is currently in world space. glusMatrix4x4MultiplyVector3f(light.direction, g_viewMatrix, light.direction); // Set up light ... glUniform3fv(g_light.directionLocation, 1, light.direction); glUniform4fv(g_light.ambientColorLocation, 1, light.ambientColor); glUniform4fv(g_light.diffuseColorLocation, 1, light.diffuseColor); glUniform4fv(g_light.specularColorLocation, 1, light.specularColor); // ... and material values. glUniform4fv(g_material.ambientColorLocation, 1, material.ambientColor); glUniform4fv(g_material.diffuseColorLocation, 1, material.diffuseColor); glUniform4fv(g_material.specularColorLocation, 1, material.specularColor); glUniform1f(g_material.specularExponentLocation, material.specularExponent); // glUniform1i(g_textureLocation, 0); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); // No back face culling by purpose. This allows to look through the eroded sphere. return GLUS_TRUE; }
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; }
GLUSboolean init(GLUSvoid) { // This is a white light. struct LightProperties light = { { 1.0f, 1.0f, 1.0f }, { 0.3f, 0.3f, 0.3f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } }; GLUStextfile vertexSource; GLUStextfile geometrySource; GLUStextfile fragmentSource; GLUStgaimage image; GLUSshape bunnyShape; // glusFileLoadText("../Example26/shader/ambient_diffuse_texture.vert.glsl", &vertexSource); glusFileLoadText("../Example26/shader/ambient_diffuse_texture.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); glusFileLoadText("../Example26/shader/fur.vert.glsl", &vertexSource); glusFileLoadText("../Example26/shader/fur.geom.glsl", &geometrySource); glusFileLoadText("../Example26/shader/fur.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_programFur, (const GLUSchar**) &vertexSource.text, 0, 0, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&geometrySource); glusFileDestroyText(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_modelViewMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_light.directionLocation = glGetUniformLocation(g_program.program, "u_light.direction"); g_light.ambientColorLocation = glGetUniformLocation(g_program.program, "u_light.ambientColor"); g_light.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_light.diffuseColor"); g_light.specularColorLocation = glGetUniformLocation(g_program.program, "u_light.specularColor"); g_textureLocation = glGetUniformLocation(g_program.program, "u_textureFurColor"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); g_texCoordLocation = glGetAttribLocation(g_program.program, "a_texCoord"); g_projectionMatrixFurLocation = glGetUniformLocation(g_programFur.program, "u_projectionMatrix"); g_modelViewMatrixFurLocation = glGetUniformLocation(g_programFur.program, "u_modelViewMatrix"); g_normalMatrixFurLocation = glGetUniformLocation(g_programFur.program, "u_normalMatrix"); g_lightDirectionFurLocation = glGetUniformLocation(g_programFur.program, "u_lightDirection"); g_textureFurColorLocation = glGetUniformLocation(g_programFur.program, "u_textureFurColor"); g_textureFurStrengthLocation = glGetUniformLocation(g_programFur.program, "u_textureFurStrength"); g_vertexFurLocation = glGetAttribLocation(g_programFur.program, "a_vertex"); g_normalFurLocation = glGetAttribLocation(g_programFur.program, "a_normal"); g_texCoordFurLocation = glGetAttribLocation(g_programFur.program, "a_texCoord"); // // Color texture set up. glusImageLoadTga("tiger.tga", &image); glGenTextures(1, &g_textureFurColor); glBindTexture(GL_TEXTURE_2D, g_textureFurColor); glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); // Mipmap generation is now included in OpenGL 3 and above glGenerateMipmap(GL_TEXTURE_2D); // Trilinear filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); glusImageDestroyTga(&image); // A simple noise texture influences the strength of each fur pixel. glusPerlinCreateNoise2D(&image, 64, 64, 0, 100.0f, 255.0f, 0.5f, 1); glGenTextures(1, &g_textureFurStrength); glBindTexture(GL_TEXTURE_2D, g_textureFurStrength); glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); // Mipmap generation is now included in OpenGL 3 and above glGenerateMipmap(GL_TEXTURE_2D); // Trilinear filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); glusImageDestroyTga(&image); // // Use a helper function to load an wavefront object file. glusShapeLoadWavefront("bunny.obj", &bunnyShape); // This model does not have any texture coordinates, so generate them. glusShapeTexGenByAxesf(&bunnyShape, 2.0f, 0.0f, 2.0f, 0.0f, 0.0f, 0.0f); g_numberVertices = bunnyShape.numberVertices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, bunnyShape.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) bunnyShape.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, bunnyShape.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) bunnyShape.normals, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glBufferData(GL_ARRAY_BUFFER, bunnyShape.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) bunnyShape.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glusShapeDestroyf(&bunnyShape); // glUseProgram(g_program.program); 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_ARRAY_BUFFER, g_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); glUseProgram(g_programFur.program); glGenVertexArrays(1, &g_vaoFur); glBindVertexArray(g_vaoFur); 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_ARRAY_BUFFER, g_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); // glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.75f, 3.0f, 0.0f, 0.75f, 0.0f, 0.0f, 1.0f, 0.0f); // glusVector3Normalizef(light.direction); // Transform light to camera space, as it is currently in world space. glusMatrix4x4MultiplyVector3f(light.direction, g_viewMatrix, light.direction); glUseProgram(g_program.program); // Set up light ... glUniform3fv(g_light.directionLocation, 1, light.direction); glUniform4fv(g_light.ambientColorLocation, 1, light.ambientColor); glUniform4fv(g_light.diffuseColorLocation, 1, light.diffuseColor); glUniform4fv(g_light.specularColorLocation, 1, light.specularColor); // ... and the texture. glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_textureFurColor); glUniform1i(g_textureLocation, 0); glUseProgram(g_programFur.program); glUniform3fv(g_lightDirectionFurLocation, 1, light.direction); // Fur color and position textures. glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_textureFurColor); glUniform1i(g_textureFurColorLocation, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_textureFurStrength); glUniform1i(g_textureFurStrengthLocation, 1); // glClearColor(0.8f, 0.8f, 0.8f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLfloat lightDirection[3] = { 1.0f, 1.0f, 1.0f }; GLfloat color[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSshape cube; glusFileLoadText("../Example04_ES/shader/basic.vert.glsl", &vertexSource); glusFileLoadText("../Example04_ES/shader/color.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // // Retrieve the uniform locations in the program. g_modelViewProjectionMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewProjectionMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); g_colorLocation = glGetUniformLocation(g_program.program, "u_color"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // // Use a helper function to create a cube. glusShapeCreateCubef(&cube, 0.5f); // Store the number indices, as we will render with glDrawElements. g_numberIndicesCube = cube.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, cube.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) cube.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, cube.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) cube.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); // Generate a VBO for the indices. glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, cube.numberIndices * sizeof(GLuint), (GLuint*) cube.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusShapeDestroyf(&cube); // glUseProgram(g_program.program); 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); // // Light direction needs to have unit length. This light direction is given in world space. glusVector3Normalizef(lightDirection); // Set the light direction ... glUniform3fv(g_lightDirectionLocation, 1, lightDirection); // ... and the red color (ambient and diffuse) for the cube. glUniform4fv(g_colorLocation, 1, color); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Setting default clear depth value. glClearDepthf(1.0f); // Enable depth testing. glEnable(GL_DEPTH_TEST); // Enable back face culling. glEnable(GL_CULL_FACE); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUSshape sphere; GLUStextfile vertexSource; GLUStextfile geometrySource; GLUStextfile fragmentSource; glusFileLoadText("../Example10/shader/dublicate.vert.glsl", &vertexSource); glusFileLoadText("../Example10/shader/dublicate.geom.glsl", &geometrySource); glusFileLoadText("../Example10/shader/dublicate.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&geometrySource); glusFileDestroyText(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_viewMatrixLocation = glGetUniformLocation(g_program.program, "u_viewMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_lightPositionLocation = glGetUniformLocation(g_program.program, "u_lightPosition"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // glusShapeCreateSpheref(&sphere, 1.0f, 32); g_numberIndicesSphere = sphere.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, sphere.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) sphere.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, sphere.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) sphere.normals, GL_STATIC_DRAW); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sphere.numberIndices * sizeof(GLuint), (GLuint*) sphere.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusShapeDestroyf(&sphere); // glUseProgram(g_program.program); glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 6.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glUniformMatrix4fv(g_viewMatrixLocation, 1, GL_FALSE, g_viewMatrix); glusMatrix4x4ExtractMatrix3x3f(g_normalMatrix, g_viewMatrix); glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, g_normalMatrix); glusMatrix4x4MultiplyPoint4f(g_lightPosition, g_viewMatrix, g_lightPosition); glUniform4fv(g_lightPositionLocation, 1, g_lightPosition); // 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); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLfloat textureToWorldNormalMatrix[16]; // The maximum detail level which is 2^s = sMapExtend. GLuint sMaxDetailLevel; // The maximum detail level which is 2^t = tMapExtend. GLuint tMaxDetailLevel; // The overall maximum detail level from s and t. GLuint overallMaxDetailLevel; // Step for s and t direction. GLfloat detailStep; GLuint s, t; GLUStgaimage image; GLfloat* map = 0; GLuint* indices = 0; GLUStextfile vertexSource; GLUStextfile controlSource; GLUStextfile evaluationSource; GLUStextfile geometrySource; GLUStextfile fragmentSource; GLfloat lightDirection[3] = { 1.0f, 1.0f, 1.0f }; glusVector3Normalizef(lightDirection); g_topView.cameraPosition[0] = 0.0f; g_topView.cameraPosition[1] = 30000.0f * METERS_TO_VIRTUAL_WORLD_SCALE; g_topView.cameraPosition[2] = 0.0f; g_topView.cameraPosition[3] = 1.0; g_topView.cameraDirection[0] = 0.0f; g_topView.cameraDirection[1] = -1.0f; g_topView.cameraDirection[2] = 0.0f; g_topView.cameraUp[0] = 0.0f; g_topView.cameraUp[1] = 0.0f; g_topView.cameraUp[2] = -1.0f; g_topView.fov = 40.0f; g_personView.cameraPosition[0] = 0.0f; g_personView.cameraPosition[1] = 4700.0f * METERS_TO_VIRTUAL_WORLD_SCALE; g_personView.cameraPosition[2] = 0.0f; g_personView.cameraPosition[3] = 1.0; g_personView.cameraDirection[0] = 0.0f; g_personView.cameraDirection[1] = 0.0f; g_personView.cameraDirection[2] = -1.0f; g_personView.cameraUp[0] = 0.0f; g_personView.cameraUp[1] = 1.0f; g_personView.cameraUp[2] = 0.0f; g_personView.fov = 60.0f; g_activeView = &g_personView; if (!glusImageLoadTga(NORMAL_MAP, &image)) { printf("Could not load normal picture '%s'!\n", NORMAL_MAP); return GLUS_FALSE; } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &g_normalMapTexture); glBindTexture(GL_TEXTURE_RECTANGLE, g_normalMapTexture); glTexImage2D(GL_TEXTURE_RECTANGLE, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glusImageDestroyTga(&image); if (!glusImageLoadTga(HEIGHT_MAP, &image)) { printf("Could not load height picture '%s'!\n", HEIGHT_MAP); return GLUS_FALSE; } glGenTextures(1, &g_heightMapTexture); glBindTexture(GL_TEXTURE_RECTANGLE, g_heightMapTexture); glTexImage2D(GL_TEXTURE_RECTANGLE, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); g_sMapExtend = (GLfloat) image.width; g_tMapExtend = (GLfloat) image.height; glusImageDestroyTga(&image); // Calculate the detail level for the s and ... sMaxDetailLevel = (GLuint) floorf(logf(g_sMapExtend) / logf(2.0f)); // ... t extend tMaxDetailLevel = (GLuint) floorf(logf(g_tMapExtend) / logf(2.0f)); overallMaxDetailLevel = glusMathMinf(sMaxDetailLevel, tMaxDetailLevel); // Do checking of calculated parameters if (MINIMUM_DETAIL_LEVEL > overallMaxDetailLevel) { printf("Detail level to high %d > %d\n", MINIMUM_DETAIL_LEVEL, overallMaxDetailLevel); return GLUS_FALSE; } if (MINIMUM_DETAIL_LEVEL + DETAIL_LEVEL_FIRST_PASS > overallMaxDetailLevel) { printf("First pass detail level to high %d > %d\n", MINIMUM_DETAIL_LEVEL + DETAIL_LEVEL_FIRST_PASS, overallMaxDetailLevel); return GLUS_FALSE; } if (powf(2.0f, overallMaxDetailLevel - (MINIMUM_DETAIL_LEVEL + DETAIL_LEVEL_FIRST_PASS)) > 32.0f) { printf("Tessellation level to high %d > 32\n", (GLint) powf(2.0f, overallMaxDetailLevel - (MINIMUM_DETAIL_LEVEL + DETAIL_LEVEL_FIRST_PASS))); return GLUS_FALSE; } detailStep = powf(2.0f, overallMaxDetailLevel - MINIMUM_DETAIL_LEVEL); g_sNumPoints = (GLuint) ceilf(g_sMapExtend / detailStep) - 1; g_tNumPoints = (GLuint) ceilf(g_tMapExtend / detailStep) - 1; // // Generate the flat terrain mesh. // map = (GLUSfloat*) malloc(g_sNumPoints * g_tNumPoints * 2 * sizeof(GLfloat)); indices = (GLuint*) malloc(g_sNumPoints * g_tNumPoints * sizeof(GLuint)); for (t = 0; t < g_tNumPoints; t++) { for (s = 0; s < g_sNumPoints; s++) { map[t * g_sNumPoints * 2 + s * 2 + 0] = 0.5f + detailStep / 2.0f + (GLfloat) s * detailStep; map[t * g_sNumPoints * 2 + s * 2 + 1] = 0.5f + detailStep / 2.0f + (GLfloat) t * detailStep; indices[t * g_sNumPoints + s + 0] = (t + 0) * g_sNumPoints + s + 0; } } // // Transferring vertices and indices into GPU // // Pass one glGenBuffers(1, &g_verticesPassOneVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesPassOneVBO); glBufferData(GL_ARRAY_BUFFER, g_sNumPoints * g_tNumPoints * 2 * sizeof(GLfloat), map, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesPassOneVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesPassOneVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, g_sNumPoints * g_tNumPoints * sizeof(GLuint), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Pass two. glGenBuffers(1, &g_verticesPassTwoVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesPassTwoVBO); // Calculate enough space! glBufferData(GL_ARRAY_BUFFER, g_sNumPoints * g_tNumPoints * (GLuint) pow(4, DETAIL_LEVEL_FIRST_PASS + 1) * 2 * sizeof(GLfloat), 0, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); // free(map); map = 0; free(indices); indices = 0; // if (!glusImageLoadTga(COLOR_MAP, &image)) { printf("Could not load color picture '%s'!\n", COLOR_MAP); return GLUS_FALSE; } glGenTextures(1, &g_colorMapTexture); glBindTexture(GL_TEXTURE_2D, g_colorMapTexture); glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glusImageDestroyTga(&image); // glGenQueries(1, &g_transformFeedbackQuery); // // Creating the shader program. // // Pass one. glusFileLoadText("../Example14/shader/PassOne.vert.glsl", &vertexSource); glusFileLoadText("../Example14/shader/PassOne.geom.glsl", &geometrySource); glusFileLoadText("../Example14/shader/PassOne.frag.glsl", &fragmentSource); // Compile and ... glusProgramCreateFromSource(&g_programPassOne, (const GLUSchar**) &vertexSource.text, 0, 0, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text); // ... add the transform variable ... glTransformFeedbackVaryings(g_programPassOne.program, 1, (const GLchar**) &TRANSFORM_VARYING, GL_SEPARATE_ATTRIBS); // ... and link the program if (!glusProgramLink(&g_programPassOne)) { printf("Could not build program one\n"); return GLUS_FALSE; } // Destroy the text resource glusFileDestroyText(&vertexSource); glusFileDestroyText(&geometrySource); glusFileDestroyText(&fragmentSource); g_halfDetailStepPassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_halfDetailStep"); g_detailLevelPassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_detailLevel"); g_fovRadiusPassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_fovRadius"); g_positionTextureSpacePassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_positionTextureSpace"); g_leftNormalTextureSpacePassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_leftNormalTextureSpace"); g_rightNormalTextureSpacePassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_rightNormalTextureSpace"); g_backNormalTextureSpacePassOneLocation = glGetUniformLocation(g_programPassOne.program, "u_backNormalTextureSpace"); // Pass two. glusFileLoadText("../Example14/shader/PassTwo.vert.glsl", &vertexSource); glusFileLoadText("../Example14/shader/PassTwo.cont.glsl", &controlSource); glusFileLoadText("../Example14/shader/PassTwo.eval.glsl", &evaluationSource); glusFileLoadText("../Example14/shader/PassTwo.geom.glsl", &geometrySource); glusFileLoadText("../Example14/shader/PassTwo.frag.glsl", &fragmentSource); if (!glusProgramBuildFromSource(&g_shaderProgramPassTwo, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &controlSource.text, (const GLUSchar**) &evaluationSource.text, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text)) { printf("Could not build program two\n"); return GLUS_FALSE; } glusFileDestroyText(&vertexSource); glusFileDestroyText(&controlSource); glusFileDestroyText(&evaluationSource); glusFileDestroyText(&geometrySource); glusFileDestroyText(&fragmentSource); g_maxTessellationLevelPassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_maxTessellationLevel"); g_quadrantStepPassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_quadrantStep"); g_positionTextureSpacePassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_positionTextureSpace"); g_heightMapTexturePassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_heightMapTexture"); g_normalMapTexturePassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_normalMapTexture"); g_tmvpPassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_tmvpMatrix"); g_lightDirectionPassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_lightDirection"); g_colorMapTexturePassTwoLocation = glGetUniformLocation(g_shaderProgramPassTwo.program, "u_colorMapTexture"); // // One time matrix calculations to convert between texture and world space glusMatrix4x4Identityf(g_textureToWorldMatrix); glusMatrix4x4Identityf(textureToWorldNormalMatrix); glusMatrix4x4Scalef(g_textureToWorldMatrix, HORIZONTAL_PIXEL_SPACING * METERS_TO_VIRTUAL_WORLD_SCALE, VERTICAL_PIXEL_RANGE * METERS_TO_VIRTUAL_WORLD_SCALE, HORIZONTAL_PIXEL_SPACING * METERS_TO_VIRTUAL_WORLD_SCALE); // Skip this scale for the normal matrix glusMatrix4x4Scalef(g_textureToWorldMatrix, 1.0f, 1.0f, -1.0f); glusMatrix4x4Scalef(textureToWorldNormalMatrix, 1.0f, 1.0f, -1.0f); glusMatrix4x4Translatef(g_textureToWorldMatrix, -g_sMapExtend / 2.0f, 0.0f, -g_tMapExtend / 2.0f); // No need for the translation matrix in the normal matrix glusMatrix4x4Copyf(g_worldToTextureMatrix, g_textureToWorldMatrix, GLUS_FALSE); glusMatrix4x4Inversef(g_worldToTextureMatrix); glusMatrix4x4Copyf(g_worldToTextureNormalMatrix, textureToWorldNormalMatrix, GLUS_FALSE); glusMatrix4x4Inversef(g_worldToTextureNormalMatrix); // Pass one glUseProgram(g_programPassOne.program); glUniform1f(g_halfDetailStepPassOneLocation, detailStep / 2.0f); glUniform1ui(g_detailLevelPassOneLocation, DETAIL_LEVEL_FIRST_PASS); glUniform1f(g_fovRadiusPassOneLocation, FOV_RADIUS / HORIZONTAL_PIXEL_SPACING * METERS_TO_VIRTUAL_WORLD_SCALE); glGenVertexArrays(1, &g_vaoPassOne); glBindVertexArray(g_vaoPassOne); glBindBuffer(GL_ARRAY_BUFFER, g_verticesPassOneVBO); // First 0 is the location = 0. See shader source glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); // Enable location = 0 glEnableVertexAttribArray(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesPassOneVBO); // Pass two glUseProgram(g_shaderProgramPassTwo.program); glUniform3fv(g_lightDirectionPassTwoLocation, 1, lightDirection); glUniform1ui(g_maxTessellationLevelPassTwoLocation, overallMaxDetailLevel - (MINIMUM_DETAIL_LEVEL + DETAIL_LEVEL_FIRST_PASS)); glUniform1i(g_quadrantStepPassTwoLocation, QUADRANT_STEP); glGenVertexArrays(1, &g_vaoPassTwo); glBindVertexArray(g_vaoPassTwo); glBindBuffer(GL_ARRAY_BUFFER, g_verticesPassTwoVBO); // First 0 is the location = 0. See shader source glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); // Enable location = 0 glEnableVertexAttribArray(0); // glActiveTexture(GL_TEXTURE0); glUniform1i(g_heightMapTexturePassTwoLocation, 0); glBindTexture(GL_TEXTURE_RECTANGLE, g_heightMapTexture); glActiveTexture(GL_TEXTURE1); glUniform1i(g_colorMapTexturePassTwoLocation, 1); glBindTexture(GL_TEXTURE_2D, g_colorMapTexture); glActiveTexture(GL_TEXTURE2); glUniform1i(g_normalMapTexturePassTwoLocation, 2); glBindTexture(GL_TEXTURE_RECTANGLE, g_normalMapTexture); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glPatchParameteri(GL_PATCH_VERTICES, 4); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUStextfile computeSource; GLUSshape plane; glusFileLoadText("../Example21/shader/texture.vert.glsl", &vertexSource); glusFileLoadText("../Example21/shader/texture.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLchar**) &vertexSource.text, 0, 0, 0, (const GLchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); glusFileLoadText("../Example21/shader/texture.comp.glsl", &computeSource); glusProgramBuildComputeFromSource(&g_computeProgram, (const GLchar**) &computeSource.text); glusFileDestroyText(&computeSource); // // Retrieve the uniform locations in the program. g_modelViewProjectionMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewProjectionMatrix"); g_textureLocation = glGetUniformLocation(g_program.program, "u_texture"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_texCoordLocation = glGetAttribLocation(g_program.program, "a_texCoord"); g_computeTextureLocation = glGetUniformLocation(g_computeProgram.program, "u_texture"); // // Generate and bind a texture. glGenTextures(1, &g_texture); glBindTexture(GL_TEXTURE_2D, g_texture); // Create an empty image. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, g_imageWidth, g_imageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // Setting the texture parameters. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // // Use a helper function to create a rectangular plane. glusShapeCreateRectangularPlanef(&plane, (GLfloat) g_imageWidth / 2.0f, (GLfloat) g_imageHeight / 2.0f); // Store the number indices, as we will render with glDrawElements. g_numberIndicesPlane = plane.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) plane.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); // Generate a VBO for the indices. glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, plane.numberIndices * sizeof(GLuint), (GLuint*) plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Now we can destroy the shape, as all data is now on the GPU. glusShapeDestroyf(&plane); // glUseProgram(g_program.program); 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_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); // Also bind the indices to the VAO. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // // Also bind created texture ... glBindTexture(GL_TEXTURE_2D, g_texture); // ... and bind this texture as an image, as we will write to it. glBindImageTexture(0, g_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); // ... and as this is texture number 0, bind the uniform to the program. glUniform1i(g_textureLocation, 0); // glUseProgram(g_computeProgram.program); // Pass texture number 0 to the compute shader as well. glUniform1i(g_computeTextureLocation, 0); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); return GLUS_TRUE; }
int main(int argc, char* argv[]) { GLUSchar* output; GLUSchar* extension; GLUSchar fileType[MAX_FILETYPE_LENGTH]; GLUSchar buffer[MAX_FILENAME_LENGTH]; GLUSint roughnessSamples; GLUSuint exponent; GLUSuint samples; GLUSint i, k, m, o, p, q, ouputLength; GLUSuint x = 0; GLUSuint y = 0; GLUSboolean isHDR = GLUS_FALSE; GLUStgaimage tgaOutput[2]; GLUShdrimage hdrOutput[2]; GLUSboolean mipMap; GLUSint length; GLUSint lengthExponent; GLUSint stride; GLUSfloat offset, step, roughness; GLUSfloat startVector[3] = { 1.0f, -1.0f, -1.0f }; GLUSfloat offsetVector[3]; GLUSfloat normalVector[3]; GLUSfloat* scanVectors; GLUSfloat* colorBufferLambert; GLUSfloat* colorBufferCookTorrance; GLUSfloat matrix[9]; GLUStextfile computeSource; GLUSprogram computeProgram; GLUSuint localSize = 16; GLUSuint textureLambert; GLUSuint textureCookTorrance[MAX_ROUGHNESS]; GLUSuint scanVectorsSSBO; GLUSint mLocation; GLUSint samplesLocation; GLUSint binaryFractionFactorLocation; GLUSint roughnessLocation; EGLint eglConfigAttributes[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_DEPTH_SIZE, 0, EGL_STENCIL_SIZE, 0, EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT, EGL_NONE }; EGLint eglContextAttributes[] = { EGL_CONTEXT_MAJOR_VERSION, 4, EGL_CONTEXT_MINOR_VERSION, 3, EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE, EGL_TRUE, EGL_CONTEXT_OPENGL_PROFILE_MASK, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT, EGL_NONE }; if (argc != 12) { printf("Usage: PreFilterCubeMap.exe [Pos X] [Neg X] [Pos Y] [Neg Y] [Pos Z] [Neg Z] [Output] [Roughness] [Samples 2^m] [Length 2^n] [As MipMap]\n"); return -1; } // output = argv[7]; ouputLength = strlen(output); if (ouputLength >= MAX_FILENAME_LENGTH - (MAX_FILETYPE_LENGTH - 1) - SIDE_NAMING_LENGTH - ROUGHNESS_NAMING_LENGTH - TYPE_NAMING_LENGTH) { printf("Error: Output filename too long.\n"); return -1; } roughnessSamples = atoi(argv[8]); if (roughnessSamples < 2 || roughnessSamples >= MAX_ROUGHNESS) { printf("Error: Invalid roughness value.\n"); return -1; } exponent = (GLUSuint)atoi(argv[9]); if (exponent > 16) { printf("Error: Invalid samples value.\n"); return -1; } samples = 1 << exponent; lengthExponent = (GLUSuint)atoi(argv[10]); if (lengthExponent > 16) { printf("Error: Invalid length value.\n"); return -1; } length = 1 << lengthExponent; mipMap = (GLUSuint)atoi(argv[11]) != 0; if (mipMap && roughnessSamples - 1 > lengthExponent) { printf("Error: Can not do mip mapping with given roughness and length.\n"); return -1; } // extension = strrchr(argv[1], '.'); if (extension == 0) { printf("Error: No file type found.\n"); return -1; } if (strlen(extension) != MAX_FILETYPE_LENGTH - 1) { printf("Error: Invalid file type.\n"); return -1; } // Copy includes NULL terminating character. for (i = 0; i < MAX_FILETYPE_LENGTH ; i++) { fileType[i] = tolower(extension[i]); } stride = 1; printf("Loading texture cube maps ... "); if (strcmp(fileType, ".tga") == 0) { // for (i = 0; i < 6; i++) { if (!glusImageLoadTga(argv[1 + i], &g_tgaimage[i])) { printf("failed! TGA image could not be loaded.\n"); freeTgaImages(i); return -1; } if (i > 0) { if (g_tgaimage[0].width != g_tgaimage[i].width || g_tgaimage[0].height != g_tgaimage[i].height) { printf("failed! TGA images do have different dimension.\n"); freeTgaImages(i + 1); return -1; } } else { if (g_tgaimage[0].width != g_tgaimage[i].height) { printf("failed! TGA images do have different dimension.\n"); freeTgaImages(1); return -1; } } } if (g_tgaimage[0].format == GLUS_RGB) { stride = 3; } else if (g_tgaimage[0].format == GLUS_RGBA) { stride = 4; } // tgaOutput[0] = g_tgaimage[0]; tgaOutput[0].width = length; tgaOutput[0].height = length; tgaOutput[0].data = (GLUSubyte*)malloc(length * length * stride * sizeof(GLUSubyte)); if (!tgaOutput[0].data) { printf("failed! TGA output image could not be created.\n"); freeTgaImages(6); return -1; } tgaOutput[1] = g_tgaimage[0]; tgaOutput[1].width = length; tgaOutput[1].height = length; tgaOutput[1].data = (GLUSubyte*)malloc(length * length * stride * sizeof(GLUSubyte)); if (!tgaOutput[1].data) { printf("failed! TGA output image could not be created.\n"); freeTgaImages(6); glusImageDestroyTga(&tgaOutput[0]); return -1; } } else if (strcmp(fileType, ".hdr") == 0) { isHDR = GLUS_TRUE; for (i = 0; i < 6; i++) { if (!glusImageLoadHdr(argv[1 + i], &g_hdrimage[i])) { printf("failed! HDR image could not be loaded.\n"); freeHdrImages(i); return -1; } if (i > 0) { if (g_hdrimage[0].width != g_hdrimage[i].width || g_hdrimage[0].height != g_hdrimage[i].height) { printf("failed! HDR images do have different dimension.\n"); freeHdrImages(i + 1); return -1; } } else { if (g_hdrimage[0].width != g_hdrimage[i].height) { printf("failed! HDR images do have different dimension.\n"); freeHdrImages(1); return -1; } } } stride = 3; // hdrOutput[0] = g_hdrimage[0]; hdrOutput[0].width = length; hdrOutput[0].height = length; hdrOutput[0].data = (GLUSfloat*)malloc(length * length * stride * sizeof(GLUSfloat)); if (!hdrOutput[0].data) { printf("failed! HDR output image could not be created.\n"); freeHdrImages(6); return -1; } hdrOutput[1] = g_hdrimage[0]; hdrOutput[1].width = length; hdrOutput[1].height = length; hdrOutput[1].data = (GLUSfloat*)malloc(length * length * stride * sizeof(GLUSfloat)); if (!hdrOutput[1].data) { printf("failed! HDR output image could not be created.\n"); freeHdrImages(6); glusImageDestroyHdr(&hdrOutput[1]); return -1; } } else { printf("failed. Unknown file type.\n"); return -1; } printf("completed!\n"); // Contains the vectors to scan and generate one side of the pre-filtered cube map. scanVectors = (GLUSfloat*)malloc(length * length * (3 + 1) * sizeof(GLUSfloat)); if (!scanVectors) { printf("Error: Scan scanVectors could not be created.\n"); freeHdrImages(6); return -1; } // Color buffer needed to gather the pixels from the texture. colorBufferLambert = (GLUSfloat*)malloc(length * length * 4 * sizeof(GLUSfloat)); if (!colorBufferLambert) { printf("Error: Color buffer could not be created.\n"); freeHdrImages(6); free(scanVectors); return -1; } // Color buffer needed to gather the pixels from the texture. colorBufferCookTorrance = (GLUSfloat*)malloc(length * length * 4 * sizeof(GLUSfloat)); if (!colorBufferCookTorrance) { printf("Error: Color buffer could not be created.\n"); freeHdrImages(6); free(scanVectors); free(colorBufferLambert); return -1; } // // Initialize OpenGL, as it is needed for the compute shader. // if (!glusWindowCreate("GLUS Example Window", 512, 512, GLUS_FALSE, GLUS_FALSE, eglConfigAttributes, eglContextAttributes)) { printf("Could not create window!\n"); return -1; } if (!glusWindowStartup()) { return -1; } // // Compute shader for pre-filtering. // glusFileLoadText("../PreFilterCubeMap/shader/prefilter.comp.glsl", &computeSource); glusProgramBuildComputeFromSource(&computeProgram, (const GLchar**)&computeSource.text); glusFileDestroyText(&computeSource); // mLocation = glGetUniformLocation(computeProgram.program, "u_m"); samplesLocation = glGetUniformLocation(computeProgram.program, "u_samples"); binaryFractionFactorLocation = glGetUniformLocation(computeProgram.program, "u_binaryFractionFactor"); roughnessLocation = glGetUniformLocation(computeProgram.program, "u_roughness"); // glUseProgram(computeProgram.program); // // // // Create cube maps if (isHDR) { createHdrCubeMap(); freeHdrImages(6); } else { createTgaCubeMap(); freeTgaImages(6); } // Prepare texture, where the pre-filtered image is stored: Lambert glGenTextures(1, &textureLambert); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureLambert); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, length, length, 0, GL_RGBA, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // see binding = 1 in the shader glBindImageTexture(1, textureLambert, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F); glPixelStorei(GL_PACK_ALIGNMENT, 1); // if (mipMap) { // Prepare texture, where the pre-filtered image is stored: Cook-Torrance glGenTextures(roughnessSamples, textureCookTorrance); for (i = 0; i < roughnessSamples; i++) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureCookTorrance[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, length, length, 0, GL_RGBA, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); length /= 2; } length = 1 << lengthExponent; } else { // Prepare texture, where the pre-filtered image is stored: Cook-Torrance glGenTextures(1, textureCookTorrance); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureCookTorrance[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, length, length, 0, GL_RGBA, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // see binding = 2 in the shader glBindImageTexture(2, textureCookTorrance[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F); glPixelStorei(GL_PACK_ALIGNMENT, 1); } // // // step = 2.0f / (GLUSfloat)length; offset = step * 0.5f; // Prepare save name. strcpy(buffer, output); buffer[ouputLength + 0] = '_'; buffer[ouputLength + 4] = '_'; buffer[ouputLength + 6] = '_'; buffer[ouputLength + 9] = '_'; for (i = ouputLength + SIDE_NAMING_LENGTH + ROUGHNESS_NAMING_LENGTH + TYPE_NAMING_LENGTH; i < ouputLength + SIDE_NAMING_LENGTH + ROUGHNESS_NAMING_LENGTH + TYPE_NAMING_LENGTH + MAX_FILETYPE_LENGTH; i++) { buffer[i] = fileType[i - (ouputLength + SIDE_NAMING_LENGTH + ROUGHNESS_NAMING_LENGTH + TYPE_NAMING_LENGTH)]; } // // Setup scan vectors buffer for compute shader. glGenBuffers(1, &scanVectorsSSBO); glBindBuffer(GL_SHADER_STORAGE_BUFFER, scanVectorsSSBO); glBufferData(GL_SHADER_STORAGE_BUFFER, length * length * (3 + 1) * sizeof(GLfloat), 0, GL_DYNAMIC_DRAW); // see binding = 3 in the shader glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, scanVectorsSSBO); // Setup m and samples for compute shader. glUniform1ui(mLocation, exponent); glUniform1ui(samplesLocation, samples); // Results are in range [0.0 1.0] and not [0.0, 1.0[. glUniform1f(binaryFractionFactorLocation, 1.0f / (powf(2.0f, (GLfloat)exponent) - 1.0f)); printf("Generating pre filtered cube maps ...\n"); for (i = 0; i < 6; i++) { printf("Side: %d\n", i); switch (i) { case 0: // Positive X glusMatrix3x3Identityf(matrix); buffer[ouputLength + 1] = 'P'; buffer[ouputLength + 2] = 'O'; buffer[ouputLength + 3] = 'S'; buffer[ouputLength + 5] = 'X'; break; case 1: // Negative X glusMatrix3x3Identityf(matrix); glusMatrix3x3RotateRyf(matrix, 180.0f); buffer[ouputLength + 1] = 'N'; buffer[ouputLength + 2] = 'E'; buffer[ouputLength + 3] = 'G'; buffer[ouputLength + 5] = 'X'; break; case 2: // Positive Y glusMatrix3x3Identityf(matrix); glusMatrix3x3RotateRxf(matrix, 90.0f); glusMatrix3x3RotateRyf(matrix, 90.0f); buffer[ouputLength + 1] = 'P'; buffer[ouputLength + 2] = 'O'; buffer[ouputLength + 3] = 'S'; buffer[ouputLength + 5] = 'Y'; break; case 3: // Negative Y glusMatrix3x3Identityf(matrix); glusMatrix3x3RotateRxf(matrix, -90.0f); glusMatrix3x3RotateRyf(matrix, 90.0f); buffer[ouputLength + 1] = 'N'; buffer[ouputLength + 2] = 'E'; buffer[ouputLength + 3] = 'G'; buffer[ouputLength + 5] = 'Y'; break; case 4: // Positive Z glusMatrix3x3Identityf(matrix); glusMatrix3x3RotateRyf(matrix, -90.0f); buffer[ouputLength + 1] = 'P'; buffer[ouputLength + 2] = 'O'; buffer[ouputLength + 3] = 'S'; buffer[ouputLength + 5] = 'Z'; break; case 5: // Negative Z glusMatrix3x3Identityf(matrix); glusMatrix3x3RotateRyf(matrix, 90.0f); buffer[ouputLength + 1] = 'N'; buffer[ouputLength + 2] = 'E'; buffer[ouputLength + 3] = 'G'; buffer[ouputLength + 5] = 'Z'; break; } if (!mipMap) { // Generate scan vectors for (k = 0; k < length; k++) { for (m = 0; m < length; m++) { offsetVector[0] = 0.0f; offsetVector[1] = offset + step * (GLUSfloat)k; offsetVector[2] = offset + step * (GLUSfloat)m; glusVector3AddVector3f(normalVector, startVector, offsetVector); glusVector3Normalizef(normalVector); glusMatrix3x3MultiplyVector3f(&scanVectors[k * length * (3 + 1) + m * (3 + 1)], matrix, normalVector); } } // Upload scan vectors for each side. glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, length * length * (3 + 1) * sizeof(GLfloat), scanVectors); } // For all roughness levels for (k = 0; k < roughnessSamples; k++) { if (mipMap) { if (isHDR) { hdrOutput[1].width = length; hdrOutput[1].height = length; } else { tgaOutput[1].width = length; tgaOutput[1].height = length; } step = 2.0f / (GLUSfloat)length; offset = step * 0.5f; // Generate scan vectors for (m = 0; m < length; m++) { for (o = 0; o < length; o++) { offsetVector[0] = 0.0f; offsetVector[1] = offset + step * (GLUSfloat)m; offsetVector[2] = offset + step * (GLUSfloat)o; glusVector3AddVector3f(normalVector, startVector, offsetVector); glusVector3Normalizef(normalVector); glusMatrix3x3MultiplyVector3f(&scanVectors[m * length * (3 + 1) + o * (3 + 1)], matrix, normalVector); } } // Upload scan vectors for each side. glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, length * length * (3 + 1) * sizeof(GLfloat), scanVectors); } // Calculate roughness ... roughness = (GLUSfloat)k * 1.0f / (GLUSfloat)(roughnessSamples - 1); printf("Roughness: %f\n", roughness); // ... and set it up for compute shader. glUniform1f(roughnessLocation, roughness); if (mipMap) { // see binding = 2 in the shader glBindImageTexture(2, textureCookTorrance[k], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F); glPixelStorei(GL_PACK_ALIGNMENT, 1); } // Run the compute shader, which is doing the pre-filtering. glDispatchCompute(length / localSize, length / localSize, 1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureLambert); if (roughness == 0.0f) { // Compute shader stores result in given texture. glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, colorBufferLambert); } glActiveTexture(GL_TEXTURE2); if (mipMap) { glBindTexture(GL_TEXTURE_2D, textureCookTorrance[k]); } else { glBindTexture(GL_TEXTURE_2D, textureCookTorrance[0]); } // Compute shader stores result in given texture. glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, colorBufferCookTorrance); // Resolve for (p = 0; p < length; p++) { for (q = 0; q < length; q++) { // Some of the textures need to be stored flipped and mirrored down. switch (i) { case 0: case 1: case 4: case 5: // Positive X // Negative X // Positive Z // Negative Z x = length - 1 - q; y = length - 1 - p; break; case 2: case 3: // Positive Y // Negative Y x = q; y = p; break; } for (o = 0; o < stride; o++) { if (isHDR) { if (roughness == 0.0f) { hdrOutput[0].data[p * length * stride + q * stride + o] = colorBufferLambert[y * length * 4 + x * 4 + o]; } hdrOutput[1].data[p * length * stride + q * stride + o] = colorBufferCookTorrance[y * length * 4 + x * 4 + o]; } else { if (roughness == 0.0f) { tgaOutput[0].data[p * length * stride + q * stride + o] = (GLUSubyte)glusMathClampf(colorBufferLambert[y * length * 4 + x * 4 + o] * 255.0f, 0.0f, 255.0f); } tgaOutput[1].data[p * length * stride + q * stride + o] = (GLUSubyte)glusMathClampf(colorBufferCookTorrance[y * length * 4 + x * 4 + o] * 255.0f, 0.0f, 255.0f); } } } } // Construct save name depending on roughness level. buffer[ouputLength + 7] = '0' + (k / 10); buffer[ouputLength + 8] = '0' + (k % 10); if (isHDR) { if (roughness == 0.0f) { buffer[ouputLength + 10] = 'd'; glusImageSaveHdr(buffer, &hdrOutput[0]); } buffer[ouputLength + 10] = 's'; glusImageSaveHdr(buffer, &hdrOutput[1]); } else { if (roughness == 0.0f) { buffer[ouputLength + 10] = 'd'; glusImageSaveTga(buffer, &tgaOutput[0]); } buffer[ouputLength + 10] = 's'; glusImageSaveTga(buffer, &tgaOutput[1]); } if (mipMap) { length /= 2; } } if (mipMap) { length = 1 << lengthExponent; } } printf("completed!\n"); // // Freeing resources // free(scanVectors); free(colorBufferLambert); free(colorBufferCookTorrance); glusProgramDestroy(&computeProgram); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); if (g_cubemap) { glDeleteTextures(1, &g_cubemap); g_cubemap = 0; } glBindTexture(GL_TEXTURE_2D, 0); if (textureLambert) { glDeleteTextures(1, &textureLambert); textureLambert = 0; } if (!mipMap) { if (textureCookTorrance[0]) { glDeleteTextures(1, textureCookTorrance); textureCookTorrance[0] = 0; } } else { glDeleteTextures(roughnessSamples, textureCookTorrance); } if (isHDR) { glusImageDestroyHdr(&hdrOutput[0]); glusImageDestroyHdr(&hdrOutput[1]); } else { glusImageDestroyTga(&tgaOutput[0]); glusImageDestroyTga(&tgaOutput[1]); } glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); if (scanVectorsSSBO) { glDeleteBuffers(1, &scanVectorsSSBO); scanVectorsSSBO = 0; } // // Shutdown OpenGL. // glusWindowShutdown(); return 0; }
GLUSboolean init(GLUSvoid) { GLUSshape cube; GLUStgaimage image; GLUStextfile vertexSource; GLUStextfile fragmentSource; glusFileLoadText("../Example08_ES/shader/cubemap.vert.glsl", &vertexSource); glusFileLoadText("../Example08_ES/shader/cubemap.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_modelViewMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_inverseViewMatrixLocation = glGetUniformLocation(g_program.program, "u_inverseViewMatrix"); g_cubemapTextureLocation = glGetUniformLocation(g_program.program, "u_cubemapTexture"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // // Here we create the cube map. glGenTextures(1, &g_cubemapTexture); glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemapTexture); glusImageLoadTga("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("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("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("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("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("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); // glusShapeCreateCubef(&cube, 0.5f); g_numberIndicesSphere = cube.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, cube.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) cube.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, cube.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) cube.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, cube.numberIndices * sizeof(GLuint), (GLuint*) cube.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusShapeDestroyf(&cube); // glUseProgram(g_program.program); 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); // // Activate and set the cube map. glUniform1i(g_cubemapTextureLocation, 0); glBindTexture(GL_TEXTURE_CUBE_MAP, g_cubemapTexture); // // As the camera does not move, we can create the view matrix here. glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUSshape wavefrontObj; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLfloat viewMatrix[16]; GLfloat lightDirection[3]; lightDirection[0] = g_lightPosition[0]; lightDirection[1] = g_lightPosition[1]; lightDirection[2] = g_lightPosition[2]; glusVector3Normalizef(lightDirection); // glusFileLoadText("../Example34/shader/renderdepthmap.vert.glsl", &vertexSource); glusFileLoadText("../Example34/shader/renderdepthmap.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_programDepthPass, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // glusFileLoadText("../Example34/shader/subsurfacescattering.vert.glsl", &vertexSource); glusFileLoadText("../Example34/shader/subsurfacescattering.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_projectionMatrixDepthPassLocation = glGetUniformLocation(g_programDepthPass.program, "u_projectionMatrix"); g_modelViewMatrixDepthPassLocation = glGetUniformLocation(g_programDepthPass.program, "u_modelViewMatrix"); g_vertexDepthPassLocation = glGetAttribLocation(g_programDepthPass.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_depthPassMatrixLocation = glGetUniformLocation(g_program.program, "u_depthPassMatrix"); g_diffuseColorLocation = glGetUniformLocation(g_program.program, "u_diffuseColor"); g_scatterColorLocation = glGetUniformLocation(g_program.program, "u_scatterColor"); g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); g_depthPassTextureLocation = glGetUniformLocation(g_program.program, "u_depthPassTexture"); g_nearFarLocation = glGetUniformLocation(g_program.program, "u_nearFar"); g_wrapLocation = glGetUniformLocation(g_program.program, "u_wrap"); g_scatterWidthLocation = glGetUniformLocation(g_program.program, "u_scatterWidth"); g_scatterFalloffLocation = glGetUniformLocation(g_program.program, "u_scatterFalloff"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // glGenTextures(1, &g_depthPassTexture); glBindTexture(GL_TEXTURE_2D, g_depthPassTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, g_depthPassTextureSize, g_depthPassTextureSize, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 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); glBindTexture(GL_TEXTURE_2D, 0); // glGenFramebuffers(1, &g_fbo); glBindFramebuffer(GL_FRAMEBUFFER, g_fbo); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, g_depthPassTexture, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf("GL_FRAMEBUFFER_COMPLETE error 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); return GLUS_FALSE; } glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glBindFramebuffer(GL_FRAMEBUFFER, 0); // // Use a helper function to load an wavefront object file. glusShapeLoadWavefront("dragon.obj", &wavefrontObj); g_numberVertices = wavefrontObj.numberVertices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) wavefrontObj.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) wavefrontObj.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glusShapeDestroyf(&wavefrontObj); // 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_depthPassTextureLocation, 0); // Dragon 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); // glUseProgram(g_programDepthPass.program); // Dragon glGenVertexArrays(1, &g_vaoDepthPass); glBindVertexArray(g_vaoDepthPass); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexDepthPassLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexDepthPassLocation); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { // This is a white light. struct LightProperties light = { { 1.0f, 1.0f, 1.0f }, { 0.3f, 0.3f, 0.3f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } }; // Green color material with white specular color, half transparent. struct MaterialProperties material = { { 0.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, 20.0f, 0.5f }; static GLfloat biasMatrix[] = { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f }; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSshape wavefrontObj; glusFileLoadText("shader/phong_depth_peel.vert.glsl", &vertexSource); glusFileLoadText("shader/phong_depth_peel.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_biasMatrixLocation = glGetUniformLocation(g_program.program, "u_biasMatrix"); g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_modelViewMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_light.directionLocation = glGetUniformLocation(g_program.program, "u_light.direction"); g_light.ambientColorLocation = glGetUniformLocation(g_program.program, "u_light.ambientColor"); g_light.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_light.diffuseColor"); g_light.specularColorLocation = glGetUniformLocation(g_program.program, "u_light.specularColor"); g_material.ambientColorLocation = glGetUniformLocation(g_program.program, "u_material.ambientColor"); g_material.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_material.diffuseColor"); g_material.specularColorLocation = glGetUniformLocation(g_program.program, "u_material.specularColor"); g_material.specularExponentLocation = glGetUniformLocation(g_program.program, "u_material.specularExponent"); g_material.alphaLocation = glGetUniformLocation(g_program.program, "u_material.alpha"); g_peelTextureLocation = glGetUniformLocation(g_program.program, "u_peelTexture"); g_layerLocation = glGetUniformLocation(g_program.program, "u_layer"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // glusFileLoadText("shader/fullscreen_blend.vert.glsl", &vertexSource); glusFileLoadText("shader/fullscreen_blend.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_blendFullscreenProgram, (const GLchar**)&vertexSource.text, 0, 0, 0, (const GLchar**)&fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_framebufferTextureBlendFullscreenLocation = glGetUniformLocation(g_blendFullscreenProgram.program, "u_framebufferTexture"); g_layersBlendFullscreenLocation = glGetUniformLocation(g_blendFullscreenProgram.program, "u_layers"); // // Use a helper function to load an wavefront object file. glusShapeLoadWavefront("../../media/dragon.obj", &wavefrontObj); g_numberVertices = wavefrontObj.numberVertices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) wavefrontObj.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) wavefrontObj.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glusShapeDestroyf(&wavefrontObj); // // // Setting up the frame buffer. // glGenTextures(1, &g_colorTexture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, g_colorTexture); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, SCREEN_WIDTH, SCREEN_HEIGHT, LAYERS, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D_ARRAY, 0); // glGenTextures(2, g_depthTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_depthTexture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 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); // Peel depth test "function". See shader for more information. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER); glBindTexture(GL_TEXTURE_2D, g_depthTexture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 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); // Peel depth test "function". See shader for more information. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER); glBindTexture(GL_TEXTURE_2D, 0); // glGenFramebuffers(1, &g_blendFullscreenFBO); glBindFramebuffer(GL_FRAMEBUFFER, g_blendFullscreenFBO); // Attach the color buffer ... glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, g_colorTexture, 0, 0); // ... and the depth buffer, glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, g_depthTexture[1], 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf("GL_FRAMEBUFFER_COMPLETE error 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); return GLUS_FALSE; } glBindFramebuffer(GL_FRAMEBUFFER, 0); // glUseProgram(g_blendFullscreenProgram.program); glGenVertexArrays(1, &g_blendFullscreenVAO); glBindVertexArray(g_blendFullscreenVAO); glUniform1i(g_framebufferTextureBlendFullscreenLocation, 0); glUniform1i(g_layersBlendFullscreenLocation, LAYERS); glBindVertexArray(0); // glUseProgram(g_program.program); 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); glBindVertexArray(0); // glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // glusVector3Normalizef(light.direction); // Transform light to camera space, as it is currently in world space. glusMatrix4x4MultiplyVector3f(light.direction, g_viewMatrix, light.direction); // Set up light ... glUniform3fv(g_light.directionLocation, 1, light.direction); glUniform4fv(g_light.ambientColorLocation, 1, light.ambientColor); glUniform4fv(g_light.diffuseColorLocation, 1, light.diffuseColor); glUniform4fv(g_light.specularColorLocation, 1, light.specularColor); // ... and material values. glUniform4fv(g_material.ambientColorLocation, 1, material.ambientColor); glUniform4fv(g_material.diffuseColorLocation, 1, material.diffuseColor); glUniform4fv(g_material.specularColorLocation, 1, material.specularColor); glUniform1f(g_material.specularExponentLocation, material.specularExponent); glUniform1f(g_material.alphaLocation, material.alpha); glUniform1i(g_peelTextureLocation, 1); glUniformMatrix4fv(g_biasMatrixLocation, 1, GL_FALSE, biasMatrix); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUSshape plane; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUStgaimage image; GLfloat normalMatrix[9]; glusFileLoadText("../Example07/shader/normmap.vert.glsl", &vertexSource); glusFileLoadText("../Example07/shader/normmap.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_modelViewMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); // One texture for the color and one for the normals. g_textureLocation = glGetUniformLocation(g_program.program, "u_texture"); g_normalMapLocation = glGetUniformLocation(g_program.program, "u_normalMap"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); // The tangent, bitangent and normal do define the tangent space. They are defined in object space, the inverse brings coordinates back to this tangent space. g_tangentLocation = glGetAttribLocation(g_program.program, "a_tangent"); g_bitangentLocation = glGetAttribLocation(g_program.program, "a_bitangent"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); g_texCoordLocation = glGetAttribLocation(g_program.program, "a_texCoord"); // glusImageLoadTga("rock_color.tga", &image); glGenTextures(1, &g_texture); glBindTexture(GL_TEXTURE_2D, g_texture); glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); glusImageDestroyTga(&image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); glusImageLoadTga("rock_normal.tga", &image); glGenTextures(1, &g_normalMap); glBindTexture(GL_TEXTURE_2D, g_normalMap); glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); glusImageDestroyTga(&image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // glusShapeCreatePlanef(&plane, 1.5f); g_numberIndicesPlane = plane.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_tangentsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_tangentsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.tangents, GL_STATIC_DRAW); glGenBuffers(1, &g_bitangentsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_bitangentsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.bitangents, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.normals, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) plane.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, g_numberIndicesPlane * sizeof(GLuint), (GLuint*) plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusShapeDestroyf(&plane); // glUseProgram(g_program.program); 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_tangentsVBO); glVertexAttribPointer(g_tangentLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_tangentLocation); glBindBuffer(GL_ARRAY_BUFFER, g_bitangentsVBO); glVertexAttribPointer(g_bitangentLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_bitangentLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glUniformMatrix4fv(g_modelViewMatrixLocation, 1, GL_FALSE, g_viewMatrix); glusMatrix4x4ExtractMatrix3x3f(normalMatrix, g_viewMatrix); glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, normalMatrix); // // Activate and bind first ... glUniform1i(g_textureLocation, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_texture); // .. and second texture. glUniform1i(g_normalMapLocation, 1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_normalMap); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUStgaimage image; GLUSshape plane; // glusMatrix4x4LookAtf(g_viewMatrix, g_camera.eye[0], g_camera.eye[1], g_camera.eye[2], g_camera.center[0], g_camera.center[1], g_camera.center[2], g_camera.up[0], g_camera.up[1], g_camera.up[2]); // if (!initWavefront(g_viewMatrix, &g_light)) { return GLUS_FALSE; } // glusFileLoadText("../Example19_ES/shader/basic_proj.vert.glsl", &vertexSource); glusFileLoadText("../Example19_ES/shader/texture_multi_proj.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // // Retrieve the uniform locations in the program. g_viewProjectionMatrixLocation = glGetUniformLocation(g_program.program, "u_viewProjectionMatrix"); g_viewProjectionBiasTextureMatrixLocation = glGetUniformLocation(g_program.program, "u_viewProjectionBiasTextureMatrix"); g_modelMatrixLocation = glGetUniformLocation(g_program.program, "u_modelMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); g_repeatLocation = glGetUniformLocation(g_program.program, "u_repeat"); g_textureLocation = glGetUniformLocation(g_program.program, "u_texture"); g_mirrorTextureLocation = glGetUniformLocation(g_program.program, "u_mirrorTexture"); // Retrieve the attribute locations in the program. g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); g_texCoordLocation = glGetAttribLocation(g_program.program, "a_texCoord"); // // Texture set up. glusImageLoadTga("ice.tga", &image); glGenTextures(1, &g_texture); glBindTexture(GL_TEXTURE_2D, g_texture); glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); // Mipmap generation is now included in OpenGL 3 and above glGenerateMipmap(GL_TEXTURE_2D); // Trilinear filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // // Setting up the offscreen frame buffer. // glGenTextures(1, &g_mirrorTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_mirrorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GLUS_RGB, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GLUS_RGB, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); // glGenRenderbuffers(1, &g_depthMirrorTexture); glBindRenderbuffer(GL_RENDERBUFFER, g_depthMirrorTexture); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, TEXTURE_WIDTH, TEXTURE_HEIGHT); glBindRenderbuffer(GL_RENDERBUFFER, 0); // glGenFramebuffers(1, &g_fboMirrorTexture); glBindFramebuffer(GL_FRAMEBUFFER, g_fboMirrorTexture); // Attach the color buffer ... glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_mirrorTexture, 0); // ... and the depth buffer, glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, g_depthMirrorTexture); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf("GL_FRAMEBUFFER_COMPLETE error 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); return GLUS_FALSE; } glBindFramebuffer(GL_FRAMEBUFFER, 0); // // // glusShapeCreatePlanef(&plane, 3.0f); g_numberIndicesSphere = plane.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.normals, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) plane.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, plane.numberIndices * sizeof(GLuint), (GLuint*) plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusShapeDestroyf(&plane); // glUseProgram(g_program.program); 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_ARRAY_BUFFER, g_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_texture); glUniform1i(g_textureLocation, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_mirrorTexture); glUniform1i(g_mirrorTextureLocation, 1); // How many times the surface texture is repeated. glUniform1f(g_repeatLocation, 6.0f); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLfloat lightDirection[3] = { 1.0f, 1.0f, 1.0f }; GLfloat color[4] = { 0.0f, 1.0f, 1.0f, 1.0f }; GLUStextfile computeSource; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLint i; GLfloat matrix[16]; GLfloat* normals; GLfloat distanceRest; GLfloat distanceDiagonalRest; GLfloat sphereCenter[4] = {0.0f, 0.0f, -0.01f, 1.0f}; GLfloat sphereRadius = 1.0f; glusFileLoadText("../Example40/shader/cloth.comp.glsl", &computeSource); glusProgramBuildComputeFromSource(&g_computeProgram, (const GLchar**) &computeSource.text); glusFileDestroyText(&computeSource); glusFileLoadText("../Example40/shader/cloth.vert.glsl", &vertexSource); glusFileLoadText("../Example40/shader/cloth.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_verticesPerRowLocation = glGetUniformLocation(g_computeProgram.program, "u_verticesPerRow"); g_deltaTimeLocation = glGetUniformLocation(g_computeProgram.program, "u_deltaTime"); g_distanceRestLocation = glGetUniformLocation(g_computeProgram.program, "u_distanceRest"); g_distanceDiagonalRestLocation = glGetUniformLocation(g_computeProgram.program, "u_distanceDiagonalRest"); g_sphereCenterLocation = glGetUniformLocation(g_computeProgram.program, "u_sphereCenter"); g_sphereRadiusLocation = glGetUniformLocation(g_computeProgram.program, "u_sphereRadius"); g_modelViewProjectionMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewProjectionMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_lightDirectionLocation = glGetUniformLocation(g_program.program, "u_lightDirection"); g_colorLocation = glGetUniformLocation(g_program.program, "u_color"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // // Use a helper function to create a grid plane. glusShapeCreateRectangularGridPlanef(&g_gridPlane, 2.0f, 2.0f, ROWS, ROWS, GLUS_FALSE); // Use x, as only horizontal and vertical springs are used. Adapt this, if diagonal or a non square grid is used. distanceRest = g_gridPlane.vertices[4] - g_gridPlane.vertices[0]; distanceDiagonalRest = sqrtf(2.0f * distanceRest * distanceRest); // Rotate by 90 degrees, that the grid is in the x-z-plane. glusMatrix4x4Identityf(matrix); glusMatrix4x4Translatef(matrix, 0.0f, 1.1f, 0.0f); glusMatrix4x4RotateRxf(matrix, -90.0f); for (i = 0; i < g_gridPlane.numberVertices; i++) { glusMatrix4x4MultiplyPoint4f(&g_gridPlane.vertices[4 * i], matrix, &g_gridPlane.vertices[4 * i]); } g_numberIndicesPlane = g_gridPlane.numberIndices; glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, g_gridPlane.numberIndices * sizeof(GLuint), (GLuint*) g_gridPlane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // normals = (GLfloat*)malloc(g_gridPlane.numberVertices * 4 * sizeof(GLfloat)); // Add one more GLfloat channel as padding for std430 layout. glusPaddingConvertf(normals, g_gridPlane.normals, 3, 1, g_gridPlane.numberVertices); free(g_gridPlane.normals); g_gridPlane.normals = normals; // glGenBuffers(3, g_verticesBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_verticesBuffer[0]); glBufferData(GL_SHADER_STORAGE_BUFFER, g_gridPlane.numberVertices * 4 * sizeof(GLfloat), g_gridPlane.vertices, GL_DYNAMIC_DRAW); glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_verticesBuffer[1]); glBufferData(GL_SHADER_STORAGE_BUFFER, g_gridPlane.numberVertices * 4 * sizeof(GLfloat), g_gridPlane.vertices, GL_DYNAMIC_DRAW); glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_verticesBuffer[2]); glBufferData(GL_SHADER_STORAGE_BUFFER, g_gridPlane.numberVertices * 4 * sizeof(GLfloat), 0, GL_DYNAMIC_DRAW); glGenBuffers(1, &g_normalsBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_normalsBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, g_gridPlane.numberVertices * 4 * sizeof(GLfloat), g_gridPlane.normals, GL_DYNAMIC_DRAW); // glUseProgram(g_program.program); glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_normalsBuffer); glVertexAttribPointer(g_normalLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ARRAY_BUFFER, g_verticesBuffer[2]); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBindVertexArray(0); // glusVector3Normalizef(lightDirection); glUniform3fv(g_lightDirectionLocation, 1, lightDirection); glUniform4fv(g_colorLocation, 1, color); glUseProgram(0); // glUseProgram(g_computeProgram.program); glUniform1i(g_verticesPerRowLocation, ROWS + 1); glUniform1f(g_distanceRestLocation, distanceRest); glUniform1f(g_distanceDiagonalRestLocation, distanceDiagonalRest); glUniform4fv(g_sphereCenterLocation, 1, sphereCenter); glUniform1f(g_sphereRadiusLocation, sphereRadius); glUseProgram(0); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); // if (!initSphere(sphereCenter, sphereRadius, lightDirection)) { return GLUS_FALSE; } return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLfloat viewMatrix[16]; GLUSshape plane; GLUStextfile vertexSource; GLUStextfile controlSource; GLUStextfile evaluationSource; GLUStextfile geometrySource; GLUStextfile fragmentSource; GLUStgaimage image; glusFileLoadText("../Example23/shader/tessellation.vert.glsl", &vertexSource); glusFileLoadText("../Example23/shader/tessellation.cont.glsl", &controlSource); glusFileLoadText("../Example23/shader/tessellation.eval.glsl", &evaluationSource); glusFileLoadText("../Example23/shader/tessellation.geom.glsl", &geometrySource); glusFileLoadText("../Example23/shader/tessellation.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &controlSource.text, (const GLUSchar**) &evaluationSource.text, (const GLUSchar**) &geometrySource.text, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&controlSource); glusFileDestroyText(&evaluationSource); glusFileDestroyText(&geometrySource); glusFileDestroyText(&fragmentSource); // 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_colorTextureLocation = glGetUniformLocation(g_program.program, "u_colorTexture"); g_normalTextureLocation = glGetUniformLocation(g_program.program, "u_normalTexture"); g_displacementScaleLocation = glGetUniformLocation(g_program.program, "u_displacementScale"); g_screenDistanceLocation = glGetUniformLocation(g_program.program, "u_screenDistance"); g_doTessellateLocation = glGetUniformLocation(g_program.program, "u_doTessellate"); g_widthLocation = glGetUniformLocation(g_program.program, "u_width"); g_heightLocation = glGetUniformLocation(g_program.program, "u_height"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_tangentLocation = glGetAttribLocation(g_program.program, "a_tangent"); g_bitangentLocation = glGetAttribLocation(g_program.program, "a_bitangent"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); g_texCoordLocation = glGetAttribLocation(g_program.program, "a_texCoord"); // // Load the image. glusImageLoadTga("four_shapes_color.tga", &image); glActiveTexture(GL_TEXTURE0); // Generate and bind a texture. glGenTextures(1, &g_colorTexture); glBindTexture(GL_TEXTURE_2D, g_colorTexture); // Transfer the image data from the CPU to the GPU. glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); // Setting the texture parameters. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glusImageDestroyTga(&image); // // Load the image. glusImageLoadTga("four_shapes_normal.tga", &image); glActiveTexture(GL_TEXTURE1); // Generate and bind a texture. glGenTextures(1, &g_normalTexture); glBindTexture(GL_TEXTURE_2D, g_normalTexture); // Transfer the image data from the CPU to the GPU. glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data); // Setting the texture parameters. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glusImageDestroyTga(&image); // glActiveTexture(GL_TEXTURE0); // // Core grid glusShapeCreateRectangularGridPlanef(&plane, 3.0f, 3.0f, 16, 16, GLUS_FALSE); g_numberIndicesPlane = plane.numberIndices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_tangentsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_tangentsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.tangents, GL_STATIC_DRAW); glGenBuffers(1, &g_bitangentsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_bitangentsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.bitangents, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) plane.normals, GL_STATIC_DRAW); glGenBuffers(1, &g_texCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) plane.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_indicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, g_numberIndicesPlane * sizeof(GLuint), (GLuint*) plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusShapeDestroyf(&plane); // glUseProgram(g_program.program); // Calculate the view matrix ... glusMatrix4x4LookAtf(viewMatrix, 0.0f, 4.0f, 4.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glUniformMatrix4fv(g_viewMatrixLocation, 1, GL_FALSE, viewMatrix); // Global variable to scale the displacement glUniform1f(g_displacementScaleLocation, g_displacementScale); // Tessellate smaller than the given distance glUniform1f(g_screenDistanceLocation, 8.0f); // Enable tesselllation glUniform1i(g_doTessellateLocation, 1); // glUniform1i(g_colorTextureLocation, 0); glUniform1i(g_normalTextureLocation, 1); // 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_tangentsVBO); glVertexAttribPointer(g_tangentLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_tangentLocation); glBindBuffer(GL_ARRAY_BUFFER, g_bitangentsVBO); glVertexAttribPointer(g_bitangentLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_bitangentLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); // We process triangle patches glPatchParameteri(GL_PATCH_VERTICES, 3); return GLUS_TRUE; }
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; }
GLUSboolean init(GLUSvoid) { // This is a white light. struct LightProperties light = { { 1.0f, 1.0f, 1.0f }, { 0.3f, 0.3f, 0.3f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } }; // Green color material with white specular color, half transparent. struct MaterialProperties material = { { 0.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, 20.0f, 0.5f }; // Buffer for cleaning the head index testure. static GLuint clearBuffer[SCREEN_WIDTH * SCREEN_HEIGHT]; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSshape wavefrontObj; GLuint i; for (i = 0; i < SCREEN_WIDTH * SCREEN_HEIGHT; i++) { // 0xffffffff means end of list, so for the start tehre is no entry. clearBuffer[i] = 0xffffffff; } // glusFileLoadText("../Example36/shader/phong_linked_list.vert.glsl", &vertexSource); glusFileLoadText("../Example36/shader/phong_linked_list.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_modelViewMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_light.directionLocation = glGetUniformLocation(g_program.program, "u_light.direction"); g_light.ambientColorLocation = glGetUniformLocation(g_program.program, "u_light.ambientColor"); g_light.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_light.diffuseColor"); g_light.specularColorLocation = glGetUniformLocation(g_program.program, "u_light.specularColor"); g_material.ambientColorLocation = glGetUniformLocation(g_program.program, "u_material.ambientColor"); g_material.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_material.diffuseColor"); g_material.specularColorLocation = glGetUniformLocation(g_program.program, "u_material.specularColor"); g_material.specularExponentLocation = glGetUniformLocation(g_program.program, "u_material.specularExponent"); g_material.alphaLocation = glGetUniformLocation(g_program.program, "u_material.alpha"); g_maxNodesLocation = glGetUniformLocation(g_program.program, "u_maxNodes"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // glusFileLoadText("../Example36/shader/fullscreen_blend.vert.glsl", &vertexSource); glusFileLoadText("../Example36/shader/fullscreen_blend.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_blendFullscreenProgram, (const GLchar**)&vertexSource.text, 0, 0, 0, (const GLchar**)&fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // Atomic counter to gather a free node slot concurrently. glGenBuffers(1, &g_freeNodeIndex); glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, BINDING_ATOMIC_FREE_INDEX, g_freeNodeIndex); glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint), 0, GL_DYNAMIC_DRAW); // Head index texture/image, which contains the glGenTextures(1, &g_headIndexTexture); glBindTexture(GL_TEXTURE_2D, g_headIndexTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, 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); glBindTexture(GL_TEXTURE_2D, 0); glBindImageTexture(BINDING_IMAGE_HEAD_INDEX, g_headIndexTexture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32UI); // Buffer to clear/reset the head pointers. glGenBuffers(1, &g_clearBuffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, g_clearBuffer); glBufferData(GL_PIXEL_UNPACK_BUFFER, SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(GLuint), clearBuffer, GL_STATIC_COPY); // Buffer for the linked list. glGenBuffers(1, &g_linkedListBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, BINDING_BUFFER_LINKED_LIST, g_linkedListBuffer); // Size is RGBA, depth (5 * GLfloat), next pointer (1 * GLuint) and 2 paddings (2 * GLfloat). glBufferData(GL_SHADER_STORAGE_BUFFER, MAX_NODES * (sizeof(GLfloat) * 5 + sizeof(GLuint) * 1) + sizeof(GLfloat) * 2, 0, GL_DYNAMIC_DRAW); // // Use a helper function to load an wavefront object file. glusShapeLoadWavefront("dragon.obj", &wavefrontObj); g_numberVertices = wavefrontObj.numberVertices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) wavefrontObj.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) wavefrontObj.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glusShapeDestroyf(&wavefrontObj); // glUseProgram(g_blendFullscreenProgram.program); glGenVertexArrays(1, &g_blendFullscreenVAO); glBindVertexArray(g_blendFullscreenVAO); glBindVertexArray(0); // glUseProgram(g_program.program); 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); glBindVertexArray(0); // glusMatrix4x4LookAtf(g_viewMatrix, 0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // glusVector3Normalizef(light.direction); // Transform light to camera space, as it is currently in world space. glusMatrix4x4MultiplyVector3f(light.direction, g_viewMatrix, light.direction); // Set up light ... glUniform3fv(g_light.directionLocation, 1, light.direction); glUniform4fv(g_light.ambientColorLocation, 1, light.ambientColor); glUniform4fv(g_light.diffuseColorLocation, 1, light.diffuseColor); glUniform4fv(g_light.specularColorLocation, 1, light.specularColor); // ... and material values. glUniform4fv(g_material.ambientColorLocation, 1, material.ambientColor); glUniform4fv(g_material.diffuseColorLocation, 1, material.diffuseColor); glUniform4fv(g_material.specularColorLocation, 1, material.specularColor); glUniform1f(g_material.specularExponentLocation, material.specularExponent); glUniform1f(g_material.alphaLocation, material.alpha); glUniform1ui(g_maxNodesLocation, MAX_NODES); // glDisable(GL_DEPTH_TEST); return GLUS_TRUE; }
GLUSboolean initWavefront(GLUSfloat viewMatrix[16], struct LightProperties* light) { // Color material with white specular color. struct MaterialProperties material = { { 0.0f, 1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f }, 20.0f }; GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUSshape wavefrontObj; g_viewMatrix = viewMatrix; g_light = light; // glusFileLoadText("shader/phong.vert.glsl", &vertexSource); glusFileLoadText("shader/phong.frag.glsl", &fragmentSource); glusProgramBuildFromSource(&g_program, (const GLUSchar**) &vertexSource.text, 0, 0, 0, (const GLUSchar**) &fragmentSource.text); glusFileDestroyText(&vertexSource); glusFileDestroyText(&fragmentSource); // g_projectionMatrixLocation = glGetUniformLocation(g_program.program, "u_projectionMatrix"); g_modelViewMatrixLocation = glGetUniformLocation(g_program.program, "u_modelViewMatrix"); g_normalMatrixLocation = glGetUniformLocation(g_program.program, "u_normalMatrix"); g_lightLocations.directionLocation = glGetUniformLocation(g_program.program, "u_light.direction"); g_lightLocations.ambientColorLocation = glGetUniformLocation(g_program.program, "u_light.ambientColor"); g_lightLocations.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_light.diffuseColor"); g_lightLocations.specularColorLocation = glGetUniformLocation(g_program.program, "u_light.specularColor"); g_material.ambientColorLocation = glGetUniformLocation(g_program.program, "u_material.ambientColor"); g_material.diffuseColorLocation = glGetUniformLocation(g_program.program, "u_material.diffuseColor"); g_material.specularColorLocation = glGetUniformLocation(g_program.program, "u_material.specularColor"); g_material.specularExponentLocation = glGetUniformLocation(g_program.program, "u_material.specularExponent"); g_vertexLocation = glGetAttribLocation(g_program.program, "a_vertex"); g_normalLocation = glGetAttribLocation(g_program.program, "a_normal"); // // Use a helper function to load an wavefront object file. glusShapeLoadWavefront("teapot.obj", &wavefrontObj); g_numberVertices = wavefrontObj.numberVertices; glGenBuffers(1, &g_verticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) wavefrontObj.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_normalsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glBufferData(GL_ARRAY_BUFFER, wavefrontObj.numberVertices * 3 * sizeof(GLfloat), (GLfloat*) wavefrontObj.normals, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glusShapeDestroyf(&wavefrontObj); // glUseProgram(g_program.program); 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); // glusVector3Normalizef(g_light->direction); // Set up light ... // Direction is set later glUniform4fv(g_lightLocations.ambientColorLocation, 1, g_light->ambientColor); glUniform4fv(g_lightLocations.diffuseColorLocation, 1, g_light->diffuseColor); glUniform4fv(g_lightLocations.specularColorLocation, 1, g_light->specularColor); // ... and material values. glUniform4fv(g_material.ambientColorLocation, 1, material.ambientColor); glUniform4fv(g_material.diffuseColorLocation, 1, material.diffuseColor); glUniform4fv(g_material.specularColorLocation, 1, material.specularColor); glUniform1f(g_material.specularExponentLocation, material.specularExponent); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); return GLUS_TRUE; }
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; }