Пример #1
0
Файл: main.c Проект: AJ92/OpenGL
/**
 * 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;
}
Пример #2
0
Файл: main.c Проект: AJ92/OpenGL
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("../Example02/shader/simple.vert.glsl", &vertexSource);
    glusFileLoadText("../Example02/shader/red.frag.glsl", &fragmentSource);

    // Build the program.
    glusProgramBuildFromSource(&g_program, (const GLchar**) &vertexSource.text, 0, 0, 0, (const GLchar**) &fragmentSource.text);

    // Destroy the text resources.
    glusFileDestroyText(&vertexSource);
    glusFileDestroyText(&fragmentSource);

    //

    // Retrieve the vertex location in the program.
    g_vertexLocation = glGetAttribLocation(g_program.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);

    //

    // Use the program.
    glUseProgram(g_program.program);

    // Create the VAO for the program.
    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;
}
Пример #3
0
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);
}
Пример #4
0
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);
}
Пример #5
0
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);
}
Пример #6
0
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;
}
Пример #7
0
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);
}
Пример #8
0
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;
}
Пример #9
0
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;
}
Пример #10
0
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;
}
Пример #11
0
Файл: main.c Проект: AJ92/OpenGL
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;
}
Пример #12
0
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;
}
Пример #13
0
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;
}
Пример #14
0
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;
}
Пример #15
0
Файл: main.c Проект: AJ92/OpenGL
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;
}
Пример #16
0
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;
}
Пример #17
0
Файл: main.c Проект: AJ92/OpenGL
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;
}
Пример #18
0
GLUSboolean init(GLUSvoid)
{
	GLint i;

	GLUStextfile vertexSource;
	GLUStextfile fragmentSource;
	GLUStextfile computeSource;

	glusFileLoadText("shader/fullscreen.vert.glsl", &vertexSource);
	glusFileLoadText("shader/texture.frag.glsl", &fragmentSource);

	glusProgramBuildFromSource(&g_program, (const GLchar**)&vertexSource.text, 0, 0, 0, (const GLchar**)&fragmentSource.text);

	glusFileDestroyText(&vertexSource);
	glusFileDestroyText(&fragmentSource);

	glusFileLoadText("shader/raytrace.comp.glsl", &computeSource);

	glusProgramBuildComputeFromSource(&g_computeProgram, (const GLchar**)&computeSource.text);

	glusFileDestroyText(&computeSource);

	//

	// Retrieve the uniform locations in the program.
	g_textureLocation = glGetUniformLocation(g_program.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, WIDTH, HEIGHT, 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);

	//
	//

	glUseProgram(g_program.program);

	glGenVertexArrays(1, &g_vao);
	glBindVertexArray(g_vao);

	//

	// Also bind created texture ...
	glBindTexture(GL_TEXTURE_2D, g_texture);

	// ... and bind this texture as an image, as we will write to it. see binding = 0 in shader.
	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);

	//

	printf("Preparing buffers ... ");

	// Generate the ray directions depending on FOV, width and height.
	if (!glusRaytracePerspectivef(g_directionBuffer, DIRECTION_BUFFER_PADDING, 30.0f, WIDTH, HEIGHT))
	{
		printf("failed!\n");

		printf("Error: Could not create direction buffer.\n");

		return GLUS_FALSE;
	}

	// Compute shader will use these textures just for input.
	glusRaytraceLookAtf(g_positionBuffer, g_directionBuffer, g_directionBuffer, DIRECTION_BUFFER_PADDING, WIDTH, HEIGHT, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f);

	for (i = 0; i < WIDTH * HEIGHT * STACK_NODE_FLOATS * NUM_STACK_NODES; i++)
	{
		g_stackBuffer[i] = 0.0f;
	}

	printf("done!\n");

	//
	// Buffers with the initial ray position and direction.
	//

	glGenBuffers(1, &g_directionSSBO);

	glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_directionSSBO);
	glBufferData(GL_SHADER_STORAGE_BUFFER, WIDTH * HEIGHT * (3 + DIRECTION_BUFFER_PADDING) * sizeof(GLfloat), g_directionBuffer, GL_STATIC_DRAW);
	// see binding = 1 in the shader
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, g_directionSSBO);

	//

	glGenBuffers(1, &g_positionSSBO);

	glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_positionSSBO);
	glBufferData(GL_SHADER_STORAGE_BUFFER, WIDTH * HEIGHT * 4 * sizeof(GLfloat), g_positionBuffer, GL_STATIC_DRAW);
	// see binding = 2 in the shader
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, g_positionSSBO);

	//

	glGenBuffers(1, &g_stackSSBO);

	glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_stackSSBO);
	glBufferData(GL_SHADER_STORAGE_BUFFER, WIDTH * HEIGHT * STACK_NODE_FLOATS * NUM_STACK_NODES * sizeof(GLfloat), g_stackBuffer, GL_STATIC_DRAW);
	// see binding = 3 in the shader
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, g_stackSSBO);

	//

	glGenBuffers(1, &g_sphereSSBO);

	glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_sphereSSBO);
	glBufferData(GL_SHADER_STORAGE_BUFFER, NUM_SPHERES * sizeof(Sphere), g_sphereBuffer, GL_STATIC_DRAW);
	// see binding = 4 in the shader
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, g_sphereSSBO);

	//

	glGenBuffers(1, &g_pointLightSSBO);

	glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_pointLightSSBO);
	glBufferData(GL_SHADER_STORAGE_BUFFER, NUM_LIGHTS * sizeof(PointLight), g_lightBuffer, GL_STATIC_DRAW);
	// see binding = 5 in the shader
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, g_pointLightSSBO);

	//

	return GLUS_TRUE;
}
Пример #19
0
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;
}
Пример #20
0
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;
}
Пример #21
0
Файл: main.c Проект: AJ92/OpenGL
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;
}
Пример #22
0
Файл: main.c Проект: AJ92/OpenGL
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;
}
Пример #23
0
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;
}
Пример #24
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;
}
Пример #25
0
Файл: main.c Проект: AJ92/OpenGL
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;
}
Пример #26
0
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;
}
Пример #27
0
Файл: main.c Проект: AJ92/OpenGL
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;
}
Пример #28
0
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;
}
Пример #29
0
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;
}
Пример #30
0
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;
}