Пример #1
0
  void loadProgram(Program &p, const std::string& name) {

    //can't link shaders unless a vao is bound...
    //bindDefaultVAO();

    p.create();

    string sv = rh.pathToResource(name, "vsh");

    p.attach(rh.contentsOfFile(sv), GL_VERTEX_SHADER);

    glBindAttribLocation(p.id(), posLoc, "vertexPosition");
    glBindAttribLocation(p.id(), texCoordLoc, "vertexTexCoord");


    string sg = rh.pathToResource(name, "gsh");
    cout << "path of vertex shader is: " << sg << endl;

    p.attach(rh.contentsOfFile(sg), GL_GEOMETRY_SHADER);

    string sp = rh.pathToResource(name, "fsh");

    p.attach(rh.contentsOfFile(sp), GL_FRAGMENT_SHADER);

    p.link();
  }
Пример #2
0
	void loadProgram(Program &p, const std::string& name) {

		//Initializes a Program object
		p.create();

		//Gets the path to the vertex shader (ending in ".vsh")
		string sv = rh.pathToResource(name, "vsh");
		// cout << "path of vertex shader is: " << sv << endl;

		//Compiles the vertex shader and attaches it to our Program object
		p.attach(rh.contentsOfFile(sv), GL_VERTEX_SHADER);

		//Binds attribute variables to a particular ID
		glBindAttribLocation(p.id(), posLoc, "vertexPosition");
		glBindAttribLocation(p.id(), colLoc, "vertexColor");


		//Gets the path to the fragment shader (ending in ".fsh")
		string sp = rh.pathToResource(name, "fsh");
		// cout << "path of vertex shader is: " << sp << endl;

		//Compiles the fragment shader and attaches it to our Program object
		p.attach(rh.contentsOfFile(sp), GL_FRAGMENT_SHADER);

		//Links the Program object to the GPU so that it can be activated when needed
		p.link();
	}
Пример #3
0
  virtual void onCreate() {

    rh.loadProgram(skyboxProgram, "week5b_CubeMapping/skybox", posLoc, -1, -1, -1);
    rh.loadProgram(environmentMappingProgram, "week5b_CubeMapping/envMap", posLoc, normalLoc, -1, -1);

    MeshData cube;
    addCube(cube, 8.0);
    cubeMeshBuffer.init(cube, posLoc, normalLoc, -1, -1);
    cubeModel = mat4();
    cubeModel = glm::translate(cubeModel, vec3(0.0,0.0,40));


    obj::Model m = obj::loadModelFromFile(rh.pathToResource("week5b_CubeMapping/dragon.obj"));

    MeshData dragonMesh;

    for(std::map<std::string, std::vector<unsigned short> >::const_iterator g = m.faces.begin(); g != m.faces.end(); ++g) {

      for (int i = 0 ; i < g->second.size() ; i++) {

        dragonMesh.index(g->second[i]);
      }
    }


    for (int i = 0; i < m.vertex.size(); i+=3) {
      vec3 pos = vec3(m.vertex[i], m.vertex[i+1], m.vertex[i+2]);
      pos *= 30;
      dragonMesh.vertex(pos);
    }

    for (int i = 0; i < m.normal.size(); i+=3) {
      dragonMesh.normal(m.normal[i], m.normal[i+1], m.normal[i+2]);
    }

    dragonMeshBuffer.init(dragonMesh, posLoc, normalLoc, -1, -1);
    dragonModel = glm::mat4();
    dragonModel = glm::translate(dragonModel, vec3(0.0, -1.2, 30.0));

    MeshData skybox;
    addCube(skybox, 100.0);
    skyboxMeshBuffer.init(skybox, posLoc, -1, -1, -1);


    //create the cube map texture
    rh.loadCubeMapTexture(cmt, 2048, 2048,
                          "week5b_CubeMapping/negz.jpg",
                          "week5b_CubeMapping/posz.jpg",
                          "week5b_CubeMapping/posy.jpg",
                          "week5b_CubeMapping/negy.jpg",
                          "week5b_CubeMapping/negx.jpg",
                          "week5b_CubeMapping/posx.jpg");


    rotateBehavior = Behavior(now()).delay(1000).length(10000).range(vec3(glm::radians(360.0))).looping(true).repeats(-1);

    camera = Camera(glm::radians(60.0), (float)width/(float)height, 0.01, 1000.0);

    glEnable(GL_DEPTH_TEST);

  }