示例#1
0
 void GLRenderer::SetNormaliseNormals(bool normalise)
 {
     if (normalise)
         GLCHECK(glEnable(GL_NORMALIZE));
     else
         GLCHECK(glDisable(GL_NORMALIZE));
 }
示例#2
0
文件: shader.cpp 项目: Botyto/Core
	uint shader::compile(const string & source, shader_type type)
	{
		//Create and compile shader
		uint shader;
		GLCHECK(shader = glCreateShader(type), "Create shader");
		const char * cstr = source.c_str();
		GLCHECK(glShaderSource(shader, 1, &cstr, NULL), "Shader source");
		GLCHECK(glCompileShader(shader), "Compile shader");

		//Check status
		GLint compile_result;
		glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result);
		if (compile_result == GL_FALSE)
		{
			GLint length;
			glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
			char * log = new char[length];
			glGetShaderInfoLog(shader, length, &length, log);
			console::error("[Shader] Cannot compile % shader:\n%", type, log);
			delete[] log;

			glDeleteShader(shader);
			return -1;
		}

		//Attach shader to program
		GLCHECK(glAttachShader(_program, shader), "Attach shader");

		//Return id
		return shader;
	}
示例#3
0
 void GLRenderer::SetDepthTest(bool enabled)
 {
     if (enabled)
         GLCHECK(glEnable(GL_DEPTH_TEST));
     else
         GLCHECK(glDisable(GL_DEPTH_TEST));
 }
示例#4
0
    void Texture2D::Unbind()
    {
        GLCHECK(glActiveTextureARB(GL_TEXTURE0 + this->_bindId));
        GLCHECK(glBindTexture(GL_TEXTURE_2D, 0));

        this->_bindId = -1;
        --nbBindedTexture;
    }
示例#5
0
文件: Program.cpp 项目: Pocsel/pocsel
 Program::~Program()
 {
     if (glLinkProgram != nullptr)
         GLCHECK(glDeleteProgram(this->_program));
     else if (glLinkProgramARB != nullptr)
         GLCHECK(glDeleteProgramsARB(1, &this->_program));
     else
         throw std::runtime_error("glDeleteProgram unsupported");
 }
示例#6
0
    void Texture2D::SetFilters(TextureFilter::Type minFilter, TextureFilter::Type magFilter)
    {
        this->Bind();

        GLCHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GetTextureFilter(minFilter)));
        GLCHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GetTextureFilter(magFilter)));

        this->Unbind();
    }
示例#7
0
文件: Program.cpp 项目: Pocsel/pocsel
 void Program::SetAttributeUsage(std::string const& identifier, VertexAttributeUsage::Type usage)
 {
     if (glGetAttribLocation != nullptr)
         GLCHECK(this->_attributes[usage] = glGetAttribLocation(this->_program, identifier.c_str()));
     else if (glGetAttribLocationARB != nullptr)
         GLCHECK(this->_attributes[usage] = glGetAttribLocationARB(this->_program, identifier.c_str()));
     else
         throw std::runtime_error("glGetAttribLocation unsupported");
 }
示例#8
0
    void GLRenderer::BeginDraw(IRenderTarget* target)
    {
        RenderState rs;
        rs.state = RenderState::Draw3D;
        rs.target = target;
        this->_PushState(rs);

        GLCHECK(glEnable(GL_DEPTH_TEST));
        GLCHECK(glEnable(GL_CULL_FACE));
    }
示例#9
0
_JATTA_EXPORT Jatta::String Jatta::OpenGL::Shader::GetSource()
{
    GLint size;
    glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &size);
    GLCHECK("Failed to get shader source length.");
    GLsizei length;
    GLchar* buffer = new GLchar[size];
    glGetShaderSource(shader, (GLsizei)size, &length, buffer);
    GLCHECK("Failed to get shader source.");
    String source((char*)buffer);
    delete[] buffer;
    return source;
}
示例#10
0
文件: Program.cpp 项目: Pocsel/pocsel
    Program::Program(GLRenderer& renderer, VertexProgram&& vertex, FragmentProgram&& fragment) :
        _renderer(renderer),
        _nbTextures(0),
        _vertexProgram(std::move(vertex)),
        _fragmentProgram(std::move(fragment))
    {
        for (auto& it: this->_attributes)
            it = -1;
        if (glLinkProgram != nullptr)
        {
            GLCHECK(this->_program = glCreateProgram());
            GLCHECK(glAttachShader(this->_program, this->_vertexProgram.GetShader()));
            GLCHECK(glAttachShader(this->_program, this->_fragmentProgram.GetShader()));
            GLCHECK(glLinkProgram(this->_program));
        }
        else if (glLinkProgramARB != nullptr)
        {
            GLCHECK(this->_program = glCreateProgramObjectARB());
            GLCHECK(glAttachObjectARB(this->_program, this->_vertexProgram.GetShader()));
            GLCHECK(glAttachObjectARB(this->_program, this->_fragmentProgram.GetShader()));
            GLCHECK(glLinkProgramARB(this->_program));
        }
        else
            throw std::runtime_error("glLinkProgram unsupported");

        for (int t = 0; t < (int)VertexAttributeUsage::Max; ++t)
        {
            auto& param = this->GetParameter(VertexAttributeUsage::typeToName[(VertexAttributeUsage::Type)t]);
            this->_shaderParameters[t] = param.IsUseable() ? &param : 0;
        }
    }
示例#11
0
 // Drawing
 void GLRenderer::Clear(int clearFlags)
 {
     GLCHECK(glClear(
         (clearFlags & ClearFlags::Color ? GL_COLOR_BUFFER_BIT : 0) |
         (clearFlags & ClearFlags::Depth ? GL_DEPTH_BUFFER_BIT : 0) |
         (clearFlags & ClearFlags::Stencil ? GL_STENCIL_BUFFER_BIT : 0)));
 }
示例#12
0
 VertexBuffer::VertexBuffer(GLRenderer& renderer) :
     _renderer(renderer)
 {
     this->_stride = 0;
     this->_nbAttrib = 0;
     GLCHECK(glGenBuffersARB(1, &this->_id));
 }
示例#13
0
 void glUseProgram(uint32_t programID)
 {
   if (!IsCachedThread() || m_glUseProgramCache.Assign(programID))
   {
     ASSERT(glUseProgramFn != nullptr, ());
     GLCHECK(glUseProgramFn(programID));
   }
示例#14
0
 void GLRenderer::SetMatrixMode(unsigned int mode)
 {
     if (this->_currentState->matrixMode == mode)
         return;
     this->_currentState->matrixMode = mode;
     GLCHECK(glMatrixMode(mode));
 }
示例#15
0
 void GLRenderer::DrawElements(Uint32 count, DataType::Type indicesType, void const* indices, DrawingMode::Type mode)
 {
     this->UpdateCurrentParameters();
     if (indices == 0 && this->bindedIndexBuffer != 0)
         indicesType = this->bindedIndexBuffer->GetType();
     GLCHECK(::glDrawElements(OpenGL::GetDrawingMode(mode), count, OpenGL::GetTypeFromDataType(indicesType), indices));
 }
/**
 * Not-So-Simple raytracer demo by Hoanh Nguyen.
 * @param argc Not used.
 * @param argv Not used.
 * @return 0.
 */
int main( int argc, char **argv ) {

  Engine::init( &argc, argv, "Raytracer" );

  GLint program = Angel::InitShader( "shaders/vRaytracer.glsl",
				     "shaders/fRaytracer.glsl" );
  rt.init( program );
  if (1) {
    Object *bottle = Engine::instance()->rootScene()->addObject( "bottle", program );
    ObjLoader::loadModelFromFile( bottle, "../models/bottle_wine_med.obj" );
    //ObjLoader::loadMaterialFromFile( bottle, "../models/bottle_wine_med.mtl" );
    rt.pushDataToBuffer();
  } else {
    rt.legacySceneGen();
  }

  glutDisplayFunc( RTdisplay ); // register callback w/Window System
  boost::thread zipo( aRomanticEvening );  
  GLCHECK();
  Engine::run();
  printf("This doesnt exit cleanly... woops.\n");
  rt.thisDateIsOver();
  zipo.join();
  
  return EXIT_SUCCESS;
}
示例#17
0
_JATTA_EXPORT Jatta::Boolean Jatta::OpenGL::Shader::GetDeleteStatus()
{
    GLint status;
    glGetShaderiv(shader, GL_DELETE_STATUS, &status);
    GLCHECK("Failed to get delete status of shader.");
    return status == GL_TRUE;
}
示例#18
0
    void VertexBuffer::Unbind()
    {
        this->_renderer.bindedVertexBuffer = nullptr;
        GLCHECK(glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0));

        auto program = dynamic_cast<Program*>(&this->_renderer.GetCurrentProgram());
        if (program == nullptr)
        {
            for (auto it = this->_attributes, itEnd = this->_attributes + this->_nbAttrib; it != itEnd; ++it)
                GLCHECK(glDisableVertexAttribArrayARB(GetVertexAttributeIndex(it->location)));
        }
        else
        {
            for (auto it = this->_attributes, itEnd = this->_attributes + this->_nbAttrib; it != itEnd; ++it)
                GLCHECK(glDisableVertexAttribArray(program->GetAttributeIndex(it->location)));
        }
    }
示例#19
0
_JATTA_EXPORT void Jatta::OpenGL::Shader::SetSource(const Jatta::String& source)
{
    const char* characters = source.GetCString();
    const GLchar** data = &characters;
    GLint count = (GLint)source.GetSize();
    glShaderSource((GLuint)shader, (GLsizei)1, data, &count);
    GLCHECK("Failed to set shader source.");
}
示例#20
0
    void GLRenderer::SetRasterizationMode(RasterizationMode::Type rasterizationMode)
    {
        switch (rasterizationMode)
        {
        case RasterizationMode::Point:
            GLCHECK(glPolygonMode(GL_FRONT_AND_BACK, GL_POINT));
            break;

        case RasterizationMode::Line:
            GLCHECK(glPolygonMode(GL_FRONT_AND_BACK, GL_LINE));
            break;

        case RasterizationMode::Fill:
            GLCHECK(glPolygonMode(GL_FRONT_AND_BACK, GL_FILL));
            break;
        }
    }
示例#21
0
文件: index.cpp 项目: Botyto/Core
	void index_buffer::init(data_t * data, size_t count)
	{
		core_assert(_size == -1);

		_size = count;
		GLCHECK(glGenBuffers(1, &_id), "Generate IBO");
		buffer(data, count);
	}
示例#22
0
_JATTA_EXPORT void Jatta::OpenGL::VertexArray::Unbind()
{
#   ifdef JATTA_MACOS
    glBindVertexArrayAPPLE(0);
#   else
    glBindVertexArray(0);
#   endif
    GLCHECK("Failed to unbind vertex array.");
}
示例#23
0
_JATTA_EXPORT void Jatta::OpenGL::VertexArray::Delete()
{
#   ifdef JATTA_MACOS
    glDeleteVertexArraysAPPLE(1, &vertexArray);
#   else
    glDeleteVertexArrays(1, &vertexArray);
#   endif
    GLCHECK("Failed to delete vertex array.");
}
示例#24
0
_JATTA_EXPORT void Jatta::OpenGL::VertexArray::Create()
{
#   ifdef JATTA_MACOS
    glGenVertexArraysAPPLE(1, &vertexArray);
#   else
    glGenVertexArrays(1, &vertexArray);
#   endif
    GLCHECK("Failed to generate vertex array.");
}
示例#25
0
_JATTA_EXPORT void Jatta::OpenGL::Shader::Compile()
{
    GLint status;
    glCompileShader(shader);
    GLCHECK("Failed to compile shader.");
    glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
    GLCHECK("Failed to get shader compile status.");
    if (status != GL_TRUE)
    {
        GLint size;
        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
        GLCHECK("Failed to get shader info log length.");
        GLsizei length;
        GLchar* buffer = new GLchar[size];
        glGetShaderInfoLog(shader, (GLsizei)size, &length, buffer);
        GLCHECK("Failed to get shader info log.");
        String log((char*)buffer);
        delete[] buffer;
        log.Trim();
        throw FatalException(U8("Failed to compile shader:\n") + log);
    }
}
示例#26
0
_JATTA_EXPORT void Jatta::OpenGL::VertexArray::Bind()
{
    if (vertexArray == 0)
    {
        throw std::runtime_error("Cannot bind invalid vertex array.");
    }
#   ifdef JATTA_MACOS
    glBindVertexArrayAPPLE(vertexArray);
#   else
    glBindVertexArray(vertexArray);
#   endif
    GLCHECK("Failed to bind vertex array.");
}
示例#27
0
文件: c3gl.c 项目: buserror/libc3
static void
_c3_load_pixels(
		c3pixels_p pix)
{
	GLuint mode = pix->rectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D;
	if (!pix->texture) {
		pix->dirty = 1;
		GLuint texID = 0;
		GLCHECK(glEnable(mode));

		glGenTextures(1, &texID);
		//	if (pix->trace)
				printf("%s Creating texture %s %dx%d (id %d)\n",
					__func__, pix->name ? pix->name->str : "", pix->w, pix->h, texID);
		GLCHECK(glBindTexture(mode, texID));
		glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
		glPixelStorei(GL_UNPACK_ROW_LENGTH, pix->row / pix->psize);
		GLCHECK(glTexParameteri(mode, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
		GLCHECK(glTexParameteri(mode, GL_TEXTURE_MIN_FILTER,
				pix->rectangle ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR));
//		GLCHECK(glTexParameteri(mode, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER));
//		GLCHECK(glTexParameteri(mode, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER));
//		GLCHECK(glTexParameteri(mode, GL_TEXTURE_WRAP_S, GL_CLAMP));
//		GLCHECK(glTexParameteri(mode, GL_TEXTURE_WRAP_T, GL_CLAMP));
		if (!pix->rectangle)
			GLCHECK(glTexParameteri(mode, GL_GENERATE_MIPMAP, GL_TRUE));
	#if 1
		GLfloat fLargest;
		glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
		//printf("fLargest = %f\n", fLargest);
		GLCHECK(glTexParameterf(mode, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest));
	#endif
		if (!pix->rectangle)
			GLCHECK(glGenerateMipmap(mode));

		pix->texture = C3APIO(texID);
		pix->dirty = 1;
	}
	if (pix->dirty) {
		pix->dirty = 0;
		if (pix->base) {
			GLCHECK(glBindTexture(mode, C3APIO_INT(pix->texture)));
			static const struct {
				int gltype;
				int glsub;
			} map[] = {
				[C3PIXEL_ARGB] = { .gltype = GL_RGBA8, .glsub = GL_RGBA, },
示例#28
0
    void VertexBuffer::Bind()
    {
        GLCHECK(glBindBufferARB(GL_ARRAY_BUFFER_ARB, this->_id));
        this->_renderer.bindedVertexBuffer = this;

        auto program = dynamic_cast<Program*>(&this->_renderer.GetCurrentProgram());
        if (program == nullptr)
        {
            for (auto it = this->_attributes, itEnd = this->_attributes + this->_nbAttrib; it != itEnd; ++it)
            {
                GLCHECK(glVertexAttribPointerARB(GetVertexAttributeIndex(it->location), it->nbElements, it->type, GL_FALSE, this->_stride, it->offset));
                GLCHECK(glEnableVertexAttribArrayARB(GetVertexAttributeIndex(it->location)));
            }
        }
        else
        {
            for (auto it = this->_attributes, itEnd = this->_attributes + this->_nbAttrib; it != itEnd; ++it)
            {
                GLCHECK(glVertexAttribPointer(program->GetAttributeIndex(it->location), it->nbElements, it->type, GL_FALSE, this->_stride, it->offset));
                GLCHECK(glEnableVertexAttribArray(program->GetAttributeIndex(it->location)));
            }
        }
    }
示例#29
0
    void GLRenderer::Initialise()
    {
        RenderState rs;
        rs.state = RenderState::None;
        rs.matrixMode = -1;
        rs.target = 0;
        this->_PushState(rs);

        GLenum error = glewInit();
        if (error != GLEW_OK)
            throw std::runtime_error(ToString("glewInit() failed: ") + ToString(glewGetErrorString(error)));
        if (!(GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader))
            throw std::runtime_error("ARB_vertex_shader and ARB_fragment_shader are required");

        Tools::log << "Glew version: " << (char const*)glewGetString(GLEW_VERSION) << "\n";
        Tools::log << "OpenGL version: " << (char const*)glGetString(GL_VERSION) << "\n";

        GLCHECK(glEnable(GL_BLEND));
        //GLCHECK(glEnable(GL_ALPHA_TEST));
        GLCHECK(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
        //GLCHECK(glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA));

        if (_cgGlobalContext == 0)
            _cgGlobalContext = cgCreateContext();
        this->_cgContext = _cgGlobalContext;
        ++_cgGlobalNbReferences;
        cgSetErrorCallback(&ErrCallback);
        cgGLSetDebugMode(CG_FALSE);
        cgSetParameterSettingMode(this->_cgContext, CG_DEFERRED_PARAMETER_SETTING);
        cgGLRegisterStates(this->_cgContext);
        cgGLSetManageTextureParameters(this->_cgContext, CG_TRUE);

        InitDevIL();

        GLCHECK(glCullFace(GL_FRONT));
    }
示例#30
0
    void GLRenderer::_PopState()
    {
        auto rsOld = this->_states.front();

        if (this->_GenericPopState())
        {
            GLCHECK(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
            this->SetViewport(glm::uvec2(0, 0), this->_screenSize);
        }

        if (rsOld.state != this->_currentState->state)
        {
            if (this->_currentState->state == RenderState::Draw3D)
            {
                GLCHECK(glEnable(GL_DEPTH_TEST));
                GLCHECK(glEnable(GL_CULL_FACE));
            }
            else if (this->_currentState->state == RenderState::Draw2D)
            {
                GLCHECK(glDisable(GL_DEPTH_TEST));
                GLCHECK(glDisable(GL_CULL_FACE));
            }
        }
    }