示例#1
0
int main(int argc, char** argv)
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH);
	glutInitWindowPosition(100,100);
	glutInitWindowSize(RENDER_WIDTH,RENDER_HEIGHT);
	glutCreateWindow("GLSL Shadow mapping");
	
	// This call will grab openGL extension function pointers.
	// This is not necessary for macosx and linux
#ifdef _WIN32
	getOpenGLFunctionPointers();
#endif
	generateShadowFBO();
	loadShadowShader();
	
	// This is important, if not here, FBO's depthbuffer won't be populated.
	glEnable(GL_DEPTH_TEST);
	glClearColor(0,0,0,1.0f);
	
	glEnable(GL_CULL_FACE);
	
	glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
	
	
	
	
	glutDisplayFunc(renderScene);
	glutIdleFunc(renderScene);
	
	glutKeyboardFunc(processNormalKeys);
	
	glutMainLoop();
}
示例#2
0
int main(int argc, char** argv)
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH);
	glutInitWindowPosition(100,100);
	glutInitWindowSize(RENDER_WIDTH,RENDER_HEIGHT);
	glutCreateWindow("GLSL Shadow mapping");
	
	// This call will grab openGL extension function pointers.
	// This is not necessary for macosx and linux
	generateShadowFBO();
	loadShadowShader();
	
	
	// This is important, if not here, FBO's depthbuffer won't be populated.
	glEnable(GL_DEPTH_TEST);
	glClearColor(0,0,0,1.0f);
	
	glEnable(GL_CULL_FACE);
	
	glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);	
	
	glutDisplayFunc(renderScene);
	glutIdleFunc(renderScene);
	glutKeyboardFunc(keyboard);
	glutSpecialFunc(keySpecial);
	glutPassiveMotionFunc(mouseMoved);
	//glutKeyboardFunc(processNormalKeys);
	
	shaderProgram = initializeShaders("perPixel.vert", "perPixel.frag");
	toonProgram = initializeShaders("toon.vert", "toon.frag");
	//loadTextures();
	static GLfloat angle = 0.0;
	for(int x=0; x<45; x++)
	{
		
		for(int y=0; y<45; y++)
		{
			angle = x * 2.0 * 3.14159265 / 45;
			points[x][y][0]=float((x/5.0f)-4.5f);
			points[x][y][1]=float((y/5.0f)-4.5f);
			points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f));
		}
	}

	glutMainLoop();
}
示例#3
0
文件: main.cpp 项目: bhattaca/shaders
int main(int argc, char** argv)
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
	glutInitWindowSize(RENDER_WIDTH,RENDER_HEIGHT);

	glutCreateWindow("shader cube");
	glutDisplayFunc(display_everything); // shadow
	//glutDisplayFunc(display);
	//glutDisplayFunc(displayBumpMapping );
	glutMouseFunc(mymouse);
	glutMotionFunc(mymotion);
	glutKeyboardFunc(mykey);

	// initialize GLEW

	GLenum err = glewInit();

	if ( err != GLEW_OK)
		printf(" Error initializing GLEW! \n");
	else
		printf("Initializing GLEW succeeded!\n");

	string fileLoc = "/home/arindam/Course/lab5/src/cubeXform";
	//programObject = SetupGLSL("/home/arindam/Course/lab3/cse5542Lab3/cubeXform");  //create shaders - assume the shaders are cubeXform.vert and cubeXform.frag
	programObject = SetupGLSL("/home/arindam/workspace/cse5542lab5/cubeXform");
	InitGeometry();

	InitTexture();

	generateShadowFBO();
	glEnable(GL_DEPTH_TEST);
	glClearColor(0,0,0,1.0f);

	glEnable(GL_CULL_FACE);
	glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);



	cout <<"init geometry done "<<endl;
	InitVBO();
	cout <<" init vbo "<<endl;
	cout <<" init texture "<<endl;
	glutMainLoop();
}
示例#4
0
int RenderEngine::init() {


		p_camera = vec3(16,10,0);
		//Camera lookAt
		l_camera = vec3(0,0,0);
		//Camera up
		u_camera = vec3(0,1,0);
		//Light position
		p_light = vec3(110,60,0);
		//Light lookAt
		l_light = vec3(0,0,0);
		//Light Scatter Physical Light Location (used for demonstrations like title screen, where illumination is not same place as physical light in light scatter render)
		p_light_scatter = vec3(110,60,0);
		//Sky Color
		skyColor = vec4(0,0,0,0);
		//Trippy Light Scattering Mode
		deathScatter = false;

		FreeImage_Initialise();

		// set some lights
		{
				//float ambient[4] = { .5f, .5f, .5f, 1.f };
				float diffuse[4] = { 1.0f, 1.0f, 1.0f, 1.f };
				float pos[4] = { p_light[0], p_light[1], p_light[2], 0 };
				//glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
				glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
				glLightfv(GL_LIGHT0, GL_POSITION, pos);
				glEnable(GL_LIGHT0);
		}

		glEnable(GL_DEPTH_TEST);
		glClearColor(0,0,0,1.0f);
		glEnable(GL_CULL_FACE);
		glFrontFace(GL_CCW);
		glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);

		this->activate();	

		glutDisplayFunc(renderFunction);
		glutIdleFunc(renderFunction);


		glewInit();

		if (GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader)
				printf("Ready for GLSL\n");
		else {
				printf("No GLSL support\n");
				exit(1);
		}

		//Generate FBOs
		generateShadowFBO();
		generateBlurFBO();
		generateLightFBO();

		//Load Shaders
		shade = new ShadowShader("shaders/MainVertexShader.c", "shaders/MainFragmentShader.c");
		blurShade = new BlurShader("shaders/GaussianBlurVertexShader.c", "shaders/GaussianBlurFragmentShader.c");
		depthShade = new GeometryShader("shaders/DepthVertexShader.c", "shaders/DepthFragmentShader.c");
		scatterShade = new ScatterShader("shaders/ScatteringVertexShader.c", "shaders/ScatteringFragmentShader.c");
		darkShade = new GeometryShader("shaders/SimpleDarkVertexShader.c", "shaders/SimpleDarkFragmentShader.c");

		return 0;


}