GLUSboolean init(GLUSvoid) { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUStgaimage image; GLUSshape plane; // glusLookAtf(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; } // glusLoadTextFile("../Example19_ES/shader/basic_proj.vert.glsl", &vertexSource); glusLoadTextFile("../Example19_ES/shader/texture_multi_proj.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_program, (const GLUSchar**) &vertexSource.text, (const GLUSchar**) &fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&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. glusLoadTgaImage("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); // // // glusCreatePlanef(&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); glusDestroyShapef(&plane); // glUseProgram(g_program.program); glGenVertexArrays(1, &g_vao); glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_verticesVBO); glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_vertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_normalsVBO); glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_normalLocation); glBindBuffer(GL_ARRAY_BUFFER, g_texCoordsVBO); glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_texCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indicesVBO); // glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_texture); glUniform1i(g_textureLocation, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_mirrorTexture); glUniform1i(g_mirrorTextureLocation, 1); // How many times the surface texture is repeated. glUniform1f(g_repeatLocation, 6.0f); // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return GLUS_TRUE; }
GLUSboolean init(GLUSvoid) { GLUStextfile vertexSource; GLUStextfile fragmentSource; GLUStgaimage image; GLUSshape plane; GLint i; // glusLookAtf(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; } // glusLoadTextFile("../Example28/shader/texture.vert.glsl", &vertexSource); glusLoadTextFile("../Example28/shader/texture.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_program, (const GLUSchar**)&vertexSource.text, 0, 0, 0, (const GLUSchar**)&fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&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_repeatLocation = glGetUniformLocation(g_program.program, "u_repeat"); 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"); // // SSAO shader etc. // glusLoadTextFile("../Example28/shader/ssao.vert.glsl", &vertexSource); glusLoadTextFile("../Example28/shader/ssao.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_ssaoProgram, (const GLUSchar**)&vertexSource.text, 0, 0, 0, (const GLUSchar**)&fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // // Retrieve the uniform locations in the program. g_ssaoTextureLocation = glGetUniformLocation(g_ssaoProgram.program, "u_texture"); g_ssaoNormalTextureLocation = glGetUniformLocation(g_ssaoProgram.program, "u_normalTexture"); g_ssaoDepthTextureLocation = glGetUniformLocation(g_ssaoProgram.program, "u_depthTexture"); g_ssaoKernelLocation = glGetUniformLocation(g_ssaoProgram.program, "u_kernel"); g_ssaoRotationNoiseTextureLocation = glGetUniformLocation(g_ssaoProgram.program, "u_rotationNoiseTexture"); g_ssaoRotationNoiseScaleLocation = glGetUniformLocation(g_ssaoProgram.program, "u_rotationNoiseScale"); g_ssaoInverseProjectionMatrixLocation = glGetUniformLocation(g_ssaoProgram.program, "u_inverseProjectionMatrix"); g_ssaoProjectionMatrixLocation = glGetUniformLocation(g_ssaoProgram.program, "u_projectionMatrix"); g_ssaoRadiusLocation = glGetUniformLocation(g_ssaoProgram.program, "u_radius"); // Retrieve the attribute locations in the program. g_ssaoVertexLocation = glGetAttribLocation(g_ssaoProgram.program, "a_vertex"); g_ssaoTexCoordLocation = glGetAttribLocation(g_ssaoProgram.program, "a_texCoord"); // // Blur shader etc. // glusLoadTextFile("../Example28/shader/blur.vert.glsl", &vertexSource); glusLoadTextFile("../Example28/shader/blur.frag.glsl", &fragmentSource); glusBuildProgramFromSource(&g_blurProgram, (const GLUSchar**)&vertexSource.text, 0, 0, 0, (const GLUSchar**)&fragmentSource.text); glusDestroyTextFile(&vertexSource); glusDestroyTextFile(&fragmentSource); // // Retrieve the uniform locations in the program. g_blurColorTextureLocation = glGetUniformLocation(g_blurProgram.program, "u_colorTexture"); g_blurSSAOTextureLocation = glGetUniformLocation(g_blurProgram.program, "u_ssaoTexture"); g_blurTexelStepLocation = glGetUniformLocation(g_blurProgram.program, "u_texelStep"); g_blurNoSSAOLocation = glGetUniformLocation(g_blurProgram.program, "u_noSSAO"); // Retrieve the attribute locations in the program. g_blurVertexLocation = glGetAttribLocation(g_blurProgram.program, "a_vertex"); g_blurTexCoordLocation = glGetAttribLocation(g_blurProgram.program, "a_texCoord"); // // Texture set up for the ground plane. // glusLoadTgaImage("wood_texture.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 SSAO frame buffer. // glGenTextures(1, &g_ssaoTexture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_ssaoTexture); 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); // glGenTextures(1, &g_ssaoNormalTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_ssaoNormalTexture); 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); // glGenTextures(1, &g_ssaoDepthTexture); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, g_ssaoDepthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 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); // glGenFramebuffers(1, &g_ssaoFBO); glBindFramebuffer(GL_FRAMEBUFFER, g_ssaoFBO); // Attach the color buffer ... glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_ssaoTexture, 0); // Attach the normal buffer ... glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, g_ssaoNormalTexture, 0); // ... and the depth buffer, glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, g_ssaoDepthTexture, 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); // // Setting up the blur frame buffer // glGenTextures(1, &g_blurTexture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_blurTexture); 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); // glGenFramebuffers(1, &g_blurFBO); glBindFramebuffer(GL_FRAMEBUFFER, g_blurFBO); // Attach the color buffer ... glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_blurTexture, 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); // // Ground plane setup. // glusCreatePlanef(&plane, 20.0f); 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_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); glusDestroyShapef(&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); glBindVertexArray(0); // glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_texture); glUniform1i(g_textureLocation, 0); // How many times the surface texture is repeated. glUniform1f(g_repeatLocation, 6.0f); // // Post process plane setup. // glusCreatePlanef(&plane, 1.0f); g_numberIndicesPostprocessPlane = plane.numberIndices; glGenBuffers(1, &g_postprocessVerticesVBO); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessVerticesVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*)plane.vertices, GL_STATIC_DRAW); glGenBuffers(1, &g_postprocessTexCoordsVBO); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessTexCoordsVBO); glBufferData(GL_ARRAY_BUFFER, plane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*)plane.texCoords, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_postprocessIndicesVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_postprocessIndicesVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, plane.numberIndices * sizeof(GLuint), (GLuint*)plane.indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glusDestroyShapef(&plane); // glUseProgram(g_ssaoProgram.program); glGenVertexArrays(1, &g_ssaoVAO); glBindVertexArray(g_ssaoVAO); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessVerticesVBO); glVertexAttribPointer(g_ssaoVertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_ssaoVertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessTexCoordsVBO); glVertexAttribPointer(g_ssaoTexCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_ssaoTexCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_postprocessIndicesVBO); glBindVertexArray(0); // glUniform1i(g_ssaoTextureLocation, 0); glUniform1i(g_ssaoNormalTextureLocation, 1); glUniform1i(g_ssaoDepthTextureLocation, 2); glUniform1i(g_ssaoRotationNoiseTextureLocation, 3); glUniform1f(g_ssaoRadiusLocation, SSAO_RADIUS); // // Create the Kernel for SSAO. // for (i = 0; i < KERNEL_SIZE; i++) { g_kernel[i * 3 + 0] = glusRandomUniformGetFloatf(-1.0f, 1.0f); g_kernel[i * 3 + 1] = glusRandomUniformGetFloatf(-1.0f, 1.0f); g_kernel[i * 3 + 2] = glusRandomUniformGetFloatf(0.0f, 1.0f); // Kernel hemisphere points to positive Z-Axis. glusVector3Normalizef(&g_kernel[i * 3]); // Normalize, so included in the hemisphere. GLfloat scale = (GLfloat)i / (GLfloat)KERNEL_SIZE; // Create a scale value between [0;1[ . scale = glusClampf(scale * scale, 0.1f, 1.0f); // Adjust scale, that there are more values closer to the center of the g_kernel. glusVector3MultiplyScalarf(&g_kernel[i * 3], &g_kernel[i * 3], scale); } // Pass g_kernel to shader glUniform3fv(g_ssaoKernelLocation, KERNEL_SIZE, g_kernel); // // Create the rotation noise texture // for (i = 0; i < ROTATION_NOISE_SIZE; i++) { g_rotationNoise[i * 3 + 0] = glusRandomUniformGetFloatf(-1.0f, 1.0f); g_rotationNoise[i * 3 + 1] = glusRandomUniformGetFloatf(-1.0f, 1.0f); g_rotationNoise[i * 3 + 2] = 0.0f; // Rotate on x-y-plane, so z is zero. glusVector3Normalizef(&g_rotationNoise[i * 3]); // Normalized rotation vector. } // glGenTextures(1, &g_ssaoRotationNoiseTexture); glBindTexture(GL_TEXTURE_2D, g_ssaoRotationNoiseTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, ROTATION_NOISE_SIDE_LENGTH, ROTATION_NOISE_SIDE_LENGTH, 0, GL_RGB, GL_FLOAT, g_rotationNoise); // No filtering 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); // // g_rotationNoiseScale[0] = (GLfloat)TEXTURE_WIDTH / (GLfloat)ROTATION_NOISE_SIDE_LENGTH; g_rotationNoiseScale[1] = (GLfloat)TEXTURE_HEIGHT / (GLfloat)ROTATION_NOISE_SIDE_LENGTH; // Pass the scale, as the rotation noise texture is repeated over the screen x / y times. glUniform2fv(g_ssaoRotationNoiseScaleLocation, 1, g_rotationNoiseScale); // // glUseProgram(g_blurProgram.program); glGenVertexArrays(1, &g_blurVAO); glBindVertexArray(g_blurVAO); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessVerticesVBO); glVertexAttribPointer(g_blurVertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_blurVertexLocation); glBindBuffer(GL_ARRAY_BUFFER, g_postprocessTexCoordsVBO); glVertexAttribPointer(g_blurTexCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(g_blurTexCoordLocation); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_postprocessIndicesVBO); glBindVertexArray(0); // glUniform1i(g_blurColorTextureLocation, 0); glUniform1i(g_blurSSAOTextureLocation, 1); g_texelStep[0] = 1.0f / (GLfloat)TEXTURE_WIDTH; g_texelStep[1] = 1.0f / (GLfloat)TEXTURE_HEIGHT; // Pass the value to step from one to another texel. glUniform2fv(g_blurTexelStepLocation, 1, g_texelStep); // Variable to toggle between SSAO on and off glUniform1f(g_blurNoSSAOLocation, 0.0f); // // Basic OpenGL set up. // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); return GLUS_TRUE; }