/*!*************************************************************************** @Function LoadEffect @Output ppEffect @Input pszEffectName @Input pszFileName @Return bool @Description Loads a PFX Effect. *****************************************************************************/ bool OGLES3Skybox2::LoadEffect( CPVRTPFXEffect **ppEffect, const char * pszEffectName, const char *pszFileName ) { if(!ppEffect) return false; unsigned int nUnknownUniformCount; CPVRTString error; CPVRTPFXEffect* pEffect = *ppEffect; // Load an effect from the file if(!pEffect) { *ppEffect = new CPVRTPFXEffect(); pEffect = *ppEffect; if(!pEffect) { delete m_pEffectParser; PVRShellSet(prefExitMessage, "Failed to create effect.\n"); return false; } } if(pEffect->Load(*m_pEffectParser, pszEffectName, pszFileName, NULL, nUnknownUniformCount, &error) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, error.c_str()); return false; } if(nUnknownUniformCount) { PVRShellOutputDebug(error.c_str()); PVRShellOutputDebug("Unknown uniform semantic count: %d\n", nUnknownUniformCount); } /* Set the textures for each effect */ unsigned int i,j ; const CPVRTArray<SPVRTPFXTexture>& sTex = pEffect->GetTextureArray(); for(i = 0; i < sTex.GetSize(); ++i) { for(j = 0; j < g_ui32TexNo; ++j) { int iTexIdx = m_pEffectParser->FindTextureByName(sTex[i].Name); const CPVRTStringHash& FileName = m_pEffectParser->GetTexture(iTexIdx)->FileName; if(FileName == g_aszTextureNames[j]) { if(j == 3 || j == 4) pEffect->SetTexture(i, m_ui32TextureIDs[j], PVRTEX_CUBEMAP); else pEffect->SetTexture(i, m_ui32TextureIDs[j]); break; } } } return true; }
/*!**************************************************************************** @Function ReleaseView @Return bool true if no error occured @Description Code in ReleaseView() will be called by PVRShell when the application quits or before a change in the rendering context. ******************************************************************************/ bool OGLES2MaximumIntensityBlend::ReleaseView() { // Release textures { const CPVRTArray<SPVRTPFXTexture>& sTex = m_pEffect->GetTextureArray(); for(unsigned int i = 0; i < sTex.GetSize(); ++i) { glDeleteTextures(1, &sTex[i].ui); } } // Release the effect[s] then the parser delete m_pEffect; delete m_pEffectTextured; delete m_pEffectParser; // Release Print3D Textures m_Print3D.ReleaseTextures(); // Release Vertex buffer objects. glDeleteBuffers(m_Scene.nNumMeshNode, m_aiVboID); delete[] m_aiVboID; return true; }
/*!**************************************************************************** @Function ReleaseView @Return bool true if no error occured @Description Code in ReleaseView() will be called by PVRShell when the application quits or before a change in the rendering context. ******************************************************************************/ bool OGLESIntroducingPFX::ReleaseView() { // Release textures { const SPVRTPFXTexture *psTex; unsigned int nCnt, i; psTex = m_pEffect->GetTextureArray(nCnt); for(i = 0; i < nCnt; ++i) { glDeleteTextures(1, &psTex[i].ui); } } // Release the effect[s] then the parser delete m_pEffect; delete m_pEffectParser; FREE(m_psUniforms); // Release Print3D Textures m_Print3D.ReleaseTextures(); // Release Vertex buffer objects. glDeleteBuffers(m_Scene.nNumMeshNode, m_aiVboID); delete[] m_aiVboID; return true; }
/*!**************************************************************************** @Function RenderScene @Return bool true if no error occured @Description Main rendering loop function of the program. The shell will call this function every frame. eglSwapBuffers() will be performed by PVRShell automatically. PVRShell will also manage important OS events. Will also manage relevent OS events. The user has access to these events through an abstraction layer provided by PVRShell. ******************************************************************************/ bool OGLESIntroducingPFX::RenderScene() { // Clears the color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use the loaded effect m_pEffect->Activate(); /* Calculates the frame number to animate in a time-based manner. Uses the shell function PVRShellGetTime() to get the time in milliseconds. */ int iTime = PVRShellGetTime(); int iDeltaTime = iTime - m_iTimePrev; m_iTimePrev = iTime; m_fFrame += (float)iDeltaTime * DEMO_FRAME_RATE; if (m_fFrame > m_Scene.nNumFrame-1) m_fFrame = 0; // Sets the scene animation to this frame m_Scene.SetFrame(m_fFrame); { PVRTVec3 vFrom, vTo, vUp; VERTTYPE fFOV; vUp.x = 0.0f; vUp.y = 1.0f; vUp.z = 0.0f; // We can get the camera position, target and field of view (fov) with GetCameraPos() fFOV = m_Scene.GetCameraPos(vFrom, vTo, 0) * 0.4f; /* We can build the world view matrix from the camera position, target and an up vector. For this we use PVRTMat4LookAtRH(). */ m_mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp); // Calculates the projection matrix bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); m_mProjection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), CAM_NEAR, CAM_FAR, PVRTMat4::OGL, bRotate); } /* A scene is composed of nodes. There are 3 types of nodes: - MeshNodes : references a mesh in the pMesh[]. These nodes are at the beginning of the pNode[] array. And there are nNumMeshNode number of them. This way the .pod format can instantiate several times the same mesh with different attributes. - lights - cameras To draw a scene, you must go through all the MeshNodes and draw the referenced meshes. */ for (int i=0; i<(int)m_Scene.nNumMeshNode; i++) { SPODNode* pNode = &m_Scene.pNode[i]; // Gets pMesh referenced by the pNode SPODMesh* pMesh = &m_Scene.pMesh[pNode->nIdx]; glBindBuffer(GL_ARRAY_BUFFER, m_aiVboID[i]); // Gets the node model matrix PVRTMat4 mWorld; mWorld = m_Scene.GetWorldMatrix(*pNode); PVRTMat4 mWorldView; mWorldView = m_mView * mWorld; for(unsigned int j = 0; j < m_nUniformCnt; ++j) { switch(m_psUniforms[j].nSemantic) { case eUsPOSITION: { glVertexAttribPointer(m_psUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData); glEnableVertexAttribArray(m_psUniforms[j].nLocation); } break; case eUsNORMAL: { glVertexAttribPointer(m_psUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData); glEnableVertexAttribArray(m_psUniforms[j].nLocation); } break; case eUsUV: { glVertexAttribPointer(m_psUniforms[j].nLocation, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData); glEnableVertexAttribArray(m_psUniforms[j].nLocation); } break; case eUsWORLDVIEWPROJECTION: { PVRTMat4 mWVP; /* Passes the world-view-projection matrix (WVP) to the shader to transform the vertices */ mWVP = m_mProjection * mWorldView; glUniformMatrix4fv(m_psUniforms[j].nLocation, 1, GL_FALSE, mWVP.f); } break; case eUsWORLDVIEWIT: { PVRTMat4 mWorldViewI, mWorldViewIT; /* Passes the inverse transpose of the world-view matrix to the shader to transform the normals */ mWorldViewI = mWorldView.inverse(); mWorldViewIT = mWorldViewI.transpose(); PVRTMat3 WorldViewIT = PVRTMat3(mWorldViewIT); glUniformMatrix3fv(m_psUniforms[j].nLocation, 1, GL_FALSE, WorldViewIT.f); } break; case eUsLIGHTDIREYE: { // Reads the light direction from the scene. PVRTVec4 vLightDirection; PVRTVec3 vPos; vLightDirection = m_Scene.GetLightDirection(0); vLightDirection.x = -vLightDirection.x; vLightDirection.y = -vLightDirection.y; vLightDirection.z = -vLightDirection.z; /* Sets the w component to 0, so when passing it to glLight(), it is considered as a directional light (as opposed to a spot light). */ vLightDirection.w = 0; // Passes the light direction in eye space to the shader PVRTVec4 vLightDirectionEyeSpace; vLightDirectionEyeSpace = m_mView * vLightDirection; glUniform3f(m_psUniforms[j].nLocation, vLightDirectionEyeSpace.x, vLightDirectionEyeSpace.y, vLightDirectionEyeSpace.z); } break; case eUsTEXTURE: { // Set the sampler variable to the texture unit glUniform1i(m_psUniforms[j].nLocation, m_psUniforms[j].nIdx); } break; } } /* Now that the model-view matrix is set and the materials ready, call another function to actually draw the mesh. */ DrawMesh(pMesh); glBindBuffer(GL_ARRAY_BUFFER, 0); for(unsigned int j = 0; j < m_nUniformCnt; ++j) { switch(m_psUniforms[j].nSemantic) { case eUsPOSITION: { glDisableVertexAttribArray(m_psUniforms[j].nLocation); } break; case eUsNORMAL: { glDisableVertexAttribArray(m_psUniforms[j].nLocation); } break; case eUsUV: { glDisableVertexAttribArray(m_psUniforms[j].nLocation); } break; } } } // Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools m_Print3D.DisplayDefaultTitle("IntroducingPFX", "", ePVRTPrint3DLogoIMG); m_Print3D.Flush(); return true; }
/*!**************************************************************************** @Function InitView @Return bool true if no error occured @Description Code in InitView() will be called by PVRShell upon initialization or after a change in the rendering context. Used to initialize variables that are dependant on the rendering context (e.g. textures, vertex buffers, etc.) ******************************************************************************/ bool OGLESIntroducingPFX::InitView() { /* Initialize Print3D */ bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); if(m_Print3D.SetTextures(0,PVRShellGet(prefWidth),PVRShellGet(prefHeight), bRotate) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, "ERROR: Cannot initialise Print3D\n"); return false; } // Sets the clear color glClearColor(0.6f, 0.8f, 1.0f, 1.0f); // Enables depth test using the z-buffer glEnable(GL_DEPTH_TEST); /* Loads the light direction from the scene. */ // We check the scene contains at least one if (m_Scene.nNumLight == 0) { PVRShellSet(prefExitMessage, "ERROR: The scene does not contain a light\n"); return false; } /* Load the effect file */ { unsigned int nUnknownUniformCount; CPVRTString error; // Parse the file m_pEffectParser = new CPVRTPFXParser; if(m_pEffectParser->ParseFromFile(c_szPfxFile, &error) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, error.c_str()); return false; } // Load an effect from the file m_pEffect = new CPVRTPFXEffect(); if(m_pEffect->Load(*m_pEffectParser, "Effect", c_szPfxFile, &error) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, error.c_str()); return false; } // Generate uniform array if(m_pEffect->BuildUniformTable( &m_psUniforms, &m_nUniformCnt, &nUnknownUniformCount, c_psUniformSemantics, sizeof(c_psUniformSemantics) / sizeof(*c_psUniformSemantics), &error) != PVR_SUCCESS) { PVRShellOutputDebug(error.c_str()); return false; } if(nUnknownUniformCount) { PVRShellOutputDebug(error.c_str()); PVRShellOutputDebug("Unknown uniform semantic count: %d\n", nUnknownUniformCount); } } /* Loads the textures. For a more detailed explanation, see Texturing and IntroducingPVRTools */ { const SPVRTPFXTexture *psTex; unsigned int nCnt, i; GLuint ui; psTex = m_pEffect->GetTextureArray(nCnt); for(i = 0; i < nCnt; ++i) { if(strcmp(psTex[i].p, "Reflection.pvr") == 0) { if(PVRTTextureLoadFromPVR(c_szReflectTexFile, &ui) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, "ERROR: Cannot load the texture\n"); return false; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); m_pEffect->SetTexture(i, ui); } else if (strcmp(psTex[i].p, "Basetex.pvr") == 0) { if(PVRTTextureLoadFromPVR(c_szBaseTexFile, &ui) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, "ERROR: Cannot load the texture\n"); return false; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); m_pEffect->SetTexture(i, ui); } else { PVRShellOutputDebug("Warning: effect file requested unrecognised texture: \"%s\"\n", psTex[i].p); m_pEffect->SetTexture(i, 0); } } } // Create buffer objects. m_aiVboID = new GLuint[m_Scene.nNumMeshNode]; glGenBuffers(m_Scene.nNumMeshNode, m_aiVboID); for(int i = 0; i < (int)m_Scene.nNumMeshNode ; i++) { SPODNode* pNode = &m_Scene.pNode[i]; // Gets pMesh referenced by the pNode SPODMesh* pMesh = &m_Scene.pMesh[pNode->nIdx]; // Generate a vertex buffer and set the interleaved vertex data. glBindBuffer(GL_ARRAY_BUFFER, m_aiVboID[i]); glBufferData(GL_ARRAY_BUFFER, pMesh->sVertex.nStride*pMesh->nNumVertex, pMesh->pInterleaved, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } return true; }
/*!**************************************************************************** @Function InitView @Return bool true if no error occured @Description Code in InitView() will be called by PVRShell upon initialization or after a change in the rendering context. Used to initialize variables that are dependant on the rendering context (e.g. textures, vertex buffers, etc.) ******************************************************************************/ bool OGLES3IntroducingPFX::InitView() { /* Initialize Print3D */ bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); if(m_Print3D.SetTextures(0,PVRShellGet(prefWidth),PVRShellGet(prefHeight), bRotate) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, "ERROR: Cannot initialise Print3D\n"); return false; } // Sets the clear color glClearColor(0.6f, 0.8f, 1.0f, 1.0f); // Enables depth test using the z-buffer glEnable(GL_DEPTH_TEST); /* Loads the light direction from the scene. */ // We check the scene contains at least one if (m_Scene.nNumLight == 0) { PVRShellSet(prefExitMessage, "ERROR: The scene does not contain a light\n"); return false; } // Load the VBOs LoadVBOs(); /* Load the effect file */ CPVRTString error; unsigned int uiUnknownUniforms; // Parse the file m_pEffectParser = new CPVRTPFXParser; if(m_pEffectParser->ParseFromFile(c_szPfxFile, &error) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, error.c_str()); return false; } // --- Load an effect from the file m_pEffect = new CPVRTPFXEffect(); // Register a custom uniform if(m_pEffect->RegisterUniformSemantic(c_sCustomSemantics, sizeof(c_sCustomSemantics) / sizeof(c_sCustomSemantics[0]), &error) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, error.c_str()); return false; } /* Load the effect. We pass 'this' as an argument as we wish to receive callbacks as the PFX is loaded. This is optional and supplying NULL implies that the developer will take care of all texture loading and binding to to the Effect instead. */ if(m_pEffect->Load(*m_pEffectParser, "Effect", c_szPfxFile, this, uiUnknownUniforms, &error) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, error.c_str()); return false; } /* 'Unknown uniforms' are uniform semantics that have been detected in the PFX file but are unknown to PVRTools. If you wish to utilise this semantic, register the semantic by calling RegisterUniformSemantic(). This is performed above. */ if(uiUnknownUniforms) { PVRShellOutputDebug(error.c_str()); PVRShellOutputDebug("Unknown uniform semantic count: %u\n", uiUnknownUniforms); } // Enable culling glEnable(GL_CULL_FACE); return true; }
/*!**************************************************************************** @Function RenderSceneWithEffect @Return bool true if no error occured @Description Renders the whole scene with a single effect. ******************************************************************************/ bool OGLES3ShadowMapping::RenderSceneWithEffect(const int uiEffectId, const PVRTMat4 &mProjection, const PVRTMat4 &mView) { CPVRTPFXEffect *pEffect = m_ppPFXEffects[uiEffectId]; // Activate the passed effect pEffect->Activate(); for (unsigned int i=0; i < m_Scene.nNumMeshNode; i++) { SPODNode* pNode = &m_Scene.pNode[i]; SPODMesh* pMesh = &m_Scene.pMesh[pNode->nIdx]; SPODMaterial *pMaterial = 0; if (pNode->nIdxMaterial != -1) { pMaterial = &m_Scene.pMaterial[pNode->nIdxMaterial]; // Bind the texture if there is one bound to this object if (pMaterial->nIdxTexDiffuse != -1) { CPVRTString texname = CPVRTString(m_Scene.pTexture[pMaterial->nIdxTexDiffuse].pszName).substitute(".png", ""); CPVRTStringHash hashedName(texname); if (m_TextureCache.Exists(hashedName)) glBindTexture(GL_TEXTURE_2D, m_TextureCache[hashedName]); } } glBindBuffer(GL_ARRAY_BUFFER, m_puiVbo[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_puiIndexVbo[i]); // Pre-calculate commonly used matrices PVRTMat4 mWorld; m_Scene.GetWorldMatrix(mWorld, *pNode); PVRTMat4 mWorldView = mView * mWorld; // Bind semantics const CPVRTArray<SPVRTPFXUniform>& Uniforms = pEffect->GetUniformArray(); for(unsigned int j = 0; j < Uniforms.GetSize(); ++j) { switch(Uniforms[j].nSemantic) { case ePVRTPFX_UsPOSITION: { glVertexAttribPointer(Uniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData); glEnableVertexAttribArray(Uniforms[j].nLocation); } break; case ePVRTPFX_UsNORMAL: { glVertexAttribPointer(Uniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData); glEnableVertexAttribArray(Uniforms[j].nLocation); } break; case ePVRTPFX_UsUV: { glVertexAttribPointer(Uniforms[j].nLocation, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData); glEnableVertexAttribArray(Uniforms[j].nLocation); } break; case ePVRTPFX_UsMATERIALCOLORDIFFUSE: { if (pMaterial) glUniform4f(Uniforms[j].nLocation, pMaterial->pfMatDiffuse[0], pMaterial->pfMatDiffuse[1], pMaterial->pfMatDiffuse[2], 1.0f); } break; case ePVRTPFX_UsWORLDVIEWPROJECTION: { PVRTMat4 mWorldViewProj = mProjection * mWorldView; glUniformMatrix4fv(Uniforms[j].nLocation, 1, GL_FALSE, mWorldViewProj.f); } break; case ePVRTPFX_UsWORLDI: { PVRTMat3 mWorldI3x3(mWorld.inverse()); glUniformMatrix3fv(Uniforms[j].nLocation, 1, GL_FALSE, mWorldI3x3.f); } break; case ePVRTPFX_UsWORLDVIEWIT: { PVRTMat3 mWorldViewIT3x3(mWorldView.inverse().transpose()); glUniformMatrix3fv(Uniforms[j].nLocation, 1, GL_FALSE, mWorldViewIT3x3.f); } break; case ePVRTPFX_UsTEXTURE: { // Set the sampler variable to the texture unit glUniform1i(Uniforms[j].nLocation, Uniforms[j].nIdx); } break; case ePVRTPFX_UsLIGHTPOSWORLD: { glUniform3fv(Uniforms[j].nLocation, 1, m_vLightPosition.ptr()); } break; case eCUSTOMSEMANTIC_SHADOWTRANSMATRIX: { // We need to calculate the texture projection matrix. This matrix takes the pixels from world space to previously rendered light projection space //where we can look up values from our saved depth buffer. The matrix is constructed from the light view and projection matrices as used for the previous render and //then multiplied by the inverse of the current view matrix. //PVRTMat4 mTextureMatrix = m_mBiasMatrix * m_mLightProjection * m_mLightView * mView.inverse(); PVRTMat4 mTextureMatrix = m_mBiasMatrix * m_mLightProjection * m_mLightView * mWorld; glUniformMatrix4fv(Uniforms[j].nLocation, 1, GL_FALSE, mTextureMatrix.f); } break; case ePVRTPFX_UsRANDOM: { glUniform1f(Uniforms[j].nLocation, m_fBias); } break; default: { PVRShellOutputDebug("Error: Unhandled semantic in RenderSceneWithEffect()\n"); return false; } } } // Now that all uniforms are set and the materials ready, draw the mesh. glDrawElements(GL_TRIANGLES, pMesh->nNumFaces*3, GL_UNSIGNED_SHORT, 0); // Disable all vertex attributes for(unsigned int j = 0; j < Uniforms.GetSize(); ++j) { switch(Uniforms[j].nSemantic) { case ePVRTPFX_UsPOSITION: case ePVRTPFX_UsNORMAL: case ePVRTPFX_UsUV: glDisableVertexAttribArray(Uniforms[j].nLocation); break; } } } glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); return true; }
/*!**************************************************************************** @Function RenderScene @Return bool true if no error occured @Description Main rendering loop function of the program. The shell will call this function every frame. eglSwapBuffers() will be performed by PVRShell automatically. PVRShell will also manage important OS events. Will also manage relevent OS events. The user has access to these events through an abstraction layer provided by PVRShell. ******************************************************************************/ bool OGLES2MaximumIntensityBlend::RenderScene() { // Clears the color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Enable blending glEnable(GL_BLEND); glBlendEquation(GL_MAX_EXT); /* Calculates the frame number to animate in a time-based manner. Uses the shell function PVRShellGetTime() to get the time in milliseconds. */ unsigned long ulTime = PVRShellGetTime(); unsigned long ulDeltaTime = ulTime - m_ulTimePrev; m_ulTimePrev = ulTime; m_fFrame += (float)ulDeltaTime * DEMO_FRAME_RATE; if (m_fFrame > m_Scene.nNumFrame-1) m_fFrame = 0; // Sets the scene animation to this frame m_Scene.SetFrame(m_fFrame); PVRTVec3 vLightDir; { PVRTVec3 vFrom, vTo, vUp; VERTTYPE fFOV; vUp.x = 0.0f; vUp.y = 1.0f; vUp.z = 0.0f; // We can get the camera position, target and field of view (fov) with GetCameraPos() fFOV = m_Scene.GetCameraPos(vFrom, vTo, 0) * 0.6; /* We can build the world view matrix from the camera position, target and an up vector. For this we use PVRTMat4LookAtRH(). */ m_mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp); vLightDir = vFrom; // Calculates the projection matrix bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); m_mProjection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), CAM_NEAR, CAM_FAR, PVRTMat4::OGL, bRotate); } /* A scene is composed of nodes. There are 3 types of nodes: - MeshNodes : references a mesh in the pMesh[]. These nodes are at the beginning of the pNode[] array. And there are nNumMeshNode number of them. This way the .pod format can instantiate several times the same mesh with different attributes. - lights - cameras To draw a scene, you must go through all the MeshNodes and draw the referenced meshes. */ for (int i=0; i<(int)m_Scene.nNumMeshNode; i++) { SPODNode* pNode = &m_Scene.pNode[i]; // Gets pMesh referenced by the pNode SPODMesh* pMesh = &m_Scene.pMesh[pNode->nIdx]; glBindBuffer(GL_ARRAY_BUFFER, m_aiVboID[i]); // Gets the node model matrix PVRTMat4 mWorld; mWorld = m_Scene.GetWorldMatrix(*pNode); PVRTMat4 mWorldView; mWorldView = m_mView * mWorld; // Retrieve the list of required uniforms CPVRTPFXEffect* pEffect; SPODMaterial* pMat = &m_Scene.pMaterial[pNode->nIdxMaterial]; if(pMat->nIdxTexDiffuse != -1) { pEffect = m_pEffectTextured; } else { pEffect = m_pEffect; } pEffect->Activate(); const CPVRTArray<SPVRTPFXUniform>& aUniforms = pEffect->GetUniformArray(); /* Now we loop over the uniforms requested by the PFX file. Using the switch statement allows us to handle all of the required semantics */ for(unsigned int j = 0; j < aUniforms.GetSize(); ++j) { switch(aUniforms[j].nSemantic) { case ePVRTPFX_UsPOSITION: { glVertexAttribPointer(aUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData); glEnableVertexAttribArray(aUniforms[j].nLocation); } break; case ePVRTPFX_UsNORMAL: { glVertexAttribPointer(aUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData); glEnableVertexAttribArray(aUniforms[j].nLocation); } break; case ePVRTPFX_UsUV: { glVertexAttribPointer(aUniforms[j].nLocation, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData); glEnableVertexAttribArray(aUniforms[j].nLocation); } break; case ePVRTPFX_UsWORLDVIEWPROJECTION: { PVRTMat4 mWVP; // Passes the world-view-projection matrix (WVP) to the shader to transform the vertices mWVP = m_mProjection * mWorldView; glUniformMatrix4fv(aUniforms[j].nLocation, 1, GL_FALSE, mWVP.f); } break; case eUsINTENSITY: { int iMat = pNode->nIdxMaterial; SPODMaterial* pMat = &m_Scene.pMaterial[iMat]; float fIntensity = pMat->pfMatDiffuse[0]; // Take R value for intensity glUniform1f(aUniforms[j].nLocation, fIntensity); } break; case ePVRTPFX_UsTEXTURE: { glUniform1i(aUniforms[j].nLocation, 0); } break; case ePVRTPFX_UsWORLDVIEWIT: { PVRTMat3 mWorldViewIT3x3(mWorldView.inverse().transpose()); glUniformMatrix3fv(aUniforms[j].nLocation, 1, GL_FALSE, mWorldViewIT3x3.f); } break; case ePVRTPFX_UsLIGHTDIREYE: { PVRTVec4 vLightDirView = (m_mView * PVRTVec4(-vLightDir, 1.0f)).normalize(); glUniform3fv(aUniforms[j].nLocation, 1, vLightDirView.ptr()); } break; } } /* Now that the model-view matrix is set and the materials ready, call another function to actually draw the mesh. */ DrawMesh(pMesh); glBindBuffer(GL_ARRAY_BUFFER, 0); /* Now disable all of the enabled attribute arrays that the PFX requested. */ for(unsigned int j = 0; j < aUniforms.GetSize(); ++j) { switch(aUniforms[j].nSemantic) { case ePVRTPFX_UsNORMAL: case ePVRTPFX_UsUV: case ePVRTPFX_UsPOSITION: { glDisableVertexAttribArray(aUniforms[j].nLocation); } break; } } } // Reset blending // Enable blending glBlendEquation(GL_FUNC_ADD); glDisable(GL_BLEND); // Determine which title to show. The default title is quite long, so we display a shortened version if // it cannot fit on the screen. const char* pszTitle = NULL; { bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); float fW, fH; m_Print3D.MeasureText(&fW, &fH, 1.0f, c_pszTitle); int iScreenW = bRotate ? PVRShellGet(prefHeight) : PVRShellGet(prefWidth); if((int)fW >= iScreenW) { pszTitle = c_pszTitleShort; } else { pszTitle = c_pszTitle; } } // Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools m_Print3D.DisplayDefaultTitle(pszTitle, "", ePVRTPrint3DSDKLogo); m_Print3D.Flush(); return true; }
/*!**************************************************************************** @Function InitView @Return bool true if no error occured @Description Code in InitView() will be called by PVRShell upon initialization or after a change in the rendering context. Used to initialize variables that are dependant on the rendering context (e.g. textures, vertex buffers, etc.) ******************************************************************************/ bool OGLES2MaximumIntensityBlend::InitView() { /* Check that EXT_blend_minmax is supported */ if(!CPVRTgles2Ext::IsGLExtensionSupported("GL_EXT_blend_minmax")) { PVRShellSet(prefExitMessage, "ERROR: GL_EXT_blend_minmax extension is required to run this example."); return false; } /* Initialize Print3D */ bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); if(m_Print3D.SetTextures(0,PVRShellGet(prefWidth),PVRShellGet(prefHeight), bRotate) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, "ERROR: Cannot initialise Print3D\n"); return false; } // Sets the clear color glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_CULL_FACE); glFrontFace(GL_CW); // Load the VBOs LoadVBOs(); /* Load the effect file */ CPVRTString error; unsigned int uiUnknownUniforms; // Parse the file m_pEffectParser = new CPVRTPFXParser; if(m_pEffectParser->ParseFromFile(c_szPfxFile, &error) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, error.c_str()); return false; } // --- Load an effect from the file m_pEffect = new CPVRTPFXEffect(); m_pEffect->RegisterUniformSemantic(c_sCustomSemantics, sizeof(c_sCustomSemantics) / sizeof(c_sCustomSemantics[0]), &error); /* Load the effect. */ if(m_pEffect->Load(*m_pEffectParser, "Effect", c_szPfxFile, NULL, uiUnknownUniforms, &error) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, error.c_str()); return false; } // --- Load the textured effect m_pEffectTextured = new CPVRTPFXEffect(); m_pEffectTextured->RegisterUniformSemantic(c_sCustomSemantics, sizeof(c_sCustomSemantics) / sizeof(c_sCustomSemantics[0]), &error); /* Load the effect. */ if(m_pEffectTextured->Load(*m_pEffectParser, "TexturedEffect", c_szPfxFile, this, uiUnknownUniforms, &error) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, error.c_str()); return false; } return true; }