void initFloorBatch() { float alpha = 0.25f; floorBatch.Begin(GL_TRIANGLE_FAN,4,1); floorBatch.Color4f(0.0f,1.0f,0.0f,alpha); floorBatch.MultiTexCoord2f(0,0.0,0.0); floorBatch.Normal3f(0.0,1.0,0.0); floorBatch.Vertex3f(-20.0f,-0.4f,20.0f); floorBatch.Color4f(0.0f,1.0f,0.0f,alpha); floorBatch.MultiTexCoord2f(0,10.0,0.0); floorBatch.Normal3f(0.0,1.0,0.0); floorBatch.Vertex3f(20.0f,-0.4f,20.0f); floorBatch.Color4f(0.0f,1.0f,0.0f,alpha); floorBatch.MultiTexCoord2f(0,10.0,10.0); floorBatch.Normal3f(0.0,1.0,0.0); floorBatch.Vertex3f(20.0f,-0.4f,-20.0f); floorBatch.Color4f(0.0f,1.0f,0.0f,alpha); floorBatch.MultiTexCoord2f(0,0.0,10.0); floorBatch.Normal3f(0.0,1.0,0.0); floorBatch.Vertex3f(-20.0f,-0.4f,-20.0f); floorBatch.End(); }
/////////////////////////////////////////////////////////////////////////////////////////////////////// // Create a matrix that maps geometry to the screen. 1 unit in the x direction equals one pixel // of width, same with the y direction. // It also depends on the size of the texture being displayed void GenerateOrtho2DMat(GLuint windowWidth, GLuint windowHeight, GLuint imageWidth, GLuint imageHeight) { float right = (float)windowWidth; float quadWidth = right; float left = 0.0f; float top = (float)windowHeight; float quadHeight = top; float bottom = 0.0f; float screenAspect = (float)windowWidth/windowHeight; float imageAspect = (float)imageWidth/imageHeight; if (screenAspect > imageAspect) quadWidth = windowHeight*imageAspect; else quadHeight = windowWidth*imageAspect; // set ortho matrix orthoMatrix[0] = (float)(2 / (right - left)); orthoMatrix[1] = 0.0; orthoMatrix[2] = 0.0; orthoMatrix[3] = 0.0; orthoMatrix[4] = 0.0; orthoMatrix[5] = (float)(2 / (top - bottom)); orthoMatrix[6] = 0.0; orthoMatrix[7] = 0.0; orthoMatrix[8] = 0.0; orthoMatrix[9] = 0.0; orthoMatrix[10] = (float)(-2 / (1.0 - 0.0)); orthoMatrix[11] = 0.0; orthoMatrix[12] = -1*(right + left) / (right - left); orthoMatrix[13] = -1*(top + bottom) / (top - bottom); orthoMatrix[14] = -1.0f; orthoMatrix[15] = 1.0; // set screen quad vertex array screenQuad.Reset(); screenQuad.Begin(GL_TRIANGLE_STRIP, 4, 1); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 0.0f); screenQuad.Vertex3f(0.0f, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 0.0f); screenQuad.Vertex3f(quadWidth, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 1.0f); screenQuad.Vertex3f(0.0f, quadHeight, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 1.0f); screenQuad.Vertex3f(quadWidth, quadHeight, 0.0f); screenQuad.End(); }
/////////////////////////////////////////////////////////////////////////////////////////////////////// // Create a matrix that maps geometry to the screen. 1 unit in the x directionequals one pixel // of width, same with the y direction. // void GenerateOrtho2DMat(GLuint imageWidth, GLuint imageHeight) { float right = (float)imageWidth; float quadWidth = right; float left = 0.0f; float top = (float)imageHeight; float quadHeight = top; float bottom = 0.0f; // set ortho matrix orthoMatrix[0] = (float)(2 / (right)); orthoMatrix[1] = 0.0; orthoMatrix[2] = 0.0; orthoMatrix[3] = 0.0; orthoMatrix[4] = 0.0; orthoMatrix[5] = (float)(2 / (top)); orthoMatrix[6] = 0.0; orthoMatrix[7] = 0.0; orthoMatrix[8] = 0.0; orthoMatrix[9] = 0.0; orthoMatrix[10] = (float)(-2 / (1.0 - 0.0)); orthoMatrix[11] = 0.0; orthoMatrix[12] = -1.0f; orthoMatrix[13] = -1.0f; orthoMatrix[14] = -1.0f; orthoMatrix[15] = 1.0; // set screen quad vertex array screenQuad.Reset(); screenQuad.Begin(GL_TRIANGLE_STRIP, 4, 1); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 0.0f); screenQuad.Vertex3f(0.0f, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 0.0f); screenQuad.Vertex3f(right, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 1.0f); screenQuad.Vertex3f(0.0f, top, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 1.0f); screenQuad.Vertex3f(right, top, 0.0f); screenQuad.End(); }
/////////////////////////////////////////////////////////////////////////////////////////////////////// // Create a matrix that maps geometry to the screen. 1 unit in the x directionequals one pixel // of width, same with the y direction. void gltGenerateOrtho2DMat(GLuint screenWidth, GLuint screenHeight, M3DMatrix44f &orthoMatrix, GLBatch &screenQuad) { float right = (float)screenWidth; float left = 0.0f; float top = (float)screenHeight; float bottom = 0.0f; // set ortho matrix orthoMatrix[0] = (float)(2 / (right - left)); orthoMatrix[1] = 0.0; orthoMatrix[2] = 0.0; orthoMatrix[3] = 0.0; orthoMatrix[4] = 0.0; orthoMatrix[5] = (float)(2 / (top - bottom)); orthoMatrix[6] = 0.0; orthoMatrix[7] = 0.0; orthoMatrix[8] = 0.0; orthoMatrix[9] = 0.0; orthoMatrix[10] = (float)(-2 / (1.0 - 0.0)); orthoMatrix[11] = 0.0; orthoMatrix[12] = -1*(right + left) / (right - left); orthoMatrix[13] = -1*(top + bottom) / (top - bottom); orthoMatrix[14] = -1.0f; orthoMatrix[15] = 1.0; // set screen quad vertex array screenQuad.Reset(); screenQuad.Begin(GL_TRIANGLE_STRIP, 4, 1); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 0.0f); screenQuad.Vertex3f(0.0f, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 0.0f); screenQuad.Vertex3f((float)screenWidth, 0.0f, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 0.0f, 1.0f); screenQuad.Vertex3f(0.0f, (float)screenHeight, 0.0f); screenQuad.Color4f(0.0f, 1.0f, 0.0f, 1.0f); screenQuad.MultiTexCoord2f(0, 1.0f, 1.0f); screenQuad.Vertex3f((float)screenWidth, (float)screenHeight, 0.0f); screenQuad.End(); }
/////////////////////////////////////////////////////////////////////////////// // OpenGL related startup code is safe to put here. Load textures, etc. void SetupRC(void) { #ifndef ANGLE GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } #endif // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); // Black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gltMakeTorus(torusBatch, 0.4f, 0.15f, 35, 35); GLfloat alpha = 0.25f; floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, -20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f); floorBatch.End(); glGenTextures(1, textures); glBindTexture(GL_TEXTURE_2D, textures[0]); LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // Create blur program blurProg = gltLoadShaderPairWithAttributes("blur.vs", "blur.fs", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "texCoord0"); // Create blur textures glGenTextures(6, blurTextures); // XXX I don't think this is necessary. Should set texture data to NULL // Allocate a pixel buffer to initialize textures and PBOs pixelDataSize = screenWidth*screenHeight*3*sizeof(unsigned int); // XXX This should be unsigned byte void* data = (void*)malloc(pixelDataSize); memset(data, 0x00, pixelDataSize); // Setup 6 texture units for blur effect // Initialize texture data for (int i=0; i<6;i++) { glActiveTexture(GL_TEXTURE1+i); glBindTexture(GL_TEXTURE_2D, blurTextures[i]); #ifndef OPENGL_ES glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); #else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #endif glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, data); } // Alloc space for copying pixels so we dont call malloc on every draw #ifndef OPENGL_ES glGenBuffers(1, pixBuffObjs); glBindBuffer(GL_PIXEL_PACK_BUFFER, pixBuffObjs[0]); glBufferData(GL_PIXEL_PACK_BUFFER, pixelDataSize, pixelData, GL_DYNAMIC_COPY); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); #endif // Create geometry and a matrix for screen aligned drawing gltGenerateOrtho2DMat(screenWidth, screenHeight, orthoMatrix, screenQuad); // Make sure all went well gltCheckErrors(); }
// This function does any needed initialization on the rendering // context. void SetupRC() { // Black background glClearColor(0.0f, 0.0f, 0.75f, 1.0f ); // glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); shaderManager.InitializeStockShaders(); tubeBatch.Begin(GL_QUADS, 200); float fZ = 100.0f; float bZ = -100.0f; tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, 100.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f,50.0f,fZ); // Right Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f,-50.0f,fZ); // Top Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f,fZ); // Bottom Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -35.0f,fZ); // Top length section //////////////////////////// // Normal points up Y axis tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f,50.0f,bZ); // Bottom section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, fZ); // Left section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, bZ); // Right Section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); // Pointing straight out Z // Left Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f,50.0f,fZ); // Right Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f,-50.0f,fZ); // Top Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f,fZ); // Bottom Panel tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -35.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -35.0f,fZ); // Top length section //////////////////////////// // Normal points up Y axis tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, 1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f,50.0f,bZ); // Bottom section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(0.0f, -1.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, fZ); // Left section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(50.0f, 50.0f, bZ); // Right Section tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, fZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, bZ); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Normal3f(-1.0f, 0.0f, 0.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, fZ); // Left Panel tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f,50.0f,bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, -50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-50.0f, 50.0f, bZ); // Right Panel tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f,-50.0f,bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(50.0f, 50.0f, bZ); // Top Panel tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, 35.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 35.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, 50.0f, bZ); // Bottom Panel tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -35.0f,bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(35.0f, -50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -50.0f, bZ); tubeBatch.Normal3f(0.0f, 0.0f, -1.0f); tubeBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); tubeBatch.Vertex3f(-35.0f, -35.0f, bZ); tubeBatch.End(); innerBatch.Begin(GL_QUADS, 40); // Insides ///////////////////////////// // Normal points up Y axis innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(-35.0f, 35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(35.0f, 35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(35.0f, 35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(-35.0f,35.0f,bZ); // Bottom section innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(-35.0f, -35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(-35.0f, -35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(35.0f, -35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(0.0f, 1.0f, 0.0f); innerBatch.Vertex3f(35.0f, -35.0f, fZ); // Left section innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(-35.0f, 35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(-35.0f, 35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(-35.0f, -35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(-35.0f, -35.0f, fZ); // Right Section innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(-1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(35.0f, 35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(-1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(35.0f, -35.0f, fZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(-1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(35.0f, -35.0f, bZ); innerBatch.Color4f(0.75f, 0.75f, 0.75f, 1.0f); innerBatch.Normal3f(-1.0f, 0.0f, 0.0f); innerBatch.Vertex3f(35.0f, 35.0f, bZ); innerBatch.End(); }
/////////////////////////////////////////////////////////////////////////////// // OpenGL related startup code is safe to put here. Load textures, etc. void SetupRC(void) { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glEnable(GL_DEPTH_TEST); exposure = 1.0f; // Light Blue glClearColor(vSkyBlue[0], vSkyBlue[1], vSkyBlue[2], vSkyBlue[3]); // Load geometry GLfloat alpha = 0.25f; floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 1.00f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 1.00f, 1.00f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, -20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 1.00f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f); floorBatch.End(); windowBatch.Begin(GL_TRIANGLE_FAN, 4, 1); windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); windowBatch.MultiTexCoord2f(0, 0.0f, 0.0f); windowBatch.Normal3f( 0.0f, 1.0f, 0.0f); windowBatch.Vertex3f(-1.0f, 0.0f, 0.0f); windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); windowBatch.MultiTexCoord2f(0, 1.0f, 0.0f); windowBatch.Normal3f(0.0f, 1.0f, 0.0f); windowBatch.Vertex3f(1.0f, 0.0f, 0.0f); windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); windowBatch.MultiTexCoord2f(0, 1.0f, 1.0f); windowBatch.Normal3f(0.0f, 1.0f, 0.0f); windowBatch.Vertex3f(1.0f, 2.0f, 0.0f); windowBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); windowBatch.MultiTexCoord2f(0, 0.0f, 1.0f); windowBatch.Normal3f( 0.0f, 1.0f, 0.0f); windowBatch.Vertex3f(-1.0f, 2.0f, 0.0f); windowBatch.End(); const float width = 0.2f; windowBorderBatch.Begin(GL_TRIANGLE_STRIP, 13); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01f, width, 0.01f); windowBorderBatch.Normal3f(0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01f, 0.0f, 0.01f); windowBorderBatch.Normal3f(0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01f, width, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01f, 0.0f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01-width, 0.0f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01f, 2.0f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01-width, 2.0f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(1.01f, 2.0-width, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01f, 2.f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01f, 2.0-width, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01+width, 2.f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01f, 0.0f, 0.01f); windowBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowBorderBatch.Vertex3f(-1.01+width, 0.0f, 0.01f); windowBorderBatch.End(); const float gridWidth = (float)0.01; const int gridLineCount = 24; windowGridBatch.Begin(GL_TRIANGLES, gridLineCount*2*6); // bottom horizontal for(int i=0; i<gridLineCount; i++) { float offset = 2*((float)(i+1)/(float)(gridLineCount+1)); windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(-1.0f, offset+gridWidth, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(-1.0f, offset-gridWidth, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(1.0f, offset-gridWidth, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(1.0f,offset-gridWidth, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(1.0f, offset+gridWidth, 0.01f); windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(-1.0f, offset+gridWidth, 0.01f); } // Verticals for(int i=0; i<gridLineCount; i++) { float offset = 2*((float)(i+1)/(float)(gridLineCount+1)) - 1.0; windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset+gridWidth, 0.0f, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset-gridWidth, 0.0f, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset-gridWidth, 2.0f, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset-gridWidth, 2.0f, 0.01f); windowGridBatch.Normal3f(0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset+gridWidth, 2.0, 0.01f); windowGridBatch.Normal3f( 0.0f, 0.0f, 1.0f); windowGridBatch.Vertex3f(offset+gridWidth, 0.0f, 0.01f); } windowGridBatch.End(); glGenTextures(1, textures); glBindTexture(GL_TEXTURE_2D, textures[0]); LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // Setup HDR render texture glGenTextures(1, hdrTextures); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, hdrTextures[0]); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGB16F, screenWidth, screenHeight, GL_FALSE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Attach HDR texture to fbo // Create and bind an FBO glGenFramebuffers(1,hdrFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, hdrFBO[0]); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, hdrTextures[0], 0); // Create window texture glGenTextures(1, &windowTexture); glBindTexture(GL_TEXTURE_2D, windowTexture); GLuint texWidth = 0; GLuint texHeight = 0; // Load HDR image from EXR file LoadOpenEXRImage("window.exr", windowTexture, texWidth, texHeight); // Load flat color shader flatColorProg = gltLoadShaderPairWithAttributes("basic.vs", "color.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(flatColorProg, 0, "oColor"); glBindFragDataLocation(flatColorProg, 1, "oBright"); glLinkProgram(flatColorProg); // Load texture replace shader texReplaceProg = gltLoadShaderPairWithAttributes("basic.vs", "tex_replace.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(texReplaceProg, 0, "oColor"); glBindFragDataLocation(texReplaceProg, 1, "oBright"); glLinkProgram(texReplaceProg); // Load bloom shader hdrResolve = gltLoadShaderPairWithAttributes("basic.vs", "hdr_exposure.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(hdrResolve, 0, "oColor"); glLinkProgram(hdrResolve); // Uncomment the line below to get the correct behavior. floorBatch.Draw(); // Get the location of each multisample sample int sampleCount = 0; glGetIntegerv(GL_SAMPLES, &sampleCount); float positions[64]; // Enough for at least 32 samples for(int i =0; i < sampleCount; i++) { glGetMultisamplefv(GL_SAMPLE_POSITION, i, &positions[i*2]); } // Limit sample count to 8x //assert(sampleCount >= 8); sampleCount = 8; float invertedSampleDistances[8]; // The maxDist is used for doing the distance inversion // You could use the actual max dist a sample could be, but that // would mean that sample would receive a weighting of 0, use 1.0 instead. //float maxDist = sqrt(0.5*0.5*2); float maxDist = 1.0f; // calculate the distance of each sample from the center, // then invert it so that samples closer to the center recieve more weight for(int i=0; i<8; i++) { double xDist = positions[i*2 ]-0.5; double yDist = positions[i*2+1]-0.5; invertedSampleDistances[i] = maxDist - sqrt(xDist*xDist + yDist*yDist); } // zero out sample weights array for(int i=0; i<8; i++) { for(int j=0; j<8; j++) { sampleWeights[i][j] = 0.0f; } } // First array is easy, 1 sample so that samples weight is 1 sampleWeights[0][0] = 1.0f; // Add up the distances to get the total used for calculating weights for(int i=1; i<8; i++) { float totalWeight = 0.0f; for(int j=0; j<=i; j++) totalWeight += invertedSampleDistances[j]; // Invert to get the factor used for each sample, the sum of all sample weights is always 1.0 float perSampleFactor = 1 / totalWeight; for(int j=0; j<=i; j++) sampleWeights[i][j] = invertedSampleDistances[j] * perSampleFactor; } // Setup a texture buffer object for holding the sample weights glGenBuffers(1, &sampleWeightBuf); glBindBuffer(GL_TEXTURE_BUFFER_ARB, sampleWeightBuf); glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*8, sampleWeights, GL_DYNAMIC_DRAW); glBindBuffer(GL_TEXTURE_BUFFER_ARB, 0); // Load the texBO into texture 1 glActiveTexture(GL_TEXTURE1); glGenTextures(1, &texBOTexture); glBindTexture(GL_TEXTURE_BUFFER_ARB, texBOTexture); glTexBufferARB(GL_TEXTURE_BUFFER_ARB, GL_R32F, sampleWeightBuf); glActiveTexture(GL_TEXTURE0); // Reset framebuffer binding glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); }
/////////////////////////////////////////////////////////////////////////////// // OpenGL related startup code is safe to put here. Load textures, etc. void SetupRC() { #ifndef ANGLE GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } #endif // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); // Black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); #if defined __APPLE__ || defined ANGLE ninja.LoadFromSBM("ninja.sbm", GLT_ATTRIBUTE_VERTEX, GLT_ATTRIBUTE_NORMAL, GLT_ATTRIBUTE_TEXTURE0); #else ninja.LoadFromSBM("../../../Src/Models/Ninja/ninja.sbm", GLT_ATTRIBUTE_VERTEX, GLT_ATTRIBUTE_NORMAL, GLT_ATTRIBUTE_TEXTURE0); #endif gltMakeTorus(torusBatch, 0.4f, 0.15f, 35, 35); gltMakeSphere(sphereBatch, 0.1f, 26, 13); GLfloat alpha = 0.25f; floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, -20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f); floorBatch.End(); glGenTextures(1, textures); glBindTexture(GL_TEXTURE_2D, textures[0]); LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); glGenTextures(1, ninjaTex); glBindTexture(GL_TEXTURE_2D, ninjaTex[0]); #if defined __APPLE__ LoadBMPTexture("NinjaComp.bmp", GL_LINEAR, GL_LINEAR, GL_CLAMP); #elif defined ANGLE LoadBMPTexture("NinjaComp.bmp", GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); #else LoadBMPTexture("../../../Src/Models/Ninja/NinjaComp.bmp", GL_LINEAR, GL_LINEAR, GL_CLAMP); #endif glGenFramebuffers(1,&fboName); // Create depth renderbuffer glGenRenderbuffers(1, &depthBufferName); glBindRenderbuffer(GL_RENDERBUFFER, depthBufferName); #ifndef ANGLE glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, screenWidth, screenHeight); #else glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screenWidth, screenHeight); #endif // Create 3 color renderbuffers glGenRenderbuffers(3, renderBufferNames); glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[0]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight); glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[1]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight); glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[2]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight); // Attach all 4 renderbuffers to FBO glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferName); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderBufferNames[0]); #ifndef OPENGL_ES glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, renderBufferNames[1]); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, renderBufferNames[2]); #endif // See bind frag location in Chapter 9 processProg = gltLoadShaderPairWithAttributes("multibuffer.vs", "multibuffer_frag_location.fs", 3, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "texCoord0"); #ifndef OPENGL_ES glBindFragDataLocation(processProg, 0, "oStraightColor"); glBindFragDataLocation(processProg, 1, "oGreyscale"); glBindFragDataLocation(processProg, 2, "oLumAdjColor"); #endif glLinkProgram(processProg); #ifndef OPENGL_ES // Create 3 new buffer objects glGenBuffers(3,texBO); glGenTextures(1, &texBOTexture); int count = 0; float* fileData = 0; // Load first texBO with a tangent-like curve, 1024 values fileData = LoadFloatData("LumTan.data", &count); if (count > 0) { glBindBuffer(GL_TEXTURE_BUFFER_ARB, texBO[0]); glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*count, fileData, GL_STATIC_DRAW); delete fileData; } // Load second texBO with a sine-like curve, 1024 values fileData = LoadFloatData("LumSin.data", &count); if (count > 0) { glBindBuffer(GL_TEXTURE_BUFFER_ARB, texBO[1]); glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*count, fileData, GL_STATIC_DRAW); delete fileData; } // Load third texBO with a linear curve, 1024 values fileData = LoadFloatData("LumLinear.data", &count); if (count > 0) { glBindBuffer(GL_TEXTURE_BUFFER_ARB, texBO[2]); glBufferData(GL_TEXTURE_BUFFER_ARB, sizeof(float)*count, fileData, GL_STATIC_DRAW); delete fileData; } // Load the Tan ramp first glBindBuffer(GL_TEXTURE_BUFFER_ARB, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER_ARB, texBOTexture); glTexBufferARB(GL_TEXTURE_BUFFER_ARB, GL_R32F, texBO[0]); #endif glActiveTexture(GL_TEXTURE0); // Reset framebuffer binding glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Make sure all went well gltCheckErrors(); }
/////////////////////////////////////////////////////////////////////////////// // OpenGL related startup code is safe to put here. Load textures, etc. void SetupRC() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } // Initialze Shader Manager shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); // Black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gltMakeTorus(torusBatch, 0.4f, 0.15f, 35, 35); gltMakeSphere(sphereBatch, 0.1f, 26, 13); gltMakeCylinder(cylinderBatch,0.3f, 0.2f, 1.0, 10,10); GLfloat alpha = 0.25f; floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 0.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, 20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 10.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(20.0f, -0.41f, -20.0f); floorBatch.Color4f(0.0f, 1.0f, 0.0f, alpha); floorBatch.MultiTexCoord2f(0, 0.0f, 10.0f); floorBatch.Normal3f(0.0, 1.0f, 0.0f); floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f); floorBatch.End(); mirrorBatch.Begin(GL_TRIANGLE_FAN, 4, 1); mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); mirrorBatch.MultiTexCoord2f(0, 0.0f, 0.0f); mirrorBatch.Normal3f( 0.0f, 1.0f, 0.0f); mirrorBatch.Vertex3f(-1.0f, 0.0f, 0.0f); mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); mirrorBatch.MultiTexCoord2f(0, 1.0f, 0.0f); mirrorBatch.Normal3f(0.0f, 1.0f, 0.0f); mirrorBatch.Vertex3f(1.0f, 0.0f, 0.0f); mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); mirrorBatch.MultiTexCoord2f(0, 1.0f, 1.0f); mirrorBatch.Normal3f(0.0f, 1.0f, 0.0f); mirrorBatch.Vertex3f(1.0f, 2.0f, 0.0f); mirrorBatch.Color4f(1.0f, 0.0f, 0.0f, 1.0f); mirrorBatch.MultiTexCoord2f(0, 0.0f, 1.0f); mirrorBatch.Normal3f( 0.0f, 1.0f, 0.0f); mirrorBatch.Vertex3f(-1.0f, 2.0f, 0.0f); mirrorBatch.End(); mirrorBorderBatch.Begin(GL_TRIANGLE_STRIP, 13); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-1.0f, 0.1f, 0.01f); mirrorBorderBatch.Normal3f(0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-1.0f, 0.0f, 0.01f); mirrorBorderBatch.Normal3f(0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(1.0f, 0.1f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(1.0f, 0.0f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(0.9f, 0.0f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(1.0f, 2.0f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(0.9f, 2.0f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(1.0f, 1.9f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-1.0f, 2.f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-1.0f, 1.9f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-0.9f, 2.f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-1.0f, 0.0f, 0.01f); mirrorBorderBatch.Normal3f( 0.0f, 0.0f, 1.0f); mirrorBorderBatch.Vertex3f(-0.9f, 0.0f, 0.01f); mirrorBorderBatch.End(); glGenTextures(1, textures); glBindTexture(GL_TEXTURE_2D, textures[0]); LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); // Create and bind an FBO glGenFramebuffers(1,&fboName); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName); // Create depth renderbuffer glGenRenderbuffers(1, &depthBufferName); glBindRenderbuffer(GL_RENDERBUFFER, depthBufferName); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, mirrorTexWidth, mirrorTexHeight); // Create the reflection texture glGenTextures(1, &mirrorTexture); glBindTexture(GL_TEXTURE_2D, mirrorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mirrorTexWidth, mirrorTexHeight, 0, GL_RGBA, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Attach texture to first color attachment and the depth RBO glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTexture, 0); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferName); // Make sure all went well gltCheckErrors(); // Reset framebuffer binding glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); }