示例#1
0
//////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering
// context.  Here it sets up and initializes the texture objects.
void SetupRC()
    {
    GLbyte *pBytes;
    GLint iWidth, iHeight, iComponents;
    GLenum eFormat;
    GLint iLoop;
    
	// Black background
	glClearColor(0.0f, 0.0f, 0.0f,1.0f);
    
    shaderManager.InitializeStockShaders();

    // Load textures
    glGenTextures(TEXTURE_COUNT, textures);
    for(iLoop = 0; iLoop < TEXTURE_COUNT; iLoop++)
        {
        // Bind to next texture object
        glBindTexture(GL_TEXTURE_2D, textures[iLoop]);
        
        // Load texture, set filter and wrap modes
        pBytes = gltReadTGABits(szTextureFiles[iLoop],&iWidth, &iHeight,
                              &iComponents, &eFormat);

        // Load texture, set filter and wrap modes
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes);
        glGenerateMipmap(GL_TEXTURE_2D);
        // Don't need original texture data any more
        free(pBytes);
        }
        
    // Build Geometry
    GLfloat z;
    floorBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);
    for(z = 60.0f; z >= 0.0f; z -=10.0f)
        {
        floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
        floorBatch.Vertex3f(-10.0f, -10.0f, z);
         
        floorBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
        floorBatch.Vertex3f(10.0f, -10.0f, z);
         
        floorBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
        floorBatch.Vertex3f(-10.0f, -10.0f, z - 10.0f);
         
        floorBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
        floorBatch.Vertex3f(10.0f, -10.0f, z - 10.0f);
        }
    floorBatch.End();
    
    ceilingBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);
    for(z = 60.0f; z >= 0.0f; z -=10.0f)
        {
        ceilingBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
        ceilingBatch.Vertex3f(-10.0f, 10.0f, z - 10.0f);
        
        ceilingBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
        ceilingBatch.Vertex3f(10.0f, 10.0f, z - 10.0f);
        
        ceilingBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
        ceilingBatch.Vertex3f(-10.0f, 10.0f, z);

        ceilingBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
        ceilingBatch.Vertex3f(10.0f, 10.0f, z);
        }
    ceilingBatch.End();
    
    leftWallBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);
    for(z = 60.0f; z >= 0.0f; z -=10.0f)
        {
        leftWallBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
        leftWallBatch.Vertex3f(-10.0f, -10.0f, z);
        
        leftWallBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
        leftWallBatch.Vertex3f(-10.0f, 10.0f, z);
        
        leftWallBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
        leftWallBatch.Vertex3f(-10.0f, -10.0f, z - 10.0f);

        leftWallBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
        leftWallBatch.Vertex3f(-10.0f, 10.0f, z - 10.0f);
        }
    leftWallBatch.End();
    
    
    rightWallBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);
    for(z = 60.0f; z >= 0.0f; z -=10.0f)
        {
        rightWallBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
        rightWallBatch.Vertex3f(10.0f, -10.0f, z);
        
        rightWallBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
        rightWallBatch.Vertex3f(10.0f, 10.0f, z);
        
        rightWallBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
        rightWallBatch.Vertex3f(10.0f, -10.0f, z - 10.0f);

        rightWallBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
        rightWallBatch.Vertex3f(10.0f, 10.0f, z - 10.0f);
        }
    rightWallBatch.End();
    }
示例#2
0
///////////////////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering context. 
// This is the first opportunity to do any OpenGL related tasks.
void SetupRC()
{
    GLbyte *pBytes;
    GLint nWidth, nHeight, nComponents;
    GLenum format;

    shaderManager.InitializeStockShaders();

    // Black background
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
    glEnable(GL_DEPTH_TEST);
    glLineWidth(2.5f);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);

    transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);

    cameraFrame.MoveForward(-15.0f);
    cameraFrame.MoveUp(6.0f);
    cameraFrame.RotateLocalX(float(m3dDegToRad(20.0f)));
    
    MakeCube(cubeBatch);
    MakeFloor(floorBatch);

    // Make top
    topBlock.Begin(GL_TRIANGLE_FAN, 4, 1);
        topBlock.Normal3f(0.0f, 1.0f, 0.0f);
        topBlock.MultiTexCoord2f(0, 0.0f, 0.0f);
        topBlock.Vertex3f(-1.0f, 1.0f, 1.0f);

        topBlock.Normal3f(0.0f, 1.0f, 0.0f);
        topBlock.MultiTexCoord2f(0, 1.0f, 0.0f);
        topBlock.Vertex3f(1.0f, 1.0f, 1.0f);

        topBlock.Normal3f(0.0f, 1.0f, 0.0f);
        topBlock.MultiTexCoord2f(0, 1.0f, 1.0f);
        topBlock.Vertex3f(1.0f, 1.0f, -1.0f);

        topBlock.Normal3f(0.0f, 1.0f, 0.0f);
        topBlock.MultiTexCoord2f(0, 0.0f, 1.0f);
        topBlock.Vertex3f(-1.0f, 1.0f, -1.0f);
    topBlock.End();

    // Make Front
    frontBlock.Begin(GL_TRIANGLE_FAN, 4, 1);
        frontBlock.Normal3f(0.0f, 0.0f, 1.0f);
        frontBlock.MultiTexCoord2f(0, 0.0f, 0.0f);
        frontBlock.Vertex3f(-1.0f, -1.0f, 1.0f);

        frontBlock.Normal3f(0.0f, 0.0f, 1.0f);
        frontBlock.MultiTexCoord2f(0, 1.0f, 0.0f);
        frontBlock.Vertex3f(1.0f, -1.0f, 1.0f);

        frontBlock.Normal3f(0.0f, 0.0f, 1.0f);
        frontBlock.MultiTexCoord2f(0, 1.0f, 1.0f);
        frontBlock.Vertex3f(1.0f, 1.0f, 1.0f);

        frontBlock.Normal3f(0.0f, 0.0f, 1.0f);
        frontBlock.MultiTexCoord2f(0, 0.0f, 1.0f);
        frontBlock.Vertex3f(-1.0f, 1.0f, 1.0f);
    frontBlock.End();

    // Make left
    leftBlock.Begin(GL_TRIANGLE_FAN, 4, 1);
        leftBlock.Normal3f(-1.0f, 0.0f, 0.0f);
        leftBlock.MultiTexCoord2f(0, 0.0f, 0.0f);
        leftBlock.Vertex3f(-1.0f, -1.0f, -1.0f);

        leftBlock.Normal3f(-1.0f, 0.0f, 0.0f);
        leftBlock.MultiTexCoord2f(0, 1.0f, 0.0f);
        leftBlock.Vertex3f(-1.0f, -1.0f, 1.0f);

        leftBlock.Normal3f(-1.0f, 0.0f, 0.0f);
        leftBlock.MultiTexCoord2f(0, 1.0f, 1.0f);
        leftBlock.Vertex3f(-1.0f, 1.0f, 1.0f);

        leftBlock.Normal3f(-1.0f, 0.0f, 0.0f);
        leftBlock.MultiTexCoord2f(0, 0.0f, 1.0f);
        leftBlock.Vertex3f(-1.0f, 1.0f, -1.0f);
    leftBlock.End();

    // Create shadow projection matrix
    GLfloat floorPlane[] = { 0.0f, 1.0f, 0.0f, 1.0f};
    m3dMakePlanarShadowMatrix(shadowMatrix, floorPlane, vLightPos);

    // Load up four textures  
    glGenTextures(4, textures);
        
    // Wood floor
    pBytes = gltReadTGABits("floor.tga", &nWidth, &nHeight, &nComponents, &format);
    glBindTexture(GL_TEXTURE_2D, textures[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_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
        format, GL_UNSIGNED_BYTE, pBytes);
    free(pBytes);

    // One of the block faces
    pBytes = gltReadTGABits("Block4.tga", &nWidth, &nHeight, &nComponents, &format);
    glBindTexture(GL_TEXTURE_2D, textures[1]);
    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_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
        format, GL_UNSIGNED_BYTE, pBytes);
    free(pBytes);

    // Another block face
    pBytes = gltReadTGABits("block5.tga", &nWidth, &nHeight, &nComponents, &format);
        glBindTexture(GL_TEXTURE_2D, textures[2]);
    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_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
        format, GL_UNSIGNED_BYTE, pBytes);
    free(pBytes);

    // Yet another block face
    pBytes = gltReadTGABits("block6.tga", &nWidth, &nHeight, &nComponents, &format);
        glBindTexture(GL_TEXTURE_2D, textures[3]);
    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_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
        format, GL_UNSIGNED_BYTE, pBytes);
    free(pBytes);
}
// 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();

	}
示例#4
0
文件: main.cpp 项目: Shedward/zone51
///////////////////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering context.
// This is the first opportunity to do any OpenGL related tasks.
void SetupRC()
    {
    // Black background
    glClearColor(0.7f, 0.7f, 0.7f, 1.0f );

    shaderManager.InitializeStockShaders();

    glEnable(GL_DEPTH_TEST);

    transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);

    cameraFrame.MoveForward(-15.0f);

    //////////////////////////////////////////////////////////////////////
    // Some points, more or less in the shape of Florida
    GLfloat vCoast[24][3] = {{2.80, 1.20, 0.0 }, {2.0,  1.20, 0.0 },
                            {2.0,  1.08, 0.0 },  {2.0,  1.08, 0.0 },
                            {0.0,  0.80, 0.0 },  {-.32, 0.40, 0.0 },
                            {-.48, 0.2, 0.0 },   {-.40, 0.0, 0.0 },
                            {-.60, -.40, 0.0 },  {-.80, -.80, 0.0 },
                            {-.80, -1.4, 0.0 },  {-.40, -1.60, 0.0 },
                            {0.0, -1.20, 0.0 },  { .2, -.80, 0.0 },
                            {.48, -.40, 0.0 },   {.52, -.20, 0.0 },
                            {.48,  .20, 0.0 },   {.80,  .40, 0.0 },
                            {1.20, .80, 0.0 },   {1.60, .60, 0.0 },
                            {2.0, .60, 0.0 },    {2.2, .80, 0.0 },
                            {2.40, 1.0, 0.0 },   {2.80, 1.0, 0.0 }};

    // Load point batch
    pointBatch.Begin(GL_POINTS, 24);
    pointBatch.CopyVertexData3f(vCoast);
    pointBatch.End();

    // Load as a bunch of line segments
    lineBatch.Begin(GL_LINES, 24);
    lineBatch.CopyVertexData3f(vCoast);
    lineBatch.End();

    // Load as a single line segment
    lineStripBatch.Begin(GL_LINE_STRIP, 24);
    lineStripBatch.CopyVertexData3f(vCoast);
    lineStripBatch.End();

    // Single line, connect first and last points
    lineLoopBatch.Begin(GL_LINE_LOOP, 24);
    lineLoopBatch.CopyVertexData3f(vCoast);
    lineLoopBatch.End();

    // For Triangles, we'll make a Pyramid
    GLfloat vPyramid[12][3] = { -2.0f, 0.0f, -2.0f,
                                2.0f, 0.0f, -2.0f,
                                0.0f, 4.0f, 0.0f,

                                2.0f, 0.0f, -2.0f,
                                2.0f, 0.0f, 2.0f,
                                0.0f, 4.0f, 0.0f,

                                2.0f, 0.0f, 2.0f,
                                -2.0f, 0.0f, 2.0f,
                                0.0f, 4.0f, 0.0f,

                                -2.0f, 0.0f, 2.0f,
                                -2.0f, 0.0f, -2.0f,
                                 0.0f, 4.0f, 0.0f};

    triangleBatch.Begin(GL_TRIANGLES, 12);
    triangleBatch.CopyVertexData3f(vPyramid);
    triangleBatch.End();


    // For a Triangle fan, just a 6 sided hex. Raise the center up a bit
    GLfloat vPoints[100][3];    // Scratch array, more than we need
    int nVerts = 0;
    GLfloat r = 3.0f;
    vPoints[nVerts][0] = 0.0f;
    vPoints[nVerts][1] = 0.0f;
    vPoints[nVerts][2] = 0.0f;

    for(GLfloat angle = 0; angle < M3D_2PI; angle += M3D_2PI / 6.0f) {
        nVerts++;
        vPoints[nVerts][0] = float(cos(angle)) * r;
        vPoints[nVerts][1] = float(sin(angle)) * r;
        vPoints[nVerts][2] = -0.5f;
        }

    // Close the fan
    nVerts++;
    vPoints[nVerts][0] = r;
    vPoints[nVerts][1] = 0;
    vPoints[nVerts][2] = 0.0f;

    // Load it up
    triangleFanBatch.Begin(GL_TRIANGLE_FAN, 8);
    triangleFanBatch.CopyVertexData3f(vPoints);
    triangleFanBatch.End();

    // For triangle strips, a little ring or cylinder segment
    int iCounter = 0;
    GLfloat radius = 3.0f;
    for(GLfloat angle = 0.0f; angle <= (2.0f*M3D_PI); angle += 0.3f)
        {
        GLfloat x = radius * sin(angle);
        GLfloat y = radius * cos(angle);

        // Specify the point and move the Z value up a little
        vPoints[iCounter][0] = x;
        vPoints[iCounter][1] = y;
        vPoints[iCounter][2] = -0.5;
        iCounter++;

        vPoints[iCounter][0] = x;
        vPoints[iCounter][1] = y;
        vPoints[iCounter][2] = 0.5;
        iCounter++;
        }

    // Close up the loop
    vPoints[iCounter][0] = vPoints[0][0];
    vPoints[iCounter][1] = vPoints[0][1];
    vPoints[iCounter][2] = -0.5;
    iCounter++;

    vPoints[iCounter][0] = vPoints[1][0];
    vPoints[iCounter][1] = vPoints[1][1];
    vPoints[iCounter][2] = 0.5;
    iCounter++;

    // Load the triangle strip
    triangleStripBatch.Begin(GL_TRIANGLE_STRIP, iCounter);
    triangleStripBatch.CopyVertexData3f(vPoints);
    triangleStripBatch.End();
    }
示例#5
0
void SetupRC(void)
{
	shaderManager.InitializeStockShaders();

	glGenTextures(TEXTURE_COUNT, uiTextures);

	GLbyte *pBits;
	int nWidth, nHeight, nComponents;
	GLenum eFormat;
	
	for (size_t i = 0; i < TEXTURE_COUNT; ++i)
	{
		glBindTexture(GL_TEXTURE_2D, uiTextures[i]);
		// Read the texture bits
		pBits = gltReadTGABits(uiTextureName[i], &nWidth, &nHeight, &nComponents, &eFormat);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBits);
		glGenerateMipmap(GL_TEXTURE_2D);
		free(pBits);
	}

	glClearColor(0.0f,0.0f,0.0f,1.0f);

	GLfloat z;
	floorBatch.Begin(GL_TRIANGLE_STRIP, 28,1);
	for (z = 60.f; z >= 0.0f; z -= 10.0f)
	{
		floorBatch.Normal3f(0.0f, 1.0f, 0.0f);
		floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
		floorBatch.Vertex3f(-10.0f, -10.0f, z);

		floorBatch.Normal3f(0.0f, 1.0f, 0.0f);
		floorBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
		floorBatch.Vertex3f(10.0f, -10.0f, z);

		floorBatch.Normal3f(0.0f, 1.0f, 0.0f);
		floorBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
		floorBatch.Vertex3f(-10.0f, -10.0f, z - 10.0f);

		floorBatch.Normal3f(0.0f, 1.0f, 0.0f);
		floorBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
		floorBatch.Vertex3f(10.0f,-10.0f , z - 10.0f);

	}
	floorBatch.End();


	ceilingBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);// 哪里来,哪里回;根据法线来确认逆时针方向。strip的画法要熟悉,从其实的两个顶点开始已折线的形式前进
	for (z = 60.f; z >= 0.0f; z -= 10.0f)
	{
		ceilingBatch.Normal3f(0.0f, -1.0f, 0.0f);
		ceilingBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
		ceilingBatch.Vertex3f(10.0f, 10.0f, z);

		ceilingBatch.Normal3f(0.0f, -1.0f, 0.0f);
		ceilingBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
		ceilingBatch.Vertex3f(-10.0f, 10.0f, z);

		ceilingBatch.Normal3f(0.0f, -1.0f, 0.0f);
		ceilingBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
		ceilingBatch.Vertex3f(10.0f, 10.0f, z - 10.0f);

		ceilingBatch.Normal3f(0.0f, -1.0f, 0.0f);
		ceilingBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
		ceilingBatch.Vertex3f(-10.0f, 10.0f, z - 10.0f);
	}
	ceilingBatch.End();


	leftWallBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);
	for (z = 60.f; z >= 0.0f; z -= 10.0f)
	{
		leftWallBatch.Normal3f(1.0f, 0.0f, 0.0f);
		leftWallBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
		leftWallBatch.Vertex3f(-10.0f, 10.0f, z);

		leftWallBatch.Normal3f(1.0f, 0.0f, 0.0f);
		leftWallBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
		leftWallBatch.Vertex3f(-10.0f, -10.0f, z);

		leftWallBatch.Normal3f(1.0f, 0.0f, 0.0f);
		leftWallBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
		leftWallBatch.Vertex3f(-10.0f, 10.0f, z - 10.0f);

		leftWallBatch.Normal3f(1.0f, 0.0f, 0.0f);
		leftWallBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
		leftWallBatch.Vertex3f(-10.0f, -10.0f, z - 10.0f);
	}
	leftWallBatch.End();


	rightWallBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);
	for (z = 60.f; z >= 0.0f; z -= 10.0f)
	{
		rightWallBatch.Normal3f(-1.0f, 0.0f, 0.0f);
		rightWallBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
		rightWallBatch.Vertex3f(10.0f, -10.0f, z);

		rightWallBatch.Normal3f(-1.0f, 0.0f, 0.0f);
		rightWallBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
		rightWallBatch.Vertex3f(10.0f, 10.0f, z);

		rightWallBatch.Normal3f(-1.0f, 0.0f, 0.0f);
		rightWallBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
		rightWallBatch.Vertex3f(10.0f, -10.0f, z - 10.0f);

		rightWallBatch.Normal3f(-1.0f, 1.0f, 1.0f);
		rightWallBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
		rightWallBatch.Vertex3f(10.0f, 10.0f, z - 10.0f);
	}
	rightWallBatch.End();
}
// This function does any needed initialization on the rendering
// context. 
void SetupRC()
    {
    M3DVector3f vVerts[SMALL_STARS];       // SMALL_STARS is the largest batch we are going to need
    int i;
        
    shaderManager.InitializeStockShaders();
        
#ifdef OPENGL_ES
	pointSizeShader = gltLoadShaderPairSrcWithAttributes(szFlatShaderVP, szFlatShaderFP, 1, GLT_ATTRIBUTE_VERTEX, "vVertex");
#endif//OPENGL_ES

    // Populate star list
    smallStarBatch.Begin(GL_POINTS, SMALL_STARS);
    for(i = 0; i < SMALL_STARS; i++)
        {
        vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
        vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f;
        vVerts[i][2] = 0.0f;
        }
    smallStarBatch.CopyVertexData3f(vVerts);
    smallStarBatch.End();
            
    // Populate star list
    mediumStarBatch.Begin(GL_POINTS, MEDIUM_STARS);
    for(i = 0; i < MEDIUM_STARS; i++)
        {
        vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
        vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f;
        vVerts[i][2] = 0.0f; 
        }
    mediumStarBatch.CopyVertexData3f(vVerts);
    mediumStarBatch.End();

    // Populate star list
    largeStarBatch.Begin(GL_POINTS, LARGE_STARS);
    for(i = 0; i < LARGE_STARS; i++)
        {
        vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
        vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f;
        vVerts[i][2] = 0.0f;
        }
    largeStarBatch.CopyVertexData3f(vVerts);
    largeStarBatch.End();
            
    M3DVector3f vMountains[12] = { 0.0f, 25.0f, 0.0f, 
                                 50.0f, 100.0f, 0.0f,
                                 100.0f, 25.0f, 0.0f,
                                225.0f, 125.0f, 0.0f,
                                300.0f, 50.0f, 0.0f,
                                375.0f, 100.0f, 0.0f,
                                460.0f, 25.0f, 0.0f,
                                525.0f, 100.0f, 0.0f,
                                600.0f, 20.0f, 0.0f,
                                675.0f, 70.0f, 0.0f,
                                750.0f, 25.0f, 0.0f,
                                800.0f, 90.0f, 0.0f };    
        
    mountainRangeBatch.Begin(GL_LINE_STRIP, 12);
    mountainRangeBatch.CopyVertexData3f(vMountains);
    mountainRangeBatch.End();
    
    // The Moon
    GLfloat x = 700.0f;     // Location and radius of moon
    GLfloat y = 500.0f;
    GLfloat r = 50.0f;
    GLfloat angle = 0.0f;   // Another looping variable
        
    moonBatch.Begin(GL_TRIANGLE_FAN, 34);
    int nVerts = 0;
    vVerts[nVerts][0] = x;
    vVerts[nVerts][1] = y;
    vVerts[nVerts][2] = 0.0f;
        for(angle = 0; angle < 2.0f * 3.141592f; angle += 0.2f) {
           nVerts++;
           vVerts[nVerts][0] = x + float(cos(angle)) * r;
           vVerts[nVerts][1] = y + float(sin(angle)) * r;
           vVerts[nVerts][2] = 0.0f;
           }
    nVerts++;
   
    vVerts[nVerts][0] = x + r;;
    vVerts[nVerts][1] = y;
    vVerts[nVerts][2] = 0.0f;
    moonBatch.CopyVertexData3f(vVerts);
    moonBatch.End();     
            
    // Black background
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
    }
示例#7
0
//////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering
// context. 
void SetupRC()
    {
	// Make sure OpenGL entry points are set
	glewInit();
	
	// Initialze Shader Manager
	shaderManager.InitializeStockShaders();
	
	glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
	
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	
	// This makes a torus
	gltMakeTorus(torusBatch, 0.4f, 0.15f, 40, 20);
	
	// This makes a sphere
	gltMakeSphere(sphereBatch, 0.1f, 26, 13);
	
	
	// Make the solid ground
	GLfloat texSize = 10.0f;
	floorBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
	floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
	floorBatch.Vertex3f(-20.0f, -0.41f, 20.0f);
	
	floorBatch.MultiTexCoord2f(0, texSize, 0.0f);
    floorBatch.Vertex3f(20.0f, -0.41f, 20.0f);
	
	floorBatch.MultiTexCoord2f(0, texSize, texSize);
	floorBatch.Vertex3f(20.0f, -0.41f, -20.0f);
	
	floorBatch.MultiTexCoord2f(0, 0.0f, texSize);
	floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f);
	floorBatch.End();
	

	int x = 500;
	int y = 155;
	int width = 300;
	int height = 155;
	logoBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
	
        // Upper left hand corner
        logoBatch.MultiTexCoord2f(0, 0.0f, height);
        logoBatch.Vertex3f(x, y, 0.0);
        
        // Lower left hand corner
        logoBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
        logoBatch.Vertex3f(x, y - height, 0.0f);

        // Lower right hand corner
        logoBatch.MultiTexCoord2f(0, width, 0.0f);
        logoBatch.Vertex3f(x + width, y - height, 0.0f);

        // Upper righ hand corner
        logoBatch.MultiTexCoord2f(0, width, height);
        logoBatch.Vertex3f(x + width, y, 0.0f);

	logoBatch.End();

	// Make 4 texture objects
	glGenTextures(4, uiTextures);
	
	// Load the Marble
	glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
	LoadTGATexture("marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
	
	// Load Mars
	glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
	LoadTGATexture("marslike.tga", GL_LINEAR_MIPMAP_LINEAR, 
				   GL_LINEAR, GL_CLAMP_TO_EDGE);
	
	// Load Moon
	glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
	LoadTGATexture("moonlike.tga", GL_LINEAR_MIPMAP_LINEAR,
				   GL_LINEAR, GL_CLAMP_TO_EDGE);

	// Load the Logo
	glBindTexture(GL_TEXTURE_RECTANGLE, uiTextures[3]);
	LoadTGATextureRect("OpenGL-Logo.tga", GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE);

    rectReplaceShader = gltLoadShaderPairWithAttributes("RectReplace.vp", "RectReplace.fp", 
			2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord");
                 

	locRectMVP = glGetUniformLocation(rectReplaceShader, "mvpMatrix");
	locRectTexture = glGetUniformLocation(rectReplaceShader, "rectangleImage");


    // Randomly place the spheres
    for(int i = 0; i < NUM_SPHERES; i++) {
        GLfloat x = ((GLfloat)((rand() % 400) - 200) * 0.1f);
        GLfloat z = ((GLfloat)((rand() % 400) - 200) * 0.1f);
        spheres[i].SetOrigin(x, 0.0f, z);
        }
    }
// This function does any needed initialization on the rendering
// context. 
void SetupRC()
    {
    M3DVector3f vVerts[SMALL_STARS];       // SMALL_STARS is the largest batch we are going to need
    int i;
    
#ifndef OPENGL_ES
    glEnable(GL_POINT_SPRITE);
#endif
        
    shaderManager.InitializeStockShaders();
        
	// A number of shipping drivers are not conformant to the current OpenGL
	// spec and require this. NVidia... in particular. The OpenGL specification
	// states that this is always "on", in fact you can't enable or disable it
	// anymore. Adding this lines "fixes" this on non-conformant drivers, but
	// be aware, if you have a pure core (and working correctly) GL context, 
	//you should not do this
#ifndef OPENGL_ES
	glEnable(GL_POINT_SPRITE);
#endif

    // Populate star list
    smallStarBatch.Begin(GL_POINTS, SMALL_STARS);
    for(i = 0; i < SMALL_STARS; i++)
        {
        vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
        vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f;
        vVerts[i][2] = 0.0f;
        }
    smallStarBatch.CopyVertexData3f(vVerts);
    smallStarBatch.End();
            
    // Populate star list
    mediumStarBatch.Begin(GL_POINTS, MEDIUM_STARS);
    for(i = 0; i < MEDIUM_STARS; i++)
        {
        vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
        vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f;
        vVerts[i][2] = 0.0f; 
        }
    mediumStarBatch.CopyVertexData3f(vVerts);
    mediumStarBatch.End();

    // Populate star list
    largeStarBatch.Begin(GL_POINTS, LARGE_STARS);
    for(i = 0; i < LARGE_STARS; i++)
        {
        vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
        vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f;
        vVerts[i][2] = 0.0f;
        }
    largeStarBatch.CopyVertexData3f(vVerts);
    largeStarBatch.End();
            
    M3DVector3f vMountains[12] = { 0.0f, 25.0f, 0.0f, 
                                 50.0f, 100.0f, 0.0f,
                                 100.0f, 25.0f, 0.0f,
                                225.0f, 125.0f, 0.0f,
                                300.0f, 50.0f, 0.0f,
                                375.0f, 100.0f, 0.0f,
                                460.0f, 25.0f, 0.0f,
                                525.0f, 100.0f, 0.0f,
                                600.0f, 20.0f, 0.0f,
                                675.0f, 70.0f, 0.0f,
                                750.0f, 25.0f, 0.0f,
                                800.0f, 90.0f, 0.0f };    
        
    mountainRangeBatch.Begin(GL_LINE_STRIP, 12);
    mountainRangeBatch.CopyVertexData3f(vMountains);
    mountainRangeBatch.End();
    
    // The Moon
    GLfloat x = 700.0f;     // Location and radius of moon
    GLfloat y = 500.0f;
    GLfloat r = 50.0f;
    GLfloat angle = 0.0f;   // Another looping variable
        
    moonBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
		moonBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
		moonBatch.Vertex3f(x - r, y - r, 0.0f);

		moonBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
		moonBatch.Vertex3f(x + r, y - r, 0.0f);

		moonBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
		moonBatch.Vertex3f(x + r, y + r, 0.0f);

		moonBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
		moonBatch.Vertex3f(x - r, y + r, 0.0f);
	moonBatch.End();     
            
    // Black background
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

    // Turn on line antialiasing, and give hint to do the best
    // job possible.
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
#ifndef OPENGL_ES
    glEnable(GL_LINE_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
#endif

    starFieldShader = gltLoadShaderPairWithAttributes("StarField.vp", "StarField.fp", 1, GLT_ATTRIBUTE_VERTEX, "vVertex");

	locMVP = glGetUniformLocation(starFieldShader, "mvpMatrix");
	locStarTexture = glGetUniformLocation(starFieldShader, "starImage");
#ifdef OPENGL_ES
	locPointSize = glGetUniformLocation(starFieldShader, "fPointSize");
#endif

	moonShader = gltLoadShaderPairWithAttributes("MoonShader.vp", "MoonShader.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex",
					GLT_ATTRIBUTE_TEXTURE0, "vTexCoords");
	locMoonMVP = glGetUniformLocation(moonShader, "mvpMatrix");
	locMoonTexture = glGetUniformLocation(moonShader, "moonImage");
    locMoonTime = glGetUniformLocation(moonShader, "fTime");


	glGenTextures(1, &starTexture);
	glBindTexture(GL_TEXTURE_2D, starTexture);
	LoadTGATexture("Star.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);

#ifndef OPENGL_ES
	glGenTextures(1, &moonTexture);
	glBindTexture(GL_TEXTURE_2D_ARRAY, moonTexture);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 64, 64, 30, 0,
					 GL_BGRA, GL_UNSIGNED_BYTE, NULL);

	for(int i = 0; i < 29; i++) {
		char cFile[32];
		sprintf(cFile, "moon%02d.tga", i);

		GLbyte *pBits;
		int nWidth, nHeight, nComponents;
		GLenum eFormat;
		
		// Read the texture bits
		pBits = gltReadTGABits(cFile, &nWidth, &nHeight, &nComponents, &eFormat);
		glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, nWidth, nHeight, 1, GL_BGRA, GL_UNSIGNED_BYTE, pBits);
			    
		free(pBits);
		}
#else
	glGenTextures(29, moonTextures);
	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_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	for(int i = 0; i < 29; i++) {
		char cFile[32];
		sprintf(cFile, "moon%02d.tga", i);
		glBindTexture(GL_TEXTURE_2D, moonTextures[i]);
		LoadTGATexture(cFile, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
	}
#endif

	}
示例#9
0
文件: main.cpp 项目: Shedward/zone51
void Setup() {
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    shaderManager.InitializeStockShaders();
}
///////////////////////////////////////////////////////////////////////////////
// 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();
}
示例#11
0
///////////////////////////////////////////////////////////////////////////////
// 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));
    }

    // Initialze Shader Manager
    shaderManager.InitializeStockShaders();
    glEnable(GL_DEPTH_TEST);

    gltMakeCylinder(bckgrndCylBatch, 4.0, 4.0, 5.2, 1024, 1);

    gltMakeDisk(diskBatch, 0.0, 1.5, 40, 10);

    glass1Batch.Begin(GL_TRIANGLE_FAN, 4, 1);
        glass1Batch.Vertex3f(-1.0f, -1.0f, 0.0f);
        glass1Batch.Vertex3f( 1.0f, -1.0f, 0.0f);
        glass1Batch.Vertex3f( 1.0f,  1.0f, 0.0f);
        glass1Batch.Vertex3f(-1.0f,  1.0f, 0.0f);
    glass1Batch.End();

    glass2Batch.Begin(GL_TRIANGLE_FAN, 4, 1);
        glass2Batch.Vertex3f( 0.0f,  1.0f, 0.0f);
        glass2Batch.Vertex3f( 1.0f,  0.0f, 0.0f);
        glass2Batch.Vertex3f( 0.0f, -1.0f, 0.0f);
        glass2Batch.Vertex3f(-1.0f,  0.0f, 0.0f);
    glass2Batch.End();
        
    glass3Batch.Begin(GL_TRIANGLE_FAN, 3, 1);
        glass3Batch.Vertex3f( 0.0f,  1.0f, 0.0f);
        glass3Batch.Vertex3f( 1.0f, -1.0f, 0.0f);
        glass3Batch.Vertex3f(-1.0f,  -1.0f, 0.0f);
    glass3Batch.End();

    glass4Batch.Begin(GL_TRIANGLE_FAN, 4, 1);
        glass4Batch.Vertex3f(-1.0f,  1.0f, 0.0f);
        glass4Batch.Vertex3f( 1.0f,  0.5f, 0.0f);
        glass4Batch.Vertex3f( 1.0f, -1.0f, 0.0f);
        glass4Batch.Vertex3f(-1.0f, -0.5f, 0.0f);
    glass4Batch.End();

    glGenTextures(2, textures);
    glBindTexture(GL_TEXTURE_2D, textures[0]);
    LoadBMPTexture("marble.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
    glBindTexture(GL_TEXTURE_2D, textures[1]);
    LoadBMPTexture("start_line.bmp", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);

    // Create and bind an FBO
    glGenFramebuffers(1,&msFBO);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO);

    // Create depth texture
    glGenTextures(1, &depthTextureName);
    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, depthTextureName);
    glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_DEPTH_COMPONENT24, screenWidth, screenHeight, GL_FALSE);
             
    // Setup HDR render texture
    glGenTextures(1, msTexture);
    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msTexture[0]);
    glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGBA8, screenWidth, screenHeight, GL_FALSE);
    
    // Create and bind an FBO
    glGenFramebuffers(1, &msFBO);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO);

    // Attach texture to first color attachment and the depth RBO
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, msTexture[0], 0);
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthTextureName, 0);

    // Reset framebuffer binding
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

    // Load oit resolve shader
    oitResolve =  gltLoadShaderPairWithAttributes("basic.vs", "oitResolve.fs", 3, 
                            GLT_ATTRIBUTE_VERTEX, "vVertex", 
                            GLT_ATTRIBUTE_NORMAL, "vNormal", 
                            GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0");
    glBindFragDataLocation(oitResolve, 0, "oColor");
    glLinkProgram(oitResolve);

	// Load multisample resolve shader
    msResolve =  gltLoadShaderPairWithAttributes("basic.vs", "msResolve.fs", 3, 
                            GLT_ATTRIBUTE_VERTEX, "vVertex", 
                            GLT_ATTRIBUTE_NORMAL, "vNormal", 
                            GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0");

    glBindFragDataLocation(msResolve, 0, "oColor");
    glLinkProgram(msResolve);

    // Make sure all went well
    gltCheckErrors(oitResolve);
    gltCheckErrors(msResolve);
    
    int numMasks = 0;
    glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numMasks);
}
示例#12
0
// This function does any needed initialization on the rendering
// context. 
void SetupRC(void)
	{
	// Background
	glClearColor(0.2f, 0.2f, 0.3f, 1.0f );

	glEnable(GL_DEPTH_TEST);

    shaderManager.InitializeStockShaders();
    viewFrame.MoveForward(4.0f);

    // Make the torus
    gltMakeTorus(torusBatch, .70f, 0.10f, 11, 7);
    gltMakeCube(cubeBatch, 1.0f);

    toonShader = gltLoadShaderTripletWithAttributes("GSTessellate.vs", "GSTessellate.gs", "GSTessellate.fs", 2, GLT_ATTRIBUTE_VERTEX, "vVertex",
    GLT_ATTRIBUTE_NORMAL, "vNormal");

    locMVP = glGetUniformLocation(toonShader, "mvpMatrix");
    locMV  = glGetUniformLocation(toonShader, "mvMatrix");
    locNM  = glGetUniformLocation(toonShader, "normalMatrix");

    static const GLfloat vertices[] =
    {
        -1.0f, -1.0f, -1.0f,        // A
        -1.0f, -1.0f,  1.0f,        // B
        -1.0f,  1.0f, -1.0f,        // C
        -1.0f,  1.0f,  1.0f,        // D
         1.0f, -1.0f, -1.0f,        // E
         1.0f, -1.0f,  1.0f,        // F
         1.0f,  1.0f, -1.0f,        // G
         1.0f,  1.0f,  1.0f         // H
    };

    static const GLshort indices[] =
    {
        0, 1, 2,
        3, 2, 1,
        1, 5, 3,
        7, 3, 5,
        5, 4, 7,
        6, 7, 4,
        4, 0, 6,
        2, 6, 0,
        4, 5, 0,
        1, 0, 5,
        3, 7, 2,
        6, 2, 7
    };

    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
    glEnableVertexAttribArray(0);
    glGenBuffers(1, &element_buffer);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    GLenum e = glGetError();
}
示例#13
0
///////////////////////////////////////////////////////////////////////////////
// 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);
}
///////////////////////////////////////////////////////////////////////////////
// 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();
}
void SetupRC()
{
    glClearColor(0.7f, 0.7f, 0.7f, 1.0f );

    shaderManager.InitializeStockShaders();
    glEnable(GL_DEPTH_TEST);

    transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
    cameraFrame.MoveForward(-15.0f);

    // 一组图元顶点——长得像佛罗里达州
    GLfloat vCoast[24][3] = {
        {2.80, 1.20, 0.0 }, {2.0,  1.20, 0.0 },
        {2.0,  1.08, 0.0 },  {2.0,  1.08, 0.0 },
        {0.0,  0.80, 0.0 },  {-.32, 0.40, 0.0 },
        {-.48, 0.2, 0.0 },   {-.40, 0.0, 0.0 },
        {-.60, -.40, 0.0 },  {-.80, -.80, 0.0 },
        {-.80, -1.4, 0.0 },  {-.40, -1.60, 0.0 },
        {0.0, -1.20, 0.0 },  { .2, -.80, 0.0 },
        {.48, -.40, 0.0 },   {.52, -.20, 0.0 },
        {.48,  .20, 0.0 },   {.80,  .40, 0.0 },
        {1.20, .80, 0.0 },   {1.60, .60, 0.0 },
        {2.0, .60, 0.0 },    {2.2, .80, 0.0 },
        {2.40, 1.0, 0.0 },   {2.80, 1.0, 0.0 }
    };

    // 点批次
    pointBatch.Begin(GL_POINTS, 24);
    pointBatch.CopyVertexData3f(vCoast);
    pointBatch.End();
    
    // 线段批次
    lineBatch.Begin(GL_LINES, 24);
    lineBatch.CopyVertexData3f(vCoast);
    lineBatch.End();
    
    // 线批次
    lineStripBatch.Begin(GL_LINE_STRIP, 24);
    lineStripBatch.CopyVertexData3f(vCoast);
    lineStripBatch.End();
    
    // 循环线批次
    lineLoopBatch.Begin(GL_LINE_LOOP, 24);
    lineLoopBatch.CopyVertexData3f(vCoast);
    lineLoopBatch.End();

    GLfloat vPyramid[12][3] = {
        -2.0f, 0.0f, -2.0f, 
        2.0f, 0.0f, -2.0f, 
        0.0f, 4.0f, 0.0f,
                                
        2.0f, 0.0f, -2.0f,
        2.0f, 0.0f, 2.0f,
        0.0f, 4.0f, 0.0f,
                                
        2.0f, 0.0f, 2.0f,
        -2.0f, 0.0f, 2.0f,
        0.0f, 4.0f, 0.0f,
                                
        -2.0f, 0.0f, 2.0f,
        -2.0f, 0.0f, -2.0f,
        0.0f, 4.0f, 0.0f
    };

    triangleBatch.Begin(GL_TRIANGLES, 12);
    triangleBatch.CopyVertexData3f(vPyramid);
    triangleBatch.End();

    GLfloat vPoints[100][3];
    int nVerts = 0;
    GLfloat r = 3.0f;
    vPoints[nVerts][0] = 0.0f;
    vPoints[nVerts][1] = 0.0f;
    vPoints[nVerts][2] = 0.0f;

    for(GLfloat angle = 0; angle < M3D_2PI; angle += M3D_2PI / 6.0f)
    {
        nVerts++;
        vPoints[nVerts][0] = float(cos(angle)) * r;
        vPoints[nVerts][1] = float(sin(angle)) * r;
        vPoints[nVerts][2] = -0.5f;
    }

    nVerts++;
    vPoints[nVerts][0] = r;
    vPoints[nVerts][1] = 0;
    vPoints[nVerts][2] = 0.0f;

    triangleFanBatch.Begin(GL_TRIANGLE_FAN, 8);
    triangleFanBatch.CopyVertexData3f(vPoints);
    triangleFanBatch.End();

    int iCounter = 0;
    GLfloat radius = 3.0f;
    for(GLfloat angle = 0.0f; angle <= (2.0f * M3D_PI); angle += 0.3f)
    {
        GLfloat x = radius * sin(angle);
        GLfloat y = radius * cos(angle);

        vPoints[iCounter][0] = x;
        vPoints[iCounter][1] = y;
        vPoints[iCounter][2] = -0.5;
        iCounter++;

        vPoints[iCounter][0] = x;
        vPoints[iCounter][1] = y;
        vPoints[iCounter][2] = 0.5;
        iCounter++;            
    }

    vPoints[iCounter][0] = vPoints[0][0];
    vPoints[iCounter][1] = vPoints[0][1];
    vPoints[iCounter][2] = -0.5;
    iCounter++;

    vPoints[iCounter][0] = vPoints[1][0];
    vPoints[iCounter][1] = vPoints[1][1];
    vPoints[iCounter][2] = 0.5;
    iCounter++;

    triangleStripBatch.Begin(GL_TRIANGLE_STRIP, iCounter);
    triangleStripBatch.CopyVertexData3f(vPoints);
    triangleStripBatch.End();    
}
示例#16
0
// This function does any needed initialization on the rendering
// context. 
void SetupRC()
    {
    M3DVector3f vVerts[SMALL_STARS];       // SMALL_STARS is the largest batch we are going to need
    int i;
        
    shaderManager.InitializeStockShaders();
        
    // Populate star list
    smallStarBatch.Begin(GL_POINTS, SMALL_STARS);
    for(i = 0; i < SMALL_STARS; i++)
        {
        vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
        vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f;
        vVerts[i][2] = 0.0f;
        }
    smallStarBatch.CopyVertexData3f(vVerts);
    smallStarBatch.End();
            
    // Populate star list
    mediumStarBatch.Begin(GL_POINTS, MEDIUM_STARS);
    for(i = 0; i < MEDIUM_STARS; i++)
        {
        vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
        vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f;
        vVerts[i][2] = 0.0f; 
        }
    mediumStarBatch.CopyVertexData3f(vVerts);
    mediumStarBatch.End();

    // Populate star list
    largeStarBatch.Begin(GL_POINTS, LARGE_STARS);
    for(i = 0; i < LARGE_STARS; i++)
        {
        vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
        vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y - 100)) + 100.0f;
        vVerts[i][2] = 0.0f;
        }
    largeStarBatch.CopyVertexData3f(vVerts);
    largeStarBatch.End();
            
    M3DVector3f vMountains[12] = { 0.0f, 25.0f, 0.0f, 
                                 50.0f, 100.0f, 0.0f,
                                 100.0f, 25.0f, 0.0f,
                                225.0f, 125.0f, 0.0f,
                                300.0f, 50.0f, 0.0f,
                                375.0f, 100.0f, 0.0f,
                                460.0f, 25.0f, 0.0f,
                                525.0f, 100.0f, 0.0f,
                                600.0f, 20.0f, 0.0f,
                                675.0f, 70.0f, 0.0f,
                                750.0f, 25.0f, 0.0f,
                                800.0f, 90.0f, 0.0f };    
        
    mountainRangeBatch.Begin(GL_LINE_STRIP, 12);
    mountainRangeBatch.CopyVertexData3f(vMountains);
    mountainRangeBatch.End();
    
    // The Moon
    GLfloat x = 700.0f;     // Location and radius of moon
    GLfloat y = 500.0f;
    GLfloat r = 50.0f;
    GLfloat angle = 0.0f;   // Another looping variable
        
    moonBatch.Begin(GL_TRIANGLE_FAN, 4, 1);
		moonBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
		moonBatch.Vertex3f(x - r, y - r, 0.0f);

		moonBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
		moonBatch.Vertex3f(x + r, y - r, 0.0f);

		moonBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
		moonBatch.Vertex3f(x + r, y + r, 0.0f);

		moonBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
		moonBatch.Vertex3f(x - r, y + r, 0.0f);
	moonBatch.End();     
            
    // Black background
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

    // Turn on line antialiasing, and give hint to do the best
    // job possible.
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glEnable(GL_LINE_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);

    starFieldShader = gltLoadShaderPairWithAttributes("StarField.vp", "StarField.fp", 1, GLT_ATTRIBUTE_VERTEX, "vVertex");

	locMVP = glGetUniformLocation(starFieldShader, "mvpMatrix");
	locStarTexture = glGetUniformLocation(starFieldShader, "starImage");

	moonShader = gltLoadShaderPairWithAttributes("MoonShader.vp", "MoonShader.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex",
					GLT_ATTRIBUTE_TEXTURE0, "vTexCoords");
	locMoonMVP = glGetUniformLocation(moonShader, "mvpMatrix");
	locMoonTexture = glGetUniformLocation(moonShader, "moonImage");
    locMoonTime = glGetUniformLocation(moonShader, "fTime");


	glGenTextures(1, &starTexture);
	glBindTexture(GL_TEXTURE_2D, starTexture);
	LoadTGATexture("Star.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);


	glGenTextures(1, &moonTexture);
	glBindTexture(GL_TEXTURE_2D_ARRAY, moonTexture);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 64, 64, 30, 0,
					 GL_BGRA, GL_UNSIGNED_BYTE, NULL);

	for(int i = 0; i < 29; i++) {
		char cFile[32];
		sprintf(cFile, "moon%02d.tga", i);

		GLbyte *pBits;
		int nWidth, nHeight, nComponents;
		GLenum eFormat;
		
		// Read the texture bits
		pBits = gltReadTGABits(cFile, &nWidth, &nHeight, &nComponents, &eFormat);
		glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, nWidth, nHeight, 1, GL_BGRA, GL_UNSIGNED_BYTE, pBits);
			    
		free(pBits);
		}
   

	}
示例#17
0
void SetupRenderingContext(){
	glClearColor(0.0f,0.0f,0.0f,1.0f);		//background is black
	shaderManager.InitializeStockShaders();	//use stock shaders
}