//Set up variables bool DemoInit() { if(!window.Init("Project Template", 640, 480, 32, 24, 8, WINDOWED_SCREEN)) return 0; //quit if not created SetUpARB_multitexture(); SetUpEXT_texture3D(); SetUpEXT_texture_edge_clamp(); SetUpNV_register_combiners(); SetUpNV_texture_shader(); SetUpNV_vertex_program(); if( !EXT_texture_edge_clamp_supported || !ARB_multitexture_supported || !NV_vertex_program_supported || !NV_register_combiners_supported) return false; //Check we have at least 3 texture units GLint maxTextureUnitsARB; glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &maxTextureUnitsARB); if(maxTextureUnitsARB<3) { errorLog.OutputError("I require at least 3 texture units"); return false; } //Set light colors lightColors[0].Set(1.0f, 1.0f, 1.0f, 1.0f); lightColors[1].Set((float)47/255, (float)206/255, (float)240/255, 1.0f); lightColors[2].Set((float)254/255, (float)48/255, (float)18/255, 1.0f); lightColors[3].Set((float)83/255, (float)243/255, (float)29/255, 1.0f); //Load textures //Decal image decalImage.Load("decal.tga"); glGenTextures(1, &decalTexture); glBindTexture(GL_TEXTURE_2D, decalTexture); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, decalImage.width, decalImage.height, 0, decalImage.format, GL_UNSIGNED_BYTE, decalImage.data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //Create light textures if(!InitLightTextures( atten1DTexture, atten2DTexture, atten3DTexture, gaussian1DTexture, gaussian2DTexture)) return false; camera.Init(VECTOR3D(0.0f, 0.0f, 3.5f)); //reset timer for start timer.Reset(); return true; }
//Set up variables bool DemoInit() { if(!window.Init("Render To Texture", 640, 480, 32, 24, 8, WINDOWED_SCREEN)) return 0; //quit if not created camera.Init(VECTOR3D(0.0f, 0.0f, -2.5f), 2.0f, 100.0f); //Set up extensions if( !SetUpWGL_ARB_extensions_string()) return false; SetUpEXT_texture_filter_anisotropic(); SetUpSGIS_generate_mipmap(); //Get the WGL extensions string const char * wglExtensions; wglExtensions=wglGetExtensionsStringARB(window.hDC); //Set up wgl extensions if( !SetUpWGL_ARB_pbuffer(wglExtensions) || !SetUpWGL_ARB_pixel_format(wglExtensions) || !SetUpWGL_ARB_render_texture(wglExtensions)) return false; //Init the pbuffer int pbufferExtraIAttribs[]={WGL_BIND_TO_TEXTURE_RGBA_ARB, true, 0}; int pbufferFlags[]={WGL_TEXTURE_FORMAT_ARB, WGL_TEXTURE_RGBA_ARB, WGL_TEXTURE_TARGET_ARB, WGL_TEXTURE_2D_ARB, //request mipmap space if mipmaps are to be used SGIS_generate_mipmap_supported ? WGL_MIPMAP_TEXTURE_ARB : 0, SGIS_generate_mipmap_supported ? true : 0, 0}; if(!pbuffer.Init(pbufferSize, pbufferSize, 32, 24, 8, 1, pbufferExtraIAttribs, pbufferFlags)) return false; //Create the texture object to relate to the pbuffer glGenTextures(1, &pbufferTexture); glBindTexture(GL_TEXTURE_2D, pbufferTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //Use generated mipmaps if supported if(SGIS_generate_mipmap_supported) { glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, true); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glHint(GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST); useMipmapFilter=true; } //Use maximum anisotropy if supported if(EXT_texture_filter_anisotropic_supported) { glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy); currentAnisotropy=maxAnisotropy; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, currentAnisotropy); } //Load the decal texture //Note: This MUST be done when the pbuffer is the current context pbuffer.MakeCurrent(); IMAGE decalImage; decalImage.Load("decal.bmp"); glGenTextures(1, &decalTexture); glBindTexture(GL_TEXTURE_2D, decalTexture); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, decalImage.width, decalImage.height, 0, decalImage.format, GL_UNSIGNED_BYTE, decalImage.data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //reset timer for start timer.Reset(); return true; }
//Set up variables bool DemoInit() { if(!window.Init("Project Template", 640, 480, 32, 24, 8, WINDOWED_SCREEN)) return 0; //quit if not created SetUpARB_multitexture(); SetUpARB_texture_cube_map(); SetUpEXT_texture_edge_clamp(); SetUpNV_register_combiners(); SetUpNV_register_combiners2(); SetUpNV_vertex_program(); //Check for necessary extensions if( !ARB_multitexture_supported || !ARB_texture_cube_map_supported || !EXT_texture_edge_clamp_supported || !NV_register_combiners_supported || !NV_vertex_program_supported) return false; //Check for single-pass chromatic aberration states GLint maxTextureUnits; glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &maxTextureUnits); if( NV_register_combiners2_supported && maxTextureUnits>=4) { errorLog.OutputSuccess("Single Pass Chromatic Aberration Supported!"); pathOneSupported=true; renderPath=CHROMATIC_SINGLE; } camera.Init(VECTOR3D(0.0f, 0.0f, 4.0f), 2.5f, 10.0f); if( !cubeMapPosX.Load("cube_face_posx.tga") || !cubeMapNegX.Load("cube_face_negx.tga") || !cubeMapPosY.Load("cube_face_posy.tga") || !cubeMapNegY.Load("cube_face_negy.tga") || !cubeMapPosZ.Load("cube_face_posz.tga") || !cubeMapNegZ.Load("cube_face_negz.tga")) return false; //Build a texture from the data glGenTextures(1, &cubeMapTexture); //Generate Texture ID glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubeMapTexture); //Bind texture glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_RGBA8, cubeMapPosX.width, cubeMapPosX.height, 0, cubeMapPosX.format, GL_UNSIGNED_BYTE, cubeMapPosX.data); glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, GL_RGBA8, cubeMapNegX.width, cubeMapNegX.height, 0, cubeMapNegX.format, GL_UNSIGNED_BYTE, cubeMapNegX.data); glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, GL_RGBA8, cubeMapPosY.width, cubeMapPosY.height, 0, cubeMapPosY.format, GL_UNSIGNED_BYTE, cubeMapPosY.data); glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, GL_RGBA8, cubeMapNegY.width, cubeMapNegY.height, 0, cubeMapNegY.format, GL_UNSIGNED_BYTE, cubeMapNegY.data); glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, GL_RGBA8, cubeMapPosZ.width, cubeMapPosZ.height, 0, cubeMapPosZ.format, GL_UNSIGNED_BYTE, cubeMapPosZ.data); glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, GL_RGBA8, cubeMapNegZ.width, cubeMapNegZ.height, 0, cubeMapNegZ.format, GL_UNSIGNED_BYTE, cubeMapNegZ.data); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); //reset timer for start timer.Reset(); return true; }