/********************************************************************* * * * FLY * * --E#Y#E-- * * ===MUSCLE=== * * * *********************************************************************/ /* Header Files */ #include "opengl.h" /*-------------------------------------------------------------------------*/ PFNGLGENBUFFERSARBPROC glGenBuffers = NULL; PFNGLBINDBUFFERPROC glBindBuffer = NULL; PFNGLBUFFERDATAPROC glBufferData = NULL; /* Buffer */ GLuint vbos3[MAX_BUFFERS]; /*-------------------------------------------------------------------------*/ /* Structure Float */ struct f_float { struct f_color col; struct f_texture tex; struct f_triangles tri; }gl; /*-------------------------------------------------------------------------*/ /* Shader Program */ struct f_Shader { unsigned int shaderProgram; unsigned int basicProgram; unsigned int cubeProgram; }g; /*-------------------------------------------------------------------------*/ /* Motor */ char code03; float code1; float code2; float angle3; float angle4; /* Scale */ float Fplus = 1.0; float m_scale; /* Cube Map */ int PIX = 0; GLuint texID[ID]; GLuint cubeMapTexID; /*-------------------------------------------------------------------------*/ /* Bool */ char Fday = TRUE; char Fnight = FALSE; char Fgrid = FALSE; char Fiso = FALSE; char Fwind = FALSE; char Ftemp = FALSE; char Fcloud = FALSE; char Fpurple = FALSE; /*-------------------------------------------------------------------------*/ /* Vector */ GLfloat vcolor3[AV]; GLfloat tcircle3[AV]; GLfloat vcircle3[AV]; /* Buffer */ GLfloat m_colors[AV]; GLfloat m_texCoords[AV]; GLfloat m_vertices[AV]; /* Index */ GLuint m_indices[AV]; /*-------------------------------------------------------------------------*/ /* Grid */ const char squareFile[] = "DATA/square.fs"; const char gridFile[] = "DATA/grid.fs"; const char isobarFile[] = "DATA/isobar.fs"; const char terrainFile[] = "DATA/terrain.fs"; const char windFile[] = "DATA/wind.fs"; const char temperaturFile[] = "DATA/temperatur.fs"; /* Texture */ const char forestFile[] = "DATA/forest.fs"; const char desertFile[] = "DATA/desert.fs"; const char seaoceFile[] = "DATA/seaoce.fs"; const char cloudFile[] = "DATA/cloud.fs"; /*-------------------------------------------------------------------------*/ /* Texture */ GLubyte *bla; GLubyte *des; GLubyte *sea; GLubyte *sky; /*-------------------------------------------------------------------------*/ /* Load Texture */ void loadTexture() { #if PNG_TEXTURE /* Load PNG Texture */ const char *forestPNG; const char *desertPNG; const char *seaocePNG; const char *cloudPNG; /* PNG Textures */ forestPNG = "PIXEL/forest.png"; desertPNG = "PIXEL/desert.png"; seaocePNG = "PIXEL/sea.png"; cloudPNG = "PIXEL/cloud.png"; /* Read PNG */ read_png(forestPNG, &bla); read_png(desertPNG, &des); read_png(seaocePNG, &sea); read_png(cloudPNG, &sky); /* Load Textures */ printf(" PNG TEXTURES WORLD: \n"); #endif } /*-------------------------------------------------------------------------*/ /* GLEW Init */ void glewStatus() { /* GLEW Init */ GLenum err = glewInit(); if(GLEW_OK != err) { fprintf(stderr," GLEW ERROR: %s \n", glewGetErrorString(err)); } /* GLEW Version */ fprintf(stdout," GLEW VERSION: %s \n", glewGetString(GLEW_VERSION)); /* Version 130 */ if(GLEW_VERSION_1_3) { printf(" OPENGL SUPPORTED: \n"); } /* Shader Version */ char *shaderversion = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION); if(GL_SHADING_LANGUAGE_VERSION) { printf(" SHADER VERSION: %s \n", shaderversion); } /* OpenGL Version */ char *version = (char *)glGetString(GL_VERSION); if(GL_VERSION) { printf(" OPENGL VERSION: %s \n", version); } } /*-------------------------------------------------------------------------*/ /* Shader Language */ char textureShader3() { /* Fly Version */ static const GLchar fly_vert[] = "GLSL/fly.vert"; static const GLchar fly_frag[] = "GLSL/fly.frag"; /* Create GLSL Shaders / Compile Shaders */ createShader(fly_vert, fly_frag); createProgram(g.shaderProgram); /* Init */ Location(g.shaderProgram, 0, "a_Vertex"); Location(g.shaderProgram, 1, "a_TexCoord"); Location(g.shaderProgram, 2, "a_Color"); /* Re link the program */ /*linkProgram(g.shaderProgram);*/ /*bindShader(g.shaderProgram);*/ /*-----------------------------------------------------------------*/ /* Cube Version */ static const GLchar cube_vert[] = "GLSL/cube.vert"; static const GLchar cube_frag[] = "GLSL/cube.frag"; /* Create GLSL Shaders / Compile Shaders */ createShader(cube_vert, cube_frag); createProgram(g.cubeProgram); /* Init */ Location(g.cubeProgram, 0, "c_Vertex"); Location(g.cubeProgram, 1, "c_TexCoord"); Location(g.cubeProgram, 2, "c_Normal"); /* Re link the program */ linkProgram(g.cubeProgram); /*bindShader(g.cubeProgram);*/ /*-----------------------------------------------------------------*/ /* Basic Version */ static const GLchar basic_vert[] = "GLSL/basic.vert"; static const GLchar basic_frag[] = "GLSL/basic.frag"; /* Create GLSL Shaders / Compile Shaders */ createShader(basic_vert, basic_frag); createProgram(g.basicProgram); /* Init */ Location(g.basicProgram, 0, "b_Vertex"); Location(g.basicProgram, 1, "b_TexCoord"); /* Re link the program */ linkProgram(g.basicProgram); bindShader(g.basicProgram); return TRUE; } /*-------------------------------------------------------------------------*/ /* Init Grid */ char initGrid() { glGenBuffers = (PFNGLGENBUFFERSARBPROC)glXGetProcAddress ((const GLubyte*)"glGenBuffers"); glBindBuffer = (PFNGLBINDBUFFERPROC)glXGetProcAddress ((const GLubyte*)"glBindBuffer"); glBufferData = (PFNGLBUFFERDATAPROC)glXGetProcAddress ((const GLubyte*)"glBufferData"); /* Buffer */ if(!glGenBuffers || !glBindBuffer || !glBufferData) { printf("VBO: NOT SUPPORTED \n"); return FALSE; } /*-----------------------------------------------------------------*/ /* Background Color */ glEnable(GL_BLEND); glEnable(GL_AMBIENT); glEnable(GL_LIGHT7); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); glEnable(GL_COLOR_MATERIAL); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /*-----------------------------------------------------------------*/ /* Night */ if(Fnight) { glClearColor( 0.10f , 0.20f , 0.30f , 0.5f ); glDisable(GL_LIGHT7); } /* Day */ else if(Fday) { glClearColor( 0.30f , 0.50f , 0.70f , 0.5f ); glDisable(GL_LIGHTING); } /* Grid */ else { glClearColor( 0.01f , 0.01f , 0.01f, 0.5f ); glDisable(GL_LIGHTING); } /*------------------------------------------------------------------*/ /* Clear everything */ glClearDepth(1.0); /* Enable */ glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); /*glDepthFunc(GL_LEQUAL);*/ /* Viewport */ GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); /* Viewport[2] stores the width of the viewport, vieport[3] stores the height */ /* We pass these into our font so the ortho mode can set the resolution for the window */ TMFont("FONT/mono.png", viewport[2], viewport[3], 25.0f); /*------------------------------------------------------------------*/ /* Initialize the Font */ if(!initFont()) { printf(" COULD NOT INITIALIZE THE FONT \n"); return FALSE; } /* Initialize the Box */ if(!initBox()) { printf(" COULD NOT INITIALIZE THE BOX \n"); return FALSE; } /* Initialize the View */ if(!initCockpit()) { printf(" COULD NOT INITIALIZE THE VIEW \n"); return FALSE; } /* Initialize the Shader */ if(!textureShader3()) { printf(" COULD NOT INITIALIZE THE SHADER \n"); return FALSE; } /*------------------------------------------------------------------*/ #if LAND_VECTOR /* Texture */ GridRender(forestFile); GridRender(desertFile); GridRender(seaoceFile); GridRender(cloudFile); /* Grid */ GridRender(squareFile); GridRender(isobarFile); GridRender(terrainFile); GridRender(gridFile); GridRender(windFile); GridRender(temperaturFile); #endif /*-----------------------------------------------------------------*/ /* Create Color Buffer */ glGenBuffers(MAX_BUFFERS, &vbos3[0]); glBindBuffer(GL_ARRAY_BUFFER, vbos3[COLOR_BUFFER]); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4 * AV, &m_colors[0], GL_STATIC_DRAW); /* Create Texture Buffer */ glBindBuffer(GL_ARRAY_BUFFER, vbos3[NORMAL_BUFFER]); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 2 * AV, &m_texCoords[0], GL_STATIC_DRAW); /* Create Vertex Buffer */ glBindBuffer(GL_ARRAY_BUFFER, vbos3[VERTEX_BUFFER]); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * AV, &m_vertices[0], GL_STATIC_DRAW); /*-----------------------------------------------------------------*/ /* Create Element Buffer */ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbos3[INDEX_BUFFER]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * 3 * AV, &m_indices[0], GL_STATIC_DRAW); return TRUE; } /*-------------------------------------------------------------------------*/ /* X / Y / Z / W */ float F_Vertex(float fx, float fy, float fz) { float vcircle3[3]; vcircle3[0] = 0; vcircle3[1] = 0; vcircle3[2] = 0; vcircle3[0] = fx; vcircle3[1] = fy; vcircle3[2] = fz; return *vcircle3; } /*-------------------------------------------------------------------------*/ /* R / G / B / A */ float F_Color(float fr, float fg, float fb, float fa) { float vcolor3[4]; vcolor3[0] = 0; vcolor3[1] = 0; vcolor3[2] = 0; vcolor3[3] = 0; vcolor3[0] = fr; vcolor3[1] = fg; vcolor3[2] = fb; vcolor3[3] = fa; return *vcolor3; } /*-------------------------------------------------------------------------*/ /* S / T / P / Q */ float F_Textur(float fs, float ft) { float tcircle3[2]; tcircle3[0] = 0; tcircle3[1] = 0; tcircle3[0] = fs; tcircle3[1] = ft; return *tcircle3; } /*-------------------------------------------------------------------------*/ /* Render Grid */ void GridRender(const char *nFile) { char code; /*int w = 0;*/ const float pt = 0.05; /* Load File */ FILE *grid; grid=fopen(nFile,"r"); /* Grid File */ while(fscanf(grid,"%s %f %f %f %f %f %f %f %f %f", &code, &gl.col.r, &gl.col.g, &gl.col.b, &gl.col.a, &gl.tex.s, &gl.tex.t, &gl.tri.x, &gl.tri.y, &gl.tri.z) != EOF) { #if LAND_VECTOR /* MASSTAB */ m_scale = (gl.tri.z * Fplus) * pt; m_scale = (gl.tri.y * Fplus) * pt; m_scale = (gl.tri.x * Fplus) * pt; /* VERTEX */ F_Color(gl.col.r, gl.col.g, gl.col.b, gl.col.a); F_Textur(gl.tex.s, gl.tex.t); F_Vertex(gl.tri.x, gl.tri.y, gl.tri.z); /* ELEMENTS */ /*m_indices[w++];*/ /*m_indices[w++];*/ /*m_indices[w++];*/ #else /* MASSTAB */ gl.tri.x = (gl.tri.x * Fplus); gl.tri.y = (gl.tri.y * Fplus); gl.tri.z = (gl.tri.z * Fplus); /* ARRAY */ glColor4f(gl.col.r, gl.col.g, gl.col.b, gl.col.a); glTexCoord2f(gl.tex.s, gl.tex.t); glScalef(gl.tri.x, gl.tri.y, gl.tri.z); glVertex3f(gl.tri.x, gl.tri.y, gl.tri.z); #endif } /* Close File */ fclose(grid); } /*-------------------------------------------------------------------------*/ /* Polygon Mode */ void PolygonCircle(const GLenum mode, const GLenum front, const char *nFile) { glPolygonMode(GL_FRONT_AND_BACK, front); glBegin(mode); GridRender(nFile); glEnd(); } /*-------------------------------------------------------------------------*/ /* Draw Arrays */ void DrawCircle(const GLenum mode, const GLenum front, const GLint count, const GLint offset) { /*glTranslatef(0.0, 0.0, -code1);*/ glPolygonMode(GL_FRONT_AND_BACK, front); /*glDrawArrays(GL_LINES, 888, 888);*/ glPushMatrix(); /* Masstab */ glScalef(m_scale, m_scale, m_scale); /* Move Line */ /*glRotatef(angle3, 1.0f, 0.0f, 0.0f);*/ /*glRotatef(angle4, 0.0f, 0.0f, 1.0f);*/ #if DRAW_ELEMENTS glDrawElements(mode, count, GL_UNSIGNED_INT, 0); #else glDrawArrays(mode, offset, count); /*glDrawArrays(GL_LINES, 3480, 3480);*/ #endif glPopMatrix(); } /*-------------------------------------------------------------------------*/ /* Render Landscape */ void SubImage(const GLint count, const char *nFile, GLubyte *pixel) { /* Enable Texture */ glEnable(GL_TEXTURE_2D); /* Filtering Mode */ /*glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);*/ /*glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);*/ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); /*glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);*/ /*glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);*/ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); /* Image Data */ glTexImage2D(GL_TEXTURE_2D, 0, /* level */ GL_RGBA8, /* internal format */ 128, /* width */ 128, /* height */ 0, /* border */ GL_BGRA, /* format */ GL_UNSIGNED_BYTE, /* type */ pixel /* data */ ); glTexSubImage2D(GL_TEXTURE_2D,0,0,0,128,128,GL_BGRA,GL_UNSIGNED_BYTE,pixel); glTexSubImage2D(GL_TEXTURE_2D,0,2,0,128,128,GL_BGRA,GL_UNSIGNED_BYTE,pixel); glTexSubImage2D(GL_TEXTURE_2D,0,0,2,128,128,GL_BGRA,GL_UNSIGNED_BYTE,pixel); glTexSubImage2D(GL_TEXTURE_2D,0,2,2,128,128,GL_BGRA,GL_UNSIGNED_BYTE,pixel); #if LAND_VECTOR DrawCircle(GL_TRIANGLES, GL_FILL, count, 0); #else PolygonCircle(GL_TRIANGLES, GL_FILL, nFile); #endif /* Disable Texture */ glDisable(GL_TEXTURE_2D); glFlush(); } /*-------------------------------------------------------------------------*/ /* Point Speed */ void pointSpeed(float dt) { const float xSpeed = 20.0f; const float ySpeed = 60.0f; angle3 += xSpeed * dt; angle4 += ySpeed * dt; if(angle3 > 360.0f) { angle3 -= 360.0f; } if(angle4 > 360.0f) { angle4 -= 360.0f; } } /*-------------------------------------------------------------------------*/ /* Point Grid */ void pointGrid(float dt) { float speed = 0.2f; float maxSpeed = +90.0f; float minSpeed = -90.0f; /* Speed */ pointSpeed(dt); /* Line */ if(code03) { code1 += speed; code2 -= speed; } else { code1 -= speed; code2 += speed; } /* Limit */ if(code1 >= maxSpeed) { code03 = FALSE; } else if(code1 <= minSpeed) { code03 = TRUE; } } /*-------------------------------------------------------------------------*/ /* Moving Objects */ void vectorObjects() { /* Clear everything */ glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); /*-----------------------------------------------------------------*/ /* Primitives */ const GLenum modeP = GL_POINTS; const GLenum modeL = GL_LINES; const GLenum modeT = GL_TRIANGLES; /* Mode */ const GLenum frontP = GL_POINT; const GLenum frontL = GL_LINE; const GLenum frontF = GL_FILL; /*-----------------------------------------------------------------*/ /* Offset */ const GLint squareOffset = 888; /* 900 */ const GLint isobarOffset = 1752; /* 1800 */ const GLint terrainOffset = 2616; /* 2700 */ const GLint gridOffset = 3480; /* 3600 */ const GLint windOffset = 4368; /* 4500 */ const GLint tempOffset = 5232; /* 5300 */ /* Count */ const GLint countP = 888; /* 900 */ const GLint countL = 888; /* 900 */ const GLint countT = 888; /* 900 */ /*-----------------------------------------------------------------*/ /* Enable Anti-aliasing */ glEnable(GL_POLYGON_SMOOTH); glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); /* Size */ glLineWidth(3.0); glPointSize(7.0); /*-----------------------------------------------------------------*/ /* Terrain */ if(Fgrid || Fiso) { DrawCircle(modeP, frontP, countP, squareOffset); DrawCircle(modeL, frontL, countL, gridOffset); DrawCircle(modeT, frontF, countT, terrainOffset); /* Isobar */ if(Fiso) { DrawCircle(modeP, frontP, countP, isobarOffset); DrawCircle(modeT, frontL, countL, isobarOffset); DrawCircle(modeT, frontF, countT, isobarOffset); } } /* Wind */ else if(Fwind) { DrawCircle(modeP, frontP, countP, squareOffset); glEnable(GL_CULL_FACE); DrawCircle(modeT, frontF, countL, gridOffset); glDisable(GL_CULL_FACE); DrawCircle(modeT, frontF, countT, windOffset); } /* Celsius */ else if(Ftemp) { DrawCircle(modeP, frontP, countP, squareOffset); DrawCircle(modeT, frontL, countL, gridOffset); DrawCircle(modeT, frontF, countT, tempOffset); } /*-----------------------------------------------------------------*/ /* Disable Anti-aliasing */ glDisable(GL_LINE_SMOOTH); glDisable(GL_POINT_SMOOTH); glDisable(GL_POLYGON_SMOOTH); glFlush(); } /*-------------------------------------------------------------------------*/ /* Moving Objects */ void polygonObjects() { /* Clear everything */ glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); /*-----------------------------------------------------------------*/ /* Primitives */ const GLenum modeP = GL_POINTS; const GLenum modeL = GL_LINES; const GLenum modeT = GL_TRIANGLES; /* Mode */ const GLenum frontP = GL_POINT; const GLenum frontL = GL_LINE; const GLenum frontF = GL_FILL; /*-----------------------------------------------------------------*/ /* Enable Anti-aliasing */ glEnable(GL_POLYGON_SMOOTH); glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); /* Size */ glLineWidth(3.0); glPointSize(7.0); /*-----------------------------------------------------------------*/ /* Terrain */ if(Fgrid || Fiso) { PolygonCircle(modeP, frontP, squareFile); PolygonCircle(modeL, frontL, gridFile); PolygonCircle(modeT, frontF, terrainFile); /* Isobar */ if(Fiso) { PolygonCircle(modeP, frontP, isobarFile); PolygonCircle(modeT, frontL, isobarFile); PolygonCircle(modeT, frontF, isobarFile); } } /* Wind */ else if(Fwind) { PolygonCircle(modeP, frontP, squareFile); glEnable(GL_CULL_FACE); PolygonCircle(modeT, frontF, gridFile); glDisable(GL_CULL_FACE); PolygonCircle(modeT, frontF, windFile); } /* Fahrenheit */ else if(Ftemp) { PolygonCircle(modeP, frontP, squareFile); PolygonCircle(modeT, frontL, gridFile); PolygonCircle(modeT, frontF, temperaturFile); } /*-----------------------------------------------------------------*/ /* Disable Anti-aliasing */ glDisable(GL_LINE_SMOOTH); glDisable(GL_POINT_SMOOTH); glDisable(GL_POLYGON_SMOOTH); glFlush(); } /*-------------------------------------------------------------------------*/ /* Moving Objects */ void textureObjects(int PIX) { /* Clear everything */ glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); /* Basic Program */ linkProgram(g.basicProgram); bindShader(g.basicProgram); Uniform(g.basicProgram, "texture1", 0); /* Generate Textures */ glGenTextures(PIX, texID); glBindTexture(GL_TEXTURE_2D_ARRAY, texID[PIX]); /*-----------------------------------------------------------------*/ /* Landscape */ if(Fnight || Fday || Fcloud) { /* Count */ const GLint countF = 288; /* 290 */ const GLint countD = 672; /* 670 */ const GLint countS = 864; /* 900 */ /* SubImage */ SubImage(countF, forestFile, bla); SubImage(countD, desertFile, des); SubImage(countS, seaoceFile, sea); /* Cloud */ if(Fcloud) { /* Count */ const GLint countC = 900; /* 100 */ /* Translate / Rotate */ /*glTranslatef(0.0, 0.0, -code1);*/ /*glRotatef(-code1, 0.0f, 1.0f, 0.0f);*/ /*glRotatef(-code2, 0.0f, 0.0f, 0.0f);*/ /* Cloud File */ SubImage(countC, cloudFile, sky); } } /*-----------------------------------------------------------------*/ /* Delete Textures */ glDeleteTextures(PIX, texID); glFlush(); } /*-------------------------------------------------------------------------*/ /* Render Objects */ void vertexObjects(int PIX) { /* Active Texture */ /*glActiveTextureARB(GL_TEXTURE5_ARB + PIX);*/ /*glClientActiveTextureARB(GL_TEXTURE5_ARB);*/ /* Attrib Array */ glEnableVertexAttribArrayARB(0); glEnableVertexAttribArrayARB(1); glEnableVertexAttribArrayARB(2); /*-----------------------------------------------------------------*/ /* Bind Color Buffer */ glBindBuffer(GL_ARRAY_BUFFER, vbos3[COLOR_BUFFER]); /* Color */ const GLint csize = 3; /* ( R, G, B, A) */ const GLenum ctype = GL_FLOAT; /* the data is 8bit unsigned values */ const GLboolean cnormalize = FALSE; /* normalize the data (convert from 0-255 to 0-1) */ const GLsizei cstride = 0; /* 0 = move forward size * sizeof(type) */ const GLbyte coffset = 0; /* start at the beginning of the buffer */ glVertexAttribPointerARB((GLuint)2, csize, ctype, cnormalize, cstride, &vcolor3[coffset]); /*-----------------------------------------------------------------*/ /* Bind Vertex Buffer */ glBindBuffer(GL_ARRAY_BUFFER, vbos3[VERTEX_BUFFER]); /* Vertex */ const GLint vsize = 3; /* ( X, Y, Z, W ) */ const GLenum vtype = GL_FLOAT; const GLboolean vnormalize = FALSE; const GLsizei vstride = 0; const GLbyte voffset = 0; glVertexAttribPointerARB((GLuint)0, vsize, vtype, vnormalize, vstride, &vcircle3[voffset]); /*-----------------------------------------------------------------*/ /* Bind Normal Buffer */ glBindBuffer(GL_ARRAY_BUFFER, vbos3[NORMAL_BUFFER]); /* Texture */ const GLint tsize = 2; /* ( S, T, P, Q ) */ const GLenum ttype = GL_FLOAT; const GLboolean tnormalize = FALSE; const GLsizei tstride = 0; const GLbyte toffset = 0; glVertexAttribPointerARB((GLuint)1, tsize, ttype, tnormalize, tstride, &tcircle3[toffset]); /*-----------------------------------------------------------------*/ /* Objects */ #if LAND_VECTOR vectorObjects(); #else polygonObjects(); #endif textureObjects(PIX); /*-----------------------------------------------------------------*/ /* Disable Array */ glDisableVertexAttribArrayARB(2); glDisableVertexAttribArrayARB(1); glDisableVertexAttribArrayARB(0); /* Active Texture */ /*glActiveTextureARB(GL_TEXTURE0_ARB);*/ /*glClientActiveTextureARB(GL_TEXTURE0_ARB);*/ } /*-------------------------------------------------------------------------*/ /* Render Objects */ void renderObjects(int PIX) { /* Vertex Array */ glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); /*-----------------------------------------------------------------*/ /* Bind Color Buffer */ glBindBuffer(GL_ARRAY_BUFFER, vbos3[COLOR_BUFFER]); /* Color */ const GLint csize = 4; /* ( R, G, B, A) */ const GLenum ctype = GL_FLOAT; /* the data is 8bit unsigned values */ const GLsizei cstride = 0; /* 0 = move forward size * sizeof(type) */ const GLbyte coffset = 0; /* start at the beginning of the buffer */ glColorPointer(csize, ctype, cstride, &vcolor3[coffset]); /*-----------------------------------------------------------------*/ /* Bind Vertex Buffer */ glBindBuffer(GL_ARRAY_BUFFER, vbos3[VERTEX_BUFFER]); /* Vertex */ const GLint vsize = 3; /* ( X, Y, Z, W ) */ const GLenum vtype = GL_FLOAT; const GLsizei vstride = 0; const GLbyte voffset = 0; glVertexPointer(vsize, vtype, vstride, &vcircle3[voffset]); /*-----------------------------------------------------------------*/ /* Bind Normal Buffer */ glBindBuffer(GL_ARRAY_BUFFER, vbos3[NORMAL_BUFFER]); /* Texture */ const GLint tsize = 2; /* ( S, T, P, Q ) */ const GLenum ttype = GL_FLOAT; const GLsizei tstride = 0; const GLbyte toffset = 0; glTexCoordPointer(tsize, ttype, tstride, &tcircle3[toffset]); /*-----------------------------------------------------------------*/ /* Objects */ #if LAND_VECTOR vectorObjects(); #else polygonObjects(); #endif textureObjects(PIX); /*-----------------------------------------------------------------*/ /* Disable Client State */ glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } /*-------------------------------------------------------------------------*/ /* Render Landscape */ void Landscape(int width, int height) { /* Matrix */ float modelview3[ID]; float projection3[ID]; /* Texture */ glDisable(GL_SCISSOR_TEST); /* Render Triangles */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); /* PlaneView */ CameraLook(); PlaneView(); /*------------------------------------------------------------------*/ /* Passing Data */ glGetFloatv(GL_PROJECTION_MATRIX, projection3); glGetFloatv(GL_MODELVIEW_MATRIX, modelview3); /* Matrix */ Uniform4x4(g.shaderProgram, "projection_matrix", 0, projection3); Uniform4x4(g.shaderProgram, "modelview_matrix", 1, modelview3); /**************************************************************/ /* Draw the plane with stencil on */ /**************************************************************/ glEnable(GL_STENCIL_TEST); /* Enable stenciling */ glDepthMask(GL_FALSE); /* Disable depth writes */ /* Always replace the stencil value whether it passes or fails */ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); /* Make the test always pass */ glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); /* Flybox */ initBox(); render(0, 0, 0, g.basicProgram); /* Re-enable depth writes */ glDepthMask(GL_TRUE); /*********************************************************************/ /* Draw the sphere's reflection, with blending and stencil testing */ /*********************************************************************/ /* Cube Program */ bindShader(g.cubeProgram); sendUniform3f(g.cubeProgram, "camera_position", 0.0f, 0.0f, 0.0f); Uniform(g.cubeProgram, "texture2", 0); /* Cube Map */ glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexID); /* Only render where the stencil value is 1 */ glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); /* Don’t change the stencil values any more */ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); /* Purple Look */ if(Fpurple) { glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE); } /* Render Objects */ #if VERTEX_LAND vertexObjects(PIX); #else renderObjects(PIX); #endif /*------------------------------------------------------------------*/ /* Font */ printString("VULKANO:", 110, 25); /* Shader Program */ linkProgram(g.shaderProgram); /* Re link the program */ bindShader(g.shaderProgram); /* Enable our shader */ Uniform(g.shaderProgram, "texture0", 0); /* Disable the stencil test */ glDisable(GL_STENCIL_TEST); /**************************************************************/ /* Draw the sphere normal */ /**************************************************************/ /* Render Objects */ #if VERTEX_LAND vertexObjects(PIX); #else renderObjects(PIX); #endif /* Cube Map */ #if CUBE_MAP CubeMap(); #endif /*------------------------------------------------------------------*/ /* Delete Buffer */ glDeleteBuffers(MAX_BUFFERS, &vbos3[0]); /* Delete Shader */ DeleteShader(g.shaderProgram); DeleteShader(g.cubeProgram); DeleteShader(g.basicProgram); /* Disable */ glDisable(GL_COLOR_MATERIAL); glDisable(GL_LIGHTING); glDisable(GL_AMBIENT); } /*-------------------------------------------------------------------------*/ /* Render Landscape */ void CubeMap() { int TEX = 0; /* Clear */ glClear(GL_DEPTH_BUFFER_BIT); glLoadIdentity(); /* Begin Box */ beginCubeMapRendering(256); /* Scissor Test */ glEnable(GL_SCISSOR_TEST); /* Number of Texture */ for(TEX = 0; TEX < 6; ++TEX) { /* Cube Render */ beginCubeMapFace(TEX); /* Flybox */ initBox(); render( 0, 0, 0, g.basicProgram); /* Translate Y-Achse */ glTranslatef(0.0f, 2.0f, 0.0f); /* Render Objects */ #if VERTEX_LAND vertexObjects(PIX); #else renderObjects(PIX); #endif finishCubeMapFace(TEX, 256); } /* End Box */ endCubeMapRendering(); /* Scissor Test */ glDisable(GL_SCISSOR_TEST); } /*-------------------------------------------------------------------------*/ /* Process Event */ void process_event1(XEvent report) { KeySym key; key = XLookupKeysym(&report.xkey, 0); /* Keyboard Control Keys */ switch(key) { /* GRID */ case XK_F1: Fday = FALSE; Fnight = FALSE; Fcloud = FALSE; Fgrid = TRUE; Fiso = FALSE; Fwind = FALSE; Ftemp = FALSE; break; case XK_F2: Fday = FALSE; Fnight = FALSE; Fcloud = FALSE; Fgrid = TRUE; Fiso = TRUE; Fwind = FALSE; Ftemp = FALSE; break; case XK_F3: Fday = FALSE; Fnight = FALSE; Fcloud = FALSE; Fgrid = FALSE; Fiso = FALSE; Fwind = TRUE; Ftemp = FALSE; break; case XK_F4: Fday = FALSE; Fnight = FALSE; Fcloud = FALSE; Fgrid = FALSE; Fiso = FALSE; Fwind = FALSE; Ftemp = TRUE; break; /* TEXTURE */ case XK_F5: Fday = TRUE; Fnight = FALSE; Fcloud = FALSE; Fgrid = FALSE; Fiso = FALSE; Fwind = FALSE; Ftemp = FALSE; break; case XK_F6: Fday = TRUE; Fnight = FALSE; Fcloud = TRUE; Fgrid = FALSE; Fiso = FALSE; Fwind = FALSE; Ftemp = FALSE; break; case XK_F7: Fnight = TRUE; Fday = FALSE; Fnight = TRUE; Fcloud = FALSE; Fgrid = FALSE; Fiso = FALSE; Fwind = FALSE; Ftemp = FALSE; break; /* CLEAR */ case XK_F8: Fday = FALSE; Fnight = FALSE; Fcloud = FALSE; Fgrid = FALSE; Fiso = FALSE; Fwind = FALSE; Ftemp = FALSE; break; /* PURPLE */ case XK_F9: Fpurple = TRUE; break; case XK_F10: Fpurple = FALSE; break; /* MASSTAB */ case XK_i: Fplus += plus; break; case XK_o: Fplus -= minus ; break; case XK_Escape: closeWin(); break; } } /*-------------------------------------------------------------------------*/