123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682 |
- /******************************************************************************
- @File OGLES2DisplacementMap.cpp
- @Title Shows how to displace geometry in the vertex shader using a
- @Version
- @Copyright Copyright (C) Imagination Technologies Limited.
- @Platform Independent
- @Description Shows how to displace geometry in the vertex shader using a
- texture.
- ******************************************************************************/
- #include <string.h>
- #include "PVRShell.h"
- #include "OGLES2Tools.h"
- /******************************************************************************
- Defines
- ******************************************************************************/
- // Index to bind the attributes to vertex shaders
- #define VERTEX_ARRAY 0
- #define NORMAL_ARRAY 1
- #define TEXCOORD_ARRAY 2
- /******************************************************************************
- Consts
- ******************************************************************************/
- // Camera constants. Used for making the projection matrix
- const float g_fCameraNear = 4.0f;
- const float g_fCameraFar = 2000.0f;
- const float g_fDemoFrameRate = 1.0f / 90.0f;
- // The camera to use from the pod file
- const int g_ui32Camera = 0;
- /******************************************************************************
- Content file names
- ******************************************************************************/
- // Source and binary shaders
- const char c_szFragShaderSrcFile[] = "FragShader.fsh";
- const char c_szFragShaderBinFile[] = "FragShader.fsc";
- const char c_szVertShaderSrcFile[] = "VertShader.vsh";
- const char c_szVertShaderBinFile[] = "VertShader.vsc";
- // POD scene files
- const char c_szSceneFile[] = "DisMapScene.pod";
- const char c_szDisMapFile[] = "DisMap.pvr";
- /*!****************************************************************************
- Class implementing the PVRShell functions.
- ******************************************************************************/
- class OGLES2DisplacementMap : public PVRShell
- {
- // Print3D class used to display text
- CPVRTPrint3D m_Print3D;
- // 3D Model
- CPVRTModelPOD m_Scene;
- // OpenGL handles for shaders, textures and VBOs
- GLuint m_uiVertShader;
- GLuint m_uiFragShader;
- GLuint* m_puiVbo;
- GLuint* m_puiIndexVbo;
- GLuint* m_puiTextureIDs;
- GLuint m_uiDisMapID;
- // Group shader programs and their uniform locations together
- struct
- {
- GLuint uiId;
- GLuint uiMVPMatrixLoc;
- GLuint uiLightDirLoc;
- GLuint uiTexture;
- GLuint uiDisMap;
- GLuint uiDisplacementFactor;
- }
- m_ShaderProgram;
- // Variables to handle the animation in a time-based manner
- int m_iTimePrev;
- // App variables
- PVRTVec4 m_LightDir;
- PVRTMat4 m_View, m_Projection;
- float m_DisplacementFactor;
- bool m_bGrow;
- public:
- virtual bool InitApplication();
- virtual bool InitView();
- virtual bool ReleaseView();
- virtual bool QuitApplication();
- virtual bool RenderScene();
- OGLES2DisplacementMap();
- bool LoadTextures(CPVRTString* pErrorStr);
- bool LoadShaders(CPVRTString* pErrorStr);
- bool LoadVbos(CPVRTString* pErrorStr);
- void DrawMesh(int i32NodeIndex);
- };
- /*!****************************************************************************
- @Function OGLES2DisplacementMap
- @Description Constructor
- ******************************************************************************/
- OGLES2DisplacementMap::OGLES2DisplacementMap() : m_puiVbo(0),
- m_puiIndexVbo(0),
- m_puiTextureIDs(0),
- m_DisplacementFactor(0),
- m_bGrow(false)
- {
- }
- /*!****************************************************************************
- @Function LoadTextures
- @Return bool true if no error occured
- @Description Loads the textures required for this training course
- ******************************************************************************/
- bool OGLES2DisplacementMap::LoadTextures(CPVRTString* pErrorStr)
- {
- /*
- Load the textures.
- For a more detailed explanation, see Texturing and IntroducingPVRTools
- */
- /*
- Initialises an array to lookup the textures
- for each material in the scene.
- */
- m_puiTextureIDs = new GLuint[m_Scene.nNumMaterial];
- if(!m_puiTextureIDs)
- {
- *pErrorStr = "ERROR: Insufficient memory.";
- return false;
- }
- for(int i = 0; i < (int) m_Scene.nNumMaterial; ++i)
- {
- m_puiTextureIDs[i] = 0;
- SPODMaterial* pMaterial = &m_Scene.pMaterial[i];
- if(pMaterial->nIdxTexDiffuse != -1)
- {
- /*
- Using the tools function PVRTTextureLoadFromPVR load the textures required by the pod file.
-
- Note: This function only loads .pvr files. You can set the textures in 3D Studio Max to .pvr
- files using the PVRTexTool plug-in for max. Alternatively, the pod material properties can be
- modified in PVRShaman.
- */
- CPVRTString sTextureName = m_Scene.pTexture[pMaterial->nIdxTexDiffuse].pszName;
- if(PVRTTextureLoadFromPVR(sTextureName.c_str(), &m_puiTextureIDs[i]) != PVR_SUCCESS)
- {
- *pErrorStr = "ERROR: Failed to load " + sTextureName + ".";
- // Check to see if we're trying to load .pvr or not
- CPVRTString sFileExtension = PVRTStringGetFileExtension(sTextureName);
-
- if(sFileExtension.toLower() == "pvr")
- *pErrorStr += "Note: Can only load pvr files.";
- return false;
- }
- }
- }
- // Load the texture used for the displacement map
- if(PVRTTextureLoadFromPVR(c_szDisMapFile, &m_uiDisMapID) != PVR_SUCCESS)
- {
- *pErrorStr = "ERROR: Failed to load " + CPVRTString(c_szDisMapFile) + ".";
- return false;
- }
- // Define the wrapping to use for the displacment map
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- return true;
- }
- /*!****************************************************************************
- @Function LoadShaders
- @Output pErrorStr A string describing the error on failure
- @Return bool true if no error occured
- @Description Loads and compiles the shaders and links the shader programs
- required for this training course
- ******************************************************************************/
- bool OGLES2DisplacementMap::LoadShaders(CPVRTString* pErrorStr)
- {
- /*
- Load and compile the shaders from files.
- Binary shaders are tried first, source shaders
- are used as fallback.
- */
- if(PVRTShaderLoadFromFile(
- c_szVertShaderBinFile, c_szVertShaderSrcFile, GL_VERTEX_SHADER, GL_SGX_BINARY_IMG, &m_uiVertShader, pErrorStr) != PVR_SUCCESS)
- {
- return false;
- }
- if (PVRTShaderLoadFromFile(
- c_szFragShaderBinFile, c_szFragShaderSrcFile, GL_FRAGMENT_SHADER, GL_SGX_BINARY_IMG, &m_uiFragShader, pErrorStr) != PVR_SUCCESS)
- {
- return false;
- }
- /*
- Set up and link the shader program
- */
- const char* aszAttribs[] = { "inVertex", "inNormal", "inTexCoord" };
- if(PVRTCreateProgram(
- &m_ShaderProgram.uiId, m_uiVertShader, m_uiFragShader, aszAttribs, 3, pErrorStr) != PVR_SUCCESS)
- {
- PVRShellSet(prefExitMessage, pErrorStr->c_str());
- return false;
- }
- // Store the location of uniforms for later use
- m_ShaderProgram.uiMVPMatrixLoc = glGetUniformLocation(m_ShaderProgram.uiId, "MVPMatrix");
- m_ShaderProgram.uiLightDirLoc = glGetUniformLocation(m_ShaderProgram.uiId, "LightDirection");
- m_ShaderProgram.uiDisplacementFactor = glGetUniformLocation(m_ShaderProgram.uiId, "DisplacementFactor");
- m_ShaderProgram.uiTexture = glGetUniformLocation(m_ShaderProgram.uiId, "sTexture");
- m_ShaderProgram.uiDisMap = glGetUniformLocation(m_ShaderProgram.uiId, "sDisMap");
-
- return true;
- }
- /*!****************************************************************************
- @Function LoadVbos
- @Description Loads the mesh data required for this training course into
- vertex buffer objects
- ******************************************************************************/
- bool OGLES2DisplacementMap::LoadVbos(CPVRTString* pErrorStr)
- {
- if(!m_Scene.pMesh[0].pInterleaved)
- {
- *pErrorStr = "ERROR: IntroducingPOD requires the pod data to be interleaved. Please re-export with the interleaved option enabled.";
- return false;
- }
- if (!m_puiVbo) m_puiVbo = new GLuint[m_Scene.nNumMesh];
- if (!m_puiIndexVbo) m_puiIndexVbo = new GLuint[m_Scene.nNumMesh];
- /*
- Load vertex data of all meshes in the scene into VBOs
- The meshes have been exported with the "Interleave Vectors" option,
- so all data is interleaved in the buffer at pMesh->pInterleaved.
- Interleaving data improves the memory access pattern and cache efficiency,
- thus it can be read faster by the hardware.
- */
- glGenBuffers(m_Scene.nNumMesh, m_puiVbo);
- for (unsigned int i = 0; i < m_Scene.nNumMesh; ++i)
- {
- // Load vertex data into buffer object
- SPODMesh& Mesh = m_Scene.pMesh[i];
- unsigned int uiSize = Mesh.nNumVertex * Mesh.sVertex.nStride;
- glBindBuffer(GL_ARRAY_BUFFER, m_puiVbo[i]);
- glBufferData(GL_ARRAY_BUFFER, uiSize, Mesh.pInterleaved, GL_STATIC_DRAW);
- // Load index data into buffer object if available
- m_puiIndexVbo[i] = 0;
- if (Mesh.sFaces.pData)
- {
- glGenBuffers(1, &m_puiIndexVbo[i]);
- uiSize = PVRTModelPODCountIndices(Mesh) * sizeof(GLshort);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_puiIndexVbo[i]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, uiSize, Mesh.sFaces.pData, GL_STATIC_DRAW);
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- return true;
- }
- /*!****************************************************************************
- @Function InitApplication
- @Return bool true if no error occured
- @Description Code in InitApplication() will be called by PVRShell once per
- run, before the rendering context is created.
- Used to initialize variables that are not dependant on it
- (e.g. external modules, loading meshes, etc.)
- If the rendering context is lost, InitApplication() will
- not be called again.
- ******************************************************************************/
- bool OGLES2DisplacementMap::InitApplication()
- {
- // Get and set the read path for content files
- CPVRTResourceFile::SetReadPath((char*)PVRShellGet(prefReadPath));
- // Load the scene
- if(m_Scene.ReadFromFile(c_szSceneFile) != PVR_SUCCESS)
- {
- PVRShellSet(prefExitMessage, "ERROR: Couldn't load the .pod file\n");
- return false;
- }
- // The cameras are stored in the file. We check it contains at least one.
- if(m_Scene.nNumCamera == 0)
- {
- PVRShellSet(prefExitMessage, "ERROR: The scene does not contain a camera. Please add one and re-export.\n");
- return false;
- }
- // We also check that the scene contains at least one light
- if(m_Scene.nNumLight == 0)
- {
- PVRShellSet(prefExitMessage, "ERROR: The scene does not contain a light. Please add one and re-export.\n");
- return false;
- }
- return true;
- }
- /*!****************************************************************************
- @Function QuitApplication
- @Return bool true if no error occured
- @Description Code in QuitApplication() will be called by PVRShell once per
- run, just before exiting the program.
- If the rendering context is lost, QuitApplication() will
- not be called.
- ******************************************************************************/
- bool OGLES2DisplacementMap::QuitApplication()
- {
- // Free the memory allocated for the scene
- m_Scene.Destroy();
- delete[] m_puiVbo;
- delete[] m_puiIndexVbo;
- return true;
- }
- /*!****************************************************************************
- @Function InitView
- @Return bool true if no error occured
- @Description Code in InitView() will be called by PVRShell upon
- initialization or after a change in the rendering context.
- Used to initialize variables that are dependant on the rendering
- context (e.g. textures, vertex buffers, etc.)
- ******************************************************************************/
- bool OGLES2DisplacementMap::InitView()
- {
- CPVRTString ErrorStr;
- /*
- Initialize VBO data
- */
- if(!LoadVbos(&ErrorStr))
- {
- PVRShellSet(prefExitMessage, ErrorStr.c_str());
- return false;
- }
- /*
- Load textures
- */
- if(!LoadTextures(&ErrorStr))
- {
- PVRShellSet(prefExitMessage, ErrorStr.c_str());
- return false;
- }
- /*
- Load and compile the shaders & link programs
- */
- if(!LoadShaders(&ErrorStr))
- {
- PVRShellSet(prefExitMessage, ErrorStr.c_str());
- return false;
- }
- /*
- Initialize Print3D
- */
- bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);
- if(m_Print3D.SetTextures(0,PVRShellGet(prefWidth),PVRShellGet(prefHeight), bRotate) != PVR_SUCCESS)
- {
- PVRShellSet(prefExitMessage, "ERROR: Cannot initialise Print3D\n");
- return false;
- }
- /*
- Set OpenGL ES render states needed for this training course
- */
- // Enable backface culling and depth test
- glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- // Use a nice bright blue as clear colour
- glClearColor(0.6f, 0.8f, 1.0f, 1.0f);
- //Get the direction of the first light from the scene.
- m_LightDir = m_Scene.GetLightDirection(0);
- // For direction vectors, w should be 0
- m_LightDir.w = 0.0f;
- // Set up the view and projection matrices from the camera
- PVRTVec3 vFrom, vTo(0.0f), vUp(0.0f, 1.0f, 0.0f);
- float fFOV;
- // Setup the camera
-
- // Camera nodes are after the mesh and light nodes in the array
- int i32CamID = m_Scene.pNode[m_Scene.nNumMeshNode + m_Scene.nNumLight + g_ui32Camera].nIdx;
- // Get the camera position, target and field of view (fov)
- if(m_Scene.pCamera[i32CamID].nIdxTarget != -1) // Does the camera have a target?
- fFOV = m_Scene.GetCameraPos( vFrom, vTo, g_ui32Camera); // vTo is taken from the target node
- else
- fFOV = m_Scene.GetCamera( vFrom, vTo, vUp, g_ui32Camera); // vTo is calculated from the rotation
- // We can build the model view matrix from the camera position, target and an up vector.
- // For this we usePVRTMat4LookAtRH()
- m_View = PVRTMat4::LookAtRH(vFrom, vTo, vUp);
- // Calculate the projection matrix
- m_Projection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), g_fCameraNear, g_fCameraFar, PVRTMat4::OGL, bRotate);
- // Initialize variables used for the animation
- m_iTimePrev = PVRShellGetTime();
- return true;
- }
- /*!****************************************************************************
- @Function ReleaseView
- @Return bool true if no error occured
- @Description Code in ReleaseView() will be called by PVRShell when the
- application quits or before a change in the rendering context.
- ******************************************************************************/
- bool OGLES2DisplacementMap::ReleaseView()
- {
- // Deletes the textures
- glDeleteTextures(m_Scene.nNumMaterial, &m_puiTextureIDs[0]);
- glDeleteTextures(1, &m_uiDisMapID);
- // Frees the texture lookup array
- delete[] m_puiTextureIDs;
- m_puiTextureIDs = 0;
-
- // Delete program and shader objects
- glDeleteProgram(m_ShaderProgram.uiId);
- glDeleteShader(m_uiVertShader);
- glDeleteShader(m_uiFragShader);
- // Delete buffer objects
- glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
- glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);
- // Release Print3D Textures
- m_Print3D.ReleaseTextures();
- return true;
- }
- /*!****************************************************************************
- @Function RenderScene
- @Return bool true if no error occured
- @Description Main rendering loop function of the program. The shell will
- call this function every frame.
- eglSwapBuffers() will be performed by PVRShell automatically.
- PVRShell will also manage important OS events.
- Will also manage relevent OS events. The user has access to
- these events through an abstraction layer provided by PVRShell.
- ******************************************************************************/
- bool OGLES2DisplacementMap::RenderScene()
- {
- // Clear the color and depth buffer
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- // Calculates the the time since the last frame
- int iTime = PVRShellGetTime();
- int iDeltaTime = iTime - m_iTimePrev;
- m_iTimePrev = iTime;
- // Use shader program
- glUseProgram(m_ShaderProgram.uiId);
- // Enable 2D texturing for the first texture.
- glActiveTexture(GL_TEXTURE0);
- // Set the sampler2D variable to the first texture unit
- glUniform1i(m_ShaderProgram.uiTexture, 0);
- // Enable 2D texturing for the second texture.
- glActiveTexture(GL_TEXTURE1);
-
- // Set the displacement map variable to the second texture unit
- glUniform1i(m_ShaderProgram.uiDisMap, 1);
- // Calculate and set the displacement factor
- if(m_bGrow)
- {
- m_DisplacementFactor += (float)iDeltaTime * g_fDemoFrameRate;
- if(m_DisplacementFactor > 25.0f)
- {
- m_bGrow = false;
- m_DisplacementFactor = 25.0f;
- }
- }
- else
- {
- m_DisplacementFactor -= (float)iDeltaTime * g_fDemoFrameRate;
- if(m_DisplacementFactor < 0.0f)
- {
- m_bGrow = true;
- m_DisplacementFactor = 0.0f;
- }
- }
- glUniform1f(m_ShaderProgram.uiDisplacementFactor, m_DisplacementFactor);
- // Bind the displacement map texture
- glBindTexture(GL_TEXTURE_2D, m_uiDisMapID);
- // Now the displacement map texture is bound set the active texture to texture 0
- glActiveTexture(GL_TEXTURE0);
- // Draw the scene
- // Enable the vertex attribute arrays
- glEnableVertexAttribArray(VERTEX_ARRAY);
- glEnableVertexAttribArray(NORMAL_ARRAY);
- glEnableVertexAttribArray(TEXCOORD_ARRAY);
- for(unsigned int i = 0; i < m_Scene.nNumMeshNode; ++i)
- {
- SPODNode& Node = m_Scene.pNode[i];
- // Get the node model matrix
- PVRTMat4 mWorld;
- mWorld = m_Scene.GetWorldMatrix(Node);
- // Pass the model-view-projection matrix (MVP) to the shader to transform the vertices
- PVRTMat4 mModelView, mMVP;
- mModelView = m_View * mWorld;
- mMVP = m_Projection * mModelView;
- glUniformMatrix4fv(m_ShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.f);
- // Pass the light direction in model space to the shader
- PVRTVec4 vLightDir;
- vLightDir = mWorld.inverse() * m_LightDir;
- PVRTVec3 vLightDirModel = *(PVRTVec3*) vLightDir.ptr();
- vLightDirModel.normalize();
- glUniform3fv(m_ShaderProgram.uiLightDirLoc, 1, &vLightDirModel.x);
- // Load the correct texture for the mesh using our texture lookup table
- GLuint uiTex = 0;
- if(Node.nIdxMaterial != -1)
- uiTex = m_puiTextureIDs[Node.nIdxMaterial];
-
- glBindTexture(GL_TEXTURE_2D, uiTex);
- /*
- Now that the model-view matrix is set and the materials ready,
- call another function to actually draw the mesh.
- */
- DrawMesh(i);
- }
- // Safely disable the vertex attribute arrays
- glDisableVertexAttribArray(VERTEX_ARRAY);
- glDisableVertexAttribArray(NORMAL_ARRAY);
- glDisableVertexAttribArray(TEXCOORD_ARRAY);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- // Display the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
- m_Print3D.DisplayDefaultTitle("DisplacementMapping", "", ePVRTPrint3DSDKLogo);
- m_Print3D.Flush();
- return true;
- }
- /*!****************************************************************************
- @Function DrawMesh
- @Input i32NodeIndex Node index of the mesh to draw
- @Description Draws a SPODMesh after the model view matrix has been set and
- the meterial prepared.
- ******************************************************************************/
- void OGLES2DisplacementMap::DrawMesh(int i32NodeIndex)
- {
- int i32MeshIndex = m_Scene.pNode[i32NodeIndex].nIdx;
- SPODMesh* pMesh = &m_Scene.pMesh[i32MeshIndex];
- // bind the VBO for the mesh
- glBindBuffer(GL_ARRAY_BUFFER, m_puiVbo[i32MeshIndex]);
- // bind the index buffer, won't hurt if the handle is 0
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_puiIndexVbo[i32MeshIndex]);
- // Set the vertex attribute offsets
- glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData);
- glVertexAttribPointer(NORMAL_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData);
- glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData);
- /*
- The geometry can be exported in 4 ways:
- - Indexed Triangle list
- - Non-Indexed Triangle list
- - Indexed Triangle strips
- - Non-Indexed Triangle strips
- */
- if(pMesh->nNumStrips == 0)
- {
- if(m_puiIndexVbo[i32MeshIndex])
- {
- // Indexed Triangle list
- glDrawElements(GL_TRIANGLES, pMesh->nNumFaces*3, GL_UNSIGNED_SHORT, 0);
- }
- else
- {
- // Non-Indexed Triangle list
- glDrawArrays(GL_TRIANGLES, 0, pMesh->nNumFaces*3);
- }
- }
- else
- {
- int offset = 0;
- for(int i = 0; i < (int)pMesh->nNumStrips; ++i)
- {
- if(m_puiIndexVbo[i32MeshIndex])
- {
- // Indexed Triangle strips
- glDrawElements(GL_TRIANGLE_STRIP, pMesh->pnStripLength[i]+2, GL_UNSIGNED_SHORT, &((GLshort*)0)[offset]);
- }
- else
- {
- // Non-Indexed Triangle strips
- glDrawArrays(GL_TRIANGLE_STRIP, offset, pMesh->pnStripLength[i]+2);
- }
- offset += pMesh->pnStripLength[i]+2;
- }
- }
- }
- /*!****************************************************************************
- @Function NewDemo
- @Return PVRShell* The demo supplied by the user
- @Description This function must be implemented by the user of the shell.
- The user should return its PVRShell object defining the
- behaviour of the application.
- ******************************************************************************/
- PVRShell* NewDemo()
- {
- return new OGLES2DisplacementMap();
- }
- /******************************************************************************
- End of file (OGLES2DisplacementMap.cpp)
- ******************************************************************************/
|