Here I want to render a bit more complicated white noise images. I want bigger dots with a soft transition between them. The task splits in following steps: Generate initial black/white image (as we did in previous chapter) Generate a GL texture out of it Make it renderable (associate a render buffer with it) Force […]
Category: Cross-platform 3D
Chapter 25. Writing BMP and TGA files
I was planning to generate and save a few "white noise" images for future use in some recognizable graphics format. In order not to overload the project by new heavy libraries, I decided to write own little function. For the sake of simplicity I won't use compression and will support only 1 pixel format - […]
Chapter 24. Synchronization
Right now on both my devices (Android and PC) the box makes 1 revolution in approximately 4 seconds. It's 360 frames (rotation speed is set to 1 degree per frame). This means 360/4=90 frames per second (FPS). Obviously, on another devices it can be different. Besides, speed can depend on background processes and other factors. […]
Chapter 23. #ifdef in shaders
Right now we have 6 shaders (3 vertex+fragment pairs), which generate 3 shader-programs. Now we need to add textured Phong shader, then we'll need color or texture over transparency mask for both flat and phong cases, which will double number of shaders, and so on, and soon it will be hard to manage them all. […]
Chapter 22. Screen resize
When screen size changed, we need to re-position the camera to fit new screen size optimally. For example, in our case optimal scene/"stage" size would be, let's say, 500x300 (to fit our spinning box into the screen). Our camera's view angle is 30 degrees. so, ? / 250 = cosine(15) / sine(15) = cotangent(15) ? […]
Chapter 21. Textured surface
Now let's apply a texture to a complicated multi-vertex surface, to the right (blue) side for example. Hope, it's clear enough how to write a textured Phong shader, but we'll do it later, in some other chapter. For now the flat one (which we have already) will be good enough. We will need: to pass […]
Chapter 20. Modeler. Round shapes
Our current rectangular model does not allow us to appreciate all the beauty of the Phong shader, in particular - the glares. For that we'll need something more round-shaped. Let's extend our Modeler accordingly. Windows 1. Start VS. Open C:\CPP\a997modeler\p_windows\p_windows.sln. First - we'll need to extend VirtualShape.h. 2. Open VirtualShape.h and replace code by: New […]
Chapter 19. Light and Phong Shading
For more realistic image we'll need light and shades, which will require new shaders. We will use Phong shading model. Let's start with a uniform color shader. 1. Vertex shader. Copy following code in a Text Editor and save is as a txt file in C:\CPP\engine\dt\shaders\phong_ucolor_v.txt 2. Fragment shader. Copy following code in a Text […]
Chapter 18. Camera view
In our previous chapters we used straight projection of our subject to the "screen surface". For more realistic picture we need Camera. OpenGL ES doesn't offer an embedded camera object, so we'll need to create one. Windows 1. Start VS. Open C:\CPP\a997modeler\p_windows\p_windows.sln. To see the difference with Camera view let's first simplify our box movement. 2. […]
Chapter 17. Modeler. Part 2
Now back to the modeler. Time to put all these new classes together. Windows 1. Start VS. Open C:\CPP\a997modeler\p_windows\p_windows.sln. 2. Under modeler add new header file ModelBuilder.h Location - C:\CPP\engine\modeler Code: In this sample we will create a red box with 1 blue side (the right one). For this we will need to create 1 GameSubject, […]