Beispiel #1
0
	static Program make(void)
	{
		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"uniform mat4  CameraMatrix,ModelMatrix;"

			"in vec4 Position;"

			"void main(void)"
			"{"
			"	gl_Position = CameraMatrix * ModelMatrix * Position;"
			"}"
		).Compile();

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"void main(void)"
			"{"
			"}"
		).Compile();

		Program prog;
		prog << vs << fs;
		prog.Link().Use();

		return std::move(prog);
	}
	static Program make_prog(FBTexExample& example)
	{
		Program prog(ObjectDesc("Thread"));

		prog.AttachShader(example.vertex_shader);

		FragmentShader fs(ObjectDesc("Thread fragment"));
		fs.Source(
			"#version 330\n"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec3 fragColor;"
			"void main(void)"
			"{"
			"	float d = max(dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	), 0.0);"
			"	float i = int("
			"		vertTexCoord.x*18.0+"
			"		vertTexCoord.y*14.0 "
			"	) % 2;"
			"	vec3 Red =   vec3(1.0, 0.2, 0.2);"
			"	vec3 White = vec3(1.0, 1.0, 1.0);"
			"	fragColor = (0.4+0.8*d)*mix(Red, White, i);"
			"}"
		);
		fs.Compile();
		prog.AttachShader(fs);

		prog.Link().Use();

		return std::move(prog);
	}
Beispiel #3
0
	static Program make(void)
	{
		Program prog;

		prog << VertexShader(ObjectDesc("Mesh"),
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"

			"void main(void)"
			"{"
			"	gl_Position = "
			"		ProjectionMatrix*CameraMatrix*ModelMatrix*Position;"
			"}"
		);

		prog << FragmentShader(ObjectDesc("Mesh"),
			"#version 330\n"
			"out vec3 fragColor;"

			"void main(void)"
			"{"
			"	fragColor = vec3(0.1);"
			"}"
		);
		prog.Link();

		return prog;
	}
Beispiel #4
0
	static Program make_prog(void)
	{
		Program prog;

		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"mat4 Matrix = ProjectionMatrix*CameraMatrix*ModelMatrix;"
			"in vec4 Position;"

			"void main(void)"
			"{"
			"	gl_Position = Matrix*Position;"
			"}"
		);

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"void main(void){ }"
		);

		prog.AttachShader(vs).AttachShader(fs);
		prog.Link().Validate().Use();

		return std::move(prog);
	}
Beispiel #5
0
	static Program make(const VertexShader& vs)
	{
		Program prog;

		FragmentShader fs(ObjectDesc("Draw"));
		fs.Source(
			"#version 140\n"
			"const vec3 LightColor = vec3(0.6, 0.6, 1.0);"
			"const vec3 Up = normalize(vec3(0.1, 1.0, 0.1));"

			"uniform vec3 LightScreenPos;"
			"uniform vec2 ScreenSize;"
			"uniform sampler2DRect LightMap;"
			"uniform sampler2DShadow ShadowMap;"

			"in vec3 vertNormal;"
			"in vec3 vertLightDir;"
			"in vec4 vertShadowCoord;"

			"out vec3 fragColor;"

			"void main(void)"
			"{"
			"	vec3 ShadowCoord = (vertShadowCoord.xyz/vertShadowCoord.w)*0.5 + 0.5;"
			"	float s = 0.0f;"
			"	if("
			"		ShadowCoord.x >= 0.0 && "
			"		ShadowCoord.x <= 1.0 && "
			"		ShadowCoord.y >= 0.0 && "
			"		ShadowCoord.y <= 1.0 && "
			"		ShadowCoord.z <= 1.0"
			"	) s = texture(ShadowMap, ShadowCoord);"
			"	float a = 0.1*(max(dot(vertNormal, Up)+0.1, 0.0)+0.1);"
			"	float d = max(dot(vertNormal, vertLightDir)+0.1, 0.0)+a;"


			"	vec2 LMCoord = gl_FragCoord.xy;"
			"	vec2 LPos = (LightScreenPos.xy*0.5+0.5)*ScreenSize;"
			"	vec2 Ray = LMCoord - LPos;"
			"	float Len = length(Ray);"
			"	int NSampl = int(max(abs(Ray.x), abs(Ray.y)))+1;"
			"	vec2 RayStep = Ray / NSampl;"
			"	float r = texture(LightMap, LMCoord).r;"
			"	NSampl = min(NSampl, int(min(ScreenSize.x, ScreenSize.y)*0.25));"
			"	for(int s=0; s!=NSampl;++s)"
			"	{"
			"		r += texture(LightMap, LPos+RayStep*s).r;"
			"	}"
			"	r /= NSampl;"
			"	r = min(r, 1.0);"
			"	fragColor = LightColor * (mix(a, d, s) + r);"
			"}"
		).Compile();

		prog.AttachShader(vs).AttachShader(fs);
		prog.Link().Use();

		return prog;
	}
Beispiel #6
0
	RectangleExample(void)
	{
		prog <<	"#version 330\n"
			"in vec2 Position;"
			"in vec3 Color;"
			"out vec3 vertColor;"
			"void main(void)"
			"{"
			"	vertColor = Color;"
			"	gl_Position = vec4(Position, 0.0, 1.0);"
			"}"_glsl_vs;

		prog <<	"#version 330\n"
			"in vec3 vertColor;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	fragColor = vec4(vertColor, 1.0);"
			"}"_glsl_fs;

		prog.Link();
		prog.Use();

		// bind the VAO for the rectangle
		rectangle.Bind();

		GLfloat rectangle_verts[8] = {
			-1.0f, -1.0f,
			-1.0f,  1.0f,
			 1.0f, -1.0f,
			 1.0f,  1.0f
		};
		// bind the VBO for the rectangle vertices
		verts.Bind(Buffer::Target::Array);
		// upload the data
		Buffer::Data(Buffer::Target::Array, 8, rectangle_verts);
		// setup the vertex attribs array for the vertices
		VertexAttribArray vert_attr(prog, "Position");
		vert_attr.Setup(2, DataType::Float);
		vert_attr.Enable();

		GLfloat rectangle_colors[12] = {
			0.0f, 1.0f, 1.0f,
			1.0f, 0.0f, 1.0f,
			1.0f, 1.0f, 0.0f,
			0.0f, 0.0f, 0.0f,
		};
		// bind the VBO for the rectangle colors
		colors.Bind(Buffer::Target::Array);
		// upload the data
		Buffer::Data(Buffer::Target::Array, 12, rectangle_colors);
		// setup the vertex attribs array for the vertices
		VertexAttribArray color_attr(prog, "Color");
		color_attr.Setup(3, DataType::Float);
		color_attr.Enable();
		//

		gl.ClearDepth(1.0f);
	}
Beispiel #7
0
	static Program make(const LiquidProgramShaders& shaders)
	{
		Program prog;
		prog.AttachShader(shaders.vertex);
		prog.AttachShader(shaders.geometry);
		prog.AttachShader(shaders.fragment);
		prog.Link().Use();
		return prog;
	}
Beispiel #8
0
	static Program make(void)
	{
		Program prog;
		prog.AttachShader(LiquidVertShader());
		prog.AttachShader(LiquidGeomShader());
		prog.AttachShader(LiquidFragShader());
		prog.Link().Use();
		return prog;
	}
	static Program make_prog(void)
	{
		VertexShader vs;
		vs.Source(
			"#version 130\n"
			"uniform mat4 ProjectionMatrix, ModelMatrix, CameraMatrix;"
			"uniform vec4 ClipPlane;"
			"attribute vec4 Position;"
			"attribute vec2 TexCoord;"
			"varying vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = "
			"		ModelMatrix *"
			"		Position;"
			"	gl_ClipDistance[0] = dot(ClipPlane, gl_Position);"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		gl_Position;"
			"}"
		);
		vs.Compile();

		FragmentShader fs;
		fs.Source(
			"#version 130\n"
			"varying vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	float i = ("
			"		int(vertTexCoord.x*36) % 2+"
			"		int(vertTexCoord.y*24) % 2"
			"	) % 2;"
			"	if(gl_FrontFacing)"
			"	{"
			"		gl_FragColor = vec4(1-i/2, 1-i/2, 1-i/2, 1.0);"
			"	}"
			"	else"
			"	{"
			"		gl_FragColor = vec4(0+i/2, 0+i/2, 0+i/2, 1.0);"
			"	}"
			"}"
		);
		fs.Compile();

		Program prog;
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		prog.Link();
		prog.Use();

		return prog;
	}
    Program * ProgramManager::AddProgram(const String &vertFileName, const String &fragFileName)
    {
        ProgramMapIterator it = mPrograms.find(vertFileName);

        if (it != mPrograms.end())
            return (*it).second;

        InputStream *vertStream = FileSystem::GetPtr()->GetInputStream(vertFileName);

        if (!vertStream)
        {
            LogError("Unable to open vertex shader file %s", vertFileName);
            return NULL;
        }

        InputStream *fragStream = FileSystem::GetPtr()->GetInputStream(fragFileName);

        if (!fragStream)
        {
            LogError("Unable to open fragment shader file %s", fragFileName);
            return NULL;
        }

        Program *program = mGraphicsDevice->CreateProgram(vertFileName);

        if (!program->LoadShader(Program::ShaderType_Vertex, vertStream))
        {
            LogError("Unable to load vertex shader %s", vertStream->GetFileName());
            SafeDelete(program);

            return NULL;
        }

        if (!program->LoadShader(Program::ShaderType_Fragment, fragStream))
        {
            LogError("Unable to load frag shader %s", fragStream->GetFileName());
            SafeDelete(program);

            return NULL;
        }

        if (!program->Link())
        {
            LogError("Unable to link program %s", vertStream->GetFileName());
            SafeDelete(program);

            return NULL;
        }

        mPrograms[vertStream->GetFileName()] = program;

        return program;
    }
Beispiel #11
0
	static Program make(const VertexShader& vs)
	{
		Program prog;

		FragmentShader fs(ObjectDesc("Shadow"));
		fs.Source(
			"#version 140\n"
			"void main(void) { }"
		).Compile();

		prog.AttachShader(vs).AttachShader(fs);
		prog.Link().Use();

		return prog;
	}
	static Program make_prog(void)
	{
		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertColor;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertColor = abs(normalize(Normal+vec3(1, 1, 1)));"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		vs.Compile();

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"in vec3 vertColor;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = dot(vertLight, vertLight);"
			"	float d = l > 0.0 ? dot(vertNormal, normalize(vertLight)) / l : 0.0;"
			"	float i = 0.2 + max(d*3.2, 0.0);"
			"	fragColor = vec4(vertColor*i, 1.0);"
			"}"
		);
		fs.Compile();

		Program prog;
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		prog.Link();

		return prog;
	}
Beispiel #13
0
	Particle(const VertexShader& vs, FragmentShader&& frag)
	 : sphere_instr(make_sphere.Instructions())
	 , sphere_indices(make_sphere.Indices())
	 , fs(std::forward<FragmentShader>(frag))
	{
		// attach the shaders to the program
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		// link and use it
		prog.Link();
		prog.Use();

		projection_matrix = (prog/"ProjectionMatrix");
		camera_matrix = (prog/"CameraMatrix");
		model_matrix = (prog/"ModelMatrix");
		light_pos = (prog/"LightPos");

		// bind the VAO for the sphere
		sphere.Bind();

		const GLuint n_attr = 2;
		// pointers to the vertex attribute data build functions
		typedef GLuint (shapes::Sphere::*Func)(std::vector<GLfloat>&) const;
		Func func[n_attr] = {
			&shapes::Sphere::Positions,
			&shapes::Sphere::Normals,
		};
		// managed references to the VBOs
		Reference<Buffer> vbo[n_attr] = {verts, normals};
		// vertex attribute identifiers from the shaders
		const GLchar* ident[n_attr] = {"Position", "Normal"};

		for(GLuint i=0; i!=n_attr; ++i)
		{
			// bind the VBO
			vbo[i].Bind(Buffer::Target::Array);
			// make the data
			std::vector<GLfloat> data;
			GLuint n_per_vertex = (make_sphere.*func[i])(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attrib
			VertexArrayAttrib attr(prog, ident[i]);
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}
	}
	static Program make_face_prog(void)
	{
		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"in vec3 geomNormal;"
			"in vec3 geomLight;"
			"in float geomGlow;"
			"flat in int geomTop;"
			"uniform vec3 TopColor, SideColor;"
			"const vec3 LightColor = vec3(1.0, 1.0, 1.0);"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float d = max(dot("
			"		normalize(geomLight),"
			"		normalize(geomNormal)"
			"	), 0.0);"
			"	vec3 color;"
			"	if(geomTop != 0)"
			"	{"
			"		color = TopColor * d +"
			"			LightColor * pow(d, 8.0);"
			"	}"
			"	else"
			"	{"
			"		color = SideColor * geomGlow +"
			"			LightColor *"
			"			pow(d, 2.0) * 0.2;"
			"	}"
			"	fragColor = vec4(color, 1.0);"
			"}"
		);
		fs.Compile();

		Program prog;
		prog.AttachShader(fs);
		prog.MakeSeparable();
		prog.Link();

		ProgramUniform<Vec3f>(prog, "TopColor").Set(0.2f, 0.2f, 0.2f);
		ProgramUniform<Vec3f>(prog, "SideColor").Set(0.9f, 0.9f, 0.2f);

		return prog;
	}
	static Program make_frame_prog(void)
	{
		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	fragColor = vec4(0.2, 0.1, 0.0, 1.0);"
			"}"
		);
		fs.Compile();

		Program prog;
		prog.AttachShader(fs);
		prog.MakeSeparable();
		prog.Link();

		return prog;
	}
Beispiel #16
0
	static Program make(void)
	{
		Program prog;

		prog << VertexShader(ObjectDesc("Sort"),
			"#version 330\n"
			"uniform usampler2DRect SortNW;"
			"uniform int Pass;"
			"layout (packed) uniform IndexBlock{ uint  Indices[4096]; };"
			"layout (packed) uniform DistBlock { float Distances[4096]; };"

			"in uint Index;"

			"out uint xfbIndex;"

			"void main(void)"
			"{"
			"	uint enc = texelFetch(SortNW, ivec2(gl_VertexID, Pass)).r;"
			"	if(enc != 0u)"
			"	{"
			"		int Sig1 = ((enc & 0x1u) != 0u)?-1:1;"
			"		int Sig2 = ((enc & 0x2u) != 0u)?-1:1;"
			"		int Offs = Sig2 * int(enc >> 2);"
			"		uint Index2 = Indices[gl_VertexID+Offs];"
			"		float Diff = Distances[Index] - Distances[Index2];"
			"		if(Diff*Sig1*Sig2 < 0)"
			"		{"
			"			xfbIndex = Index2;"
			"			return;"
			"		}"
			"	}"
			"	xfbIndex = Index;"
			"}"
		);

		prog.TransformFeedbackVarying("xfbIndex");
		prog.Link();

		return prog;
	}
Beispiel #17
0
	static Program make(void)
	{
		Program result;

		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"#define side 128\n"

			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"uniform float Fade;"
			"uniform sampler2D Offsets;"
			"uniform sampler2D Heights;"

			"in vec4 Position;"

			"void main(void)"
			"{"
			"	ivec2 Coord = ivec2(gl_InstanceID%side, gl_InstanceID/side);"
			"	vec2 Offs = texelFetch(Offsets, Coord, 0).xy;"
			"	float Height = 1.0-texelFetch(Heights, Coord, 0).r;"
			"	gl_Position = Position;"
			"	gl_Position.xz += Offs;"
			"	gl_Position.y  *= max(Height*Fade*side/2, 0.5);"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		).Compile();

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"void main(void) { }"
		).Compile();

		result.AttachShader(vs).AttachShader(fs);
		result.Link().Validate().Use();
		return std::move(result);
	}
Beispiel #18
0
bool ShaderLoader::Load(ShaderResource** resource, Handle handle, const std::string& filename1, const std::string& filename2)
{
	*resource = new ShaderResource(handle, filename1);
	Program* shader = new Program();
	(*resource)->mRaw = shader;

	VertexShader vs;
	vs.Source(readFile(filename1));
	vs.Compile();

	FragmentShader fs;
	fs.Source(readFile(filename2));
	fs.Compile();

	shader->AttachShader(vs).AttachShader(fs);
	shader->BindAttribute(VertexAttributes::POSITION, "in_Position");
	shader->BindAttribute(VertexAttributes::NORMAL, "in_Normal");
	shader->BindAttribute(VertexAttributes::TANGENT, "in_Tangent");
	shader->BindAttribute(VertexAttributes::TEXCOORD, "in_TexCoords");
	shader->Link();

	return true;
}
Beispiel #19
0
Program RaytraceProg::make(void)
{
	Program prog;

	ResourceFile vs_source("glsl", "raytrace", ".vs.glsl");
	prog << VertexShader(GLSLSource::FromStream(vs_source));

	ResourceFile fs_rs_source("glsl", "raysample", ".fs.glsl");
	prog << FragmentShader(GLSLSource::FromStream(fs_rs_source));

	ResourceFile fs_rt_source("glsl", "raytrace", ".fs.glsl");
	prog << FragmentShader(GLSLSource::FromStream(fs_rt_source));

	ResourceFile fs_pk_source("glsl", "pack", ".fs.glsl");
	prog << FragmentShader(GLSLSource::FromStream(fs_pk_source));

	ResourceFile fs_en_source("glsl", "encode", ".fs.glsl");
	prog << FragmentShader(GLSLSource::FromStream(fs_en_source));

	prog.Link().Use();

	return std::move(prog);
}
Beispiel #20
0
	static Program make(const VertexShader& vs)
	{
		Program prog;

		FragmentShader fs(ObjectDesc("Mask"));
		fs.Source(
			"#version 140\n"

			"uniform sampler2DShadow ShadowMap;"

			"in vec3 vertNormal;"
			"in vec3 vertLightDir;"
			"in vec4 vertShadowCoord;"

			"out float fragIntensity;"

			"void main(void)"
			"{"
			"	vec3 ShadowCoord = (vertShadowCoord.xyz/vertShadowCoord.w)*0.5 + 0.5;"
			"	float s = 0.0f;"
			"	if("
			"		ShadowCoord.x >= 0.0 && "
			"		ShadowCoord.x <= 1.0 && "
			"		ShadowCoord.y >= 0.0 && "
			"		ShadowCoord.y <= 1.0 && "
			"		ShadowCoord.z <= 1.0"
			"	) s = max(texture(ShadowMap, ShadowCoord), 0.05);"
			"	float l = max(dot(vertNormal, vertLightDir)+0.1, 0.0);"
			"	fragIntensity = l * s;"
			"}"
		).Compile();

		prog.AttachShader(vs).AttachShader(fs);
		prog.Link().Use();

		return prog;
	}
Beispiel #21
0
	Program * ProgramFromShaderMap(const map<string, string> &mapShdString, const string &root) {
		VertexShader vs;
		FragmentShader fs;
		Program *prog = new Program();

		string defS("#version 420\n");
		defS.append("#define MAX_BONES ");      defS.append(ConvertIntString(G_MAX_BONES_UNIFORM));     defS.append("\n");
		defS.append("#define MAX_BONES_INFL "); defS.append(ConvertIntString(G_MAX_BONES_INFLUENCING)); defS.append("\n");

		string vsSrc(defS);
		vsSrc.append(mapShdString.at(string("vs").append(root)));
		string fsSrc(defS);
		fsSrc.append(mapShdString.at(string("fs").append(root)));

		vs.Source(vsSrc);
		fs.Source(fsSrc);
		vs.Compile();
		fs.Compile();
		prog->AttachShader(vs);
		prog->AttachShader(fs);
		prog->Link();

		return prog;
	}
Beispiel #22
0
Program RenderProg::make(const AppData& app_data)
{
	Program prog;

	ResourceFile vs_source("glsl", "render", ".vs.glsl");
	prog << VertexShader(GLSLSource::FromStream(vs_source));

	ResourceFile pk_source("glsl", "pack", ".fs.glsl");
	prog << FragmentShader(GLSLSource::FromStream(pk_source));

	ResourceFile dc_source("glsl", "decode", ".fs.glsl");
	prog << FragmentShader(GLSLSource::FromStream(dc_source));

	std::string fs_name("render-");
	fs_name.append(app_data.finish_shader);
	ResourceFile fs_source("glsl", fs_name, ".fs.glsl");
	prog << FragmentShader(GLSLSource::FromStream(fs_source));

	prog.Link().Use();

	Optional<Uniform<GLfloat>>(prog, "Near").TrySet(app_data.cam_near);
	Optional<Uniform<GLfloat>>(prog, "Far").TrySet(app_data.cam_far);

	Optional<Uniform<Vec3f>>(prog, "LightPos").TrySet(Vec3f(
		app_data.light_x,
		app_data.light_y,
		app_data.light_z
	));
	Optional<Uniform<GLfloat>>(prog, "HighLight").TrySet(app_data.high_light);
	Optional<Uniform<GLfloat>>(prog, "AmbiLight").TrySet(app_data.ambi_light);

	Optional<Uniform<GLfloat>>(prog, "PlanetRadius").TrySet(app_data.planet_radius);
	Optional<Uniform<GLfloat>>(prog, "AtmThickness").TrySet(app_data.atm_thickness);

	return std::move(prog);
}
Beispiel #23
0
	ReflectionExample(void)
	 : torus_indices(make_torus.Indices())
	 , torus_instr(make_torus.Instructions())
	 , vs_norm(ObjectDesc("Vertex-Normal"))
	 , vs_refl(ObjectDesc("Vertex-Reflection"))
	 , gs_refl(ObjectDesc("Geometry-Reflection"))
	{
		namespace se = oglplus::smart_enums;
		// Set the normal object vertex shader source
		vs_norm.Source(
			"#version 330\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 geomColor;"
			"out vec3 geomNormal;"
			"out vec3 geomLight;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	geomColor = Normal;"
			"	geomNormal = mat3(ModelMatrix)*Normal;"
			"	geomLight = LightPos-gl_Position.xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		vs_norm.Compile();

		// Set the reflected object vertex shader source
		// which just passes data to the geometry shader
		vs_refl.Source(
			"#version 330\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"void main(void)"
			"{"
			"	gl_Position = Position;"
			"	vertNormal = Normal;"
			"}"
		);
		// compile it
		vs_refl.Compile();

		// Set the reflected object geometry shader source
		// This shader creates a reflection matrix that
		// relies on the fact that the reflection is going
		// to be done by the y-plane
		gs_refl.Source(
			"#version 330\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 6) out;"

			"in vec3 vertNormal[];"

			"uniform mat4 ProjectionMatrix;"
			"uniform mat4 CameraMatrix;"
			"uniform mat4 ModelMatrix;"

			"out vec3 geomColor;"
			"out vec3 geomNormal;"
			"out vec3 geomLight;"
			"uniform vec3 LightPos;"

			"mat4 ReflectionMatrix = mat4("
			"	1.0, 0.0, 0.0, 0.0,"
			"	0.0,-1.0, 0.0, 0.0,"
			"	0.0, 0.0, 1.0, 0.0,"
			"	0.0, 0.0, 0.0, 1.0 "
			");"
			"void main(void)"
			"{"
			"	for(int v=0; v!=gl_in.length(); ++v)"
			"	{"
			"		vec4 Position = gl_in[v].gl_Position;"
			"		gl_Position = ModelMatrix * Position;"
			"		geomColor = vertNormal[v];"
			"		geomNormal = mat3(ModelMatrix)*vertNormal[v];"
			"		geomLight = LightPos - gl_Position.xyz;"
			"		gl_Position = "
			"			ProjectionMatrix *"
			"			CameraMatrix *"
			"			ReflectionMatrix *"
			"			gl_Position;"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		// compile it
		gs_refl.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in vec3 geomColor;"
			"in vec3 geomNormal;"
			"in vec3 geomLight;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = length(geomLight);"
			"	float d = l > 0.0 ? dot("
			"		geomNormal, "
			"		normalize(geomLight)"
			"	 ) / l : 0.0;"
			"	float i = 0.2 + max(d, 0.0) * 2.0;"
			"	fragColor = vec4(abs(geomNormal)*i, 1.0);"
			"}"
		);
		// compile it
		fs.Compile();

		// attach the shaders to the normal rendering program
		prog_norm.AttachShader(vs_norm);
		prog_norm.AttachShader(fs);
		// link it
		prog_norm.Link();

		// attach the shaders to the reflection rendering program
		prog_refl.AttachShader(vs_refl);
		prog_refl.AttachShader(gs_refl);
		prog_refl.AttachShader(fs);
		// link it
		prog_refl.Link();

		// bind the VAO for the torus
		torus.Bind();

		// bind the VBO for the torus vertices
		torus_verts.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			// upload the data
			Buffer::Data(se::Array(), data);

			// setup the vertex attribs array for the vertices
			typedef VertexAttribArray VAA;
			VertexAttribSlot
				loc_norm = VAA::GetLocation(prog_norm, "Position"),
				loc_refl = VAA::GetLocation(prog_refl, "Position");

			assert(loc_norm == loc_refl);
			VertexAttribArray attr(loc_norm);
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the torus normals
		torus_normals.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			// upload the data
			Buffer::Data(se::Array(), data);

			// setup the vertex attribs array for the normals
			typedef VertexAttribArray VAA;
			VertexAttribSlot
				loc_norm = VAA::GetLocation(prog_norm, "Normal"),
				loc_refl = VAA::GetLocation(prog_refl, "Normal");

			assert(loc_norm == loc_refl);
			VertexAttribArray attr(loc_norm);
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VAO for the plane
		plane.Bind();

		// bind the VBO for the plane vertices
		plane_verts.Bind(se::Array());
		{
			GLfloat data[4*3] = {
				-2.0f, 0.0f,  2.0f,
				-2.0f, 0.0f, -2.0f,
				 2.0f, 0.0f,  2.0f,
				 2.0f, 0.0f, -2.0f
			};
			// upload the data
			Buffer::Data(se::Array(), 4*3, data);
			// setup the vertex attribs array for the vertices
			prog_norm.Use();
			VertexAttribArray attr(prog_norm, "Position");
			attr.Setup<Vec3f>();
			attr.Enable();
		}

		// bind the VBO for the torus normals
		plane_normals.Bind(se::Array());
		{
			GLfloat data[4*3] = {
				-0.1f, 1.0f,  0.1f,
				-0.1f, 1.0f, -0.1f,
				 0.1f, 1.0f,  0.1f,
				 0.1f, 1.0f, -0.1f
			};
			// upload the data
			Buffer::Data(se::Array(), 4*3, data);
			// setup the vertex attribs array for the normals
			prog_norm.Use();
			VertexAttribArray attr(prog_norm, "Normal");
			attr.Setup<Vec3f>();
			attr.Enable();
		}
		VertexArray::Unbind();

		Vec3f lightPos(2.0f, 2.0f, 3.0f);
		prog_norm.Use();
		SetUniform(prog_norm, "LightPos", lightPos);
		prog_refl.Use();
		SetUniform(prog_refl, "LightPos", lightPos);
		//
		gl.ClearColor(0.2f, 0.2f, 0.2f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.ClearStencil(0);
	}
Beispiel #24
0
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	{
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"in vec4 Position;"
			"in vec2 TexCoord;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float i = ("
			"		1 +"
			"		int(vertTexCoord.x*8) % 2+"
			"		int(vertTexCoord.y*8) % 2"
			"	) % 2;"
			"	fragColor = vec4(i, i, i, 1.0);"
			"}"
		);
		// compile it
		fs.Compile();

		// attach the shaders to the program
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		// link and use it
		prog.Link();
		prog.Use();

		// bind the VAO for the cube
		cube.Bind();

		// bind the VBO for the cube vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		// bind the VBO for the cube texture-coordinates
		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}
		//
		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
	}
Beispiel #25
0
	LandscapeExample(void)
	 : grid_side(8)
	 , make_plane(
		Vec3f(0.0f, 0.0f, 0.0f),
		Vec3f(1.0f, 0.0f, 0.0f),
		Vec3f(0.0f, 0.0f,-1.0f),
		grid_side, grid_side
	), plane_instr(make_plane.Instructions())
	 , plane_indices(make_plane.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , vc_int(prog, "vc_int")
	 , gc_int(prog, "gc_int")
	 , fc_int(prog, "fc_int")
	{
		VertexShader vs;
		vs.Source(StrLit(
			"#version 420\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"

			"layout(binding = 0, offset = 0) uniform atomic_uint vc;"
			"const float mult = 1.0/128.0;"
			"uniform float vc_int;"

			"in vec4 Position;"

			"out vec3 vertColor;"

			"void main(void)"
			"{"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		Position;"
			"	vertColor = vec3("
			"		fract(atomicCounterIncrement(vc)*mult),"
			"		0.0,"
			"		0.0 "
			"	)*max(vc_int, 0.0);"
			"}"
		));
		vs.Compile();
		prog.AttachShader(vs);

		GeometryShader gs;
		gs.Source(StrLit(
			"#version 420\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices = 3) out;"

			"layout(binding = 0, offset = 4) uniform atomic_uint gc;"
			"const float mult = 1.0/128.0;"
			"uniform float gc_int;"

			"in vec3 vertColor[3];"

			"out vec3 geomColor;"

			"void main(void)"
			"{"
			"	vec3 Color = vec3("
			"		0.0,"
			"		fract(atomicCounterIncrement(gc)*mult),"
			"		0.0 "
			"	)*max(gc_int, 0.0);"
			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		gl_Position = gl_in[v].gl_Position;"
			"		geomColor = vertColor[v] + Color;"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		));
		gs.Compile();
		prog.AttachShader(gs);

		FragmentShader fs;
		fs.Source(StrLit(
			"#version 420\n"

			"layout(binding = 0, offset = 8) uniform atomic_uint fc;"
			"const float mult = 1.0/4096.0;"
			"uniform float fc_int;"

			"in vec3 geomColor;"

			"out vec3 fragColor;"

			"void main(void)"
			"{"
			"	vec3 Color = vec3("
			"		0.0,"
			"		0.0,"
			"		sqrt(fract(atomicCounterIncrement(fc)*mult))"
			"	)*max(fc_int, 0.0);"
			"	fragColor = geomColor + Color;"
			"}"
		));
		fs.Compile();
		prog.AttachShader(fs);

		prog.Link();
		prog.Use();

		// bind the VAO for the plane
		plane.Bind();

		// bind the VBO for the plane vertices
		positions.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_plane.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		counters.Bind(Buffer::Target::AtomicCounter);
		{
			const GLuint tmp[3] = {0u, 0u, 0u};
			Buffer::Data(
				Buffer::Target::AtomicCounter,
				3, tmp,
				BufferUsage::DynamicDraw
			);
		}
		counters.BindBase(Buffer::IndexedTarget::AtomicCounter, 0);

		gl.ClearColor(0.2f, 0.2f, 0.2f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		plane.Bind();
	}
Beispiel #26
0
	SphereExample(void)
	 : sphere_instr(make_sphere.Instructions())
	 , sphere_indices(make_sphere.Indices())
	 , hole_count(50)
	 , hole_diameter(0.30f)
	{
		// This shader will be used in transform fedback mode
		// to transform the vertices used to "cut out the holes"
		// the same way the sphere is transformed
		vs_tfb.Source(
			"#version 330\n"
			"uniform mat4 CameraMatrix, ModelMatrix;"
			"uniform float Diameter;"
			"in vec3 Hole;"
			"out vec3 vertTransfHole;"
			"void main(void)"
			"{"
			"	vertTransfHole = ("
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		vec4(Hole * (1.0 + 0.5 * Diameter), 0.0)"
			"	).xyz;"
			"}"
		);
		// compile, setup transform feedback output variables
		// link and use the program
		vs_tfb.Compile();
		prog_tfb.AttachShader(vs_tfb);

		const GLchar* var_name = "vertTransfHole";
		prog_tfb.TransformFeedbackVaryings(
			1, &var_name,
			TransformFeedbackMode::InterleavedAttribs
		);
		prog_tfb.Link();
		prog_tfb.Use();

		Uniform<GLfloat> diameter(prog_tfb, "Diameter");
		diameter.Set(hole_diameter);

		// bind the VAO for the holes
		holes.Bind();

		// bind the VBO for the hole vertices
		hole_verts.Bind(Buffer::Target::Array);
		// and the VBO for the transformed hole vertices captured by tfb
		transf_hole_verts.Bind(Buffer::Target::TransformFeedback);
		{
			std::vector<GLfloat> data;
			make_hole_data(data, hole_count);
			Buffer::Data(Buffer::Target::TransformFeedback, data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog_tfb, "Hole");
			attr.Setup<Vec3f>();
			attr.Enable();
		}
		transf_hole_verts.BindBase(
			Buffer::IndexedTarget::TransformFeedback,
			0
		);

		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"const vec3 LightPos = vec3(2.0, 3.0, 3.0);"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos-gl_Position.xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"out vec4 fragColor;"
			"const int HoleCount = 50;"
			"uniform vec3 TransfHole[50];"
			"uniform float Diameter;"
			"void main(void)"
			"{"
			"	int imax = 0;"
			"	float dmax = -1.0;"
			"	for(int i=0; i!=HoleCount; ++i)"
			"	{"
			"		float d = dot(vertNormal, TransfHole[i]);"
			"		if(dmax < d)"
			"		{"
			"			dmax = d;"
			"			imax = i;"
			"		}"
			"	}"
			"	float l = length(vertLight);"
			"	vec3 FragDiff = TransfHole[imax] - vertNormal;"
			"	vec3 FinalNormal = "
			"		length(FragDiff) > Diameter?"
			"		vertNormal:"
			"		normalize(FragDiff+vertNormal*Diameter);"
			"	float i = (l > 0.0) ? dot("
			"		FinalNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	i = 0.2+max(i*2.5, 0.0);"
			"	fragColor = vec4(i, i, i, 1.0);"
			"}"
		);
		// compile it
		fs.Compile();

		// attach the shaders to the program
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		// link and use it
		prog.Link();
		prog.Use();

		diameter.Set(hole_diameter);

		// bind the VAO for the sphere
		sphere.Bind();

		// bind the VBO for the sphere vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_sphere.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the sphere normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_sphere.Normals(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
	}
	TorusExample(void)
	 : make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source and compile it
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"out vec2 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		).Compile();

		// set the fragment shader source and compile it
		fs.Source(
			"#version 330\n"
			"uniform sampler2D TexUnit;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = sqrt(length(vertLight));"
			"	float d = l > 0? dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	float i = 0.2 + 3.2*max(d, 0.0);"
			"	fragColor = texture(TexUnit, vertTexCoord)*i;"
			"}"
		).Compile();

		// attach the shaders to the program
		prog.AttachShader(vs).AttachShader(fs);
		// link and use it
		prog.Link().Use();

		// bind the VAO for the torus
		torus.Bind();

		// bind the VBO for the torus vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the torus normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the torus texture coordinates
		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.TexCoordinates(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the texture
		Texture::Target tex_tgt = Texture::Target::_2D;
		tex.Bind(tex_tgt);
		{
			GLuint s = 256;
			std::vector<GLubyte> tex_data(s*s);
			for(GLuint v=0;v!=s;++v)
				for(GLuint u=0;u!=s;++u)
					tex_data[v*s+u] = rand() % 0x100;
			Texture::Image2D(
				tex_tgt,
				0,
				PixelDataInternalFormat::Red,
				s, s,
				0,
				PixelDataFormat::Red,
				PixelDataType::UnsignedByte,
				tex_data.data()
			);
			Texture::MinFilter(tex_tgt, TextureMinFilter::Linear);
			Texture::MagFilter(tex_tgt, TextureMagFilter::Linear);
			Texture::WrapS(tex_tgt, TextureWrap::Repeat);
			Texture::WrapT(tex_tgt, TextureWrap::Repeat);
			Texture::SwizzleG(tex_tgt, TextureSwizzle::Red);
			Texture::SwizzleB(tex_tgt, TextureSwizzle::Red);
		}
		// typechecked uniform with exact data type
		// on compilers supporting strongly typed enums
		// you can use:
		//Typechecked<Uniform<SLtoCpp<SLDataType::Sampler2D>>>(prog, "TexUnit").Set(0);
		// without strongly typed enums you need to do:
		typedef SLtoCpp<OGLPLUS_CONST_ENUM_VALUE(SLDataType::Sampler2D)> GLSLsampler2D;
		Typechecked<Uniform<GLSLsampler2D>>(prog, "TexUnit").Set(0);

		//
		Uniform<Vec3f>(prog, "LightPos").Set(4.0f, 4.0f, -8.0f);

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_torus.FaceWinding());
		gl.CullFace(Face::Back);
	}
Beispiel #28
0
	HaloExample(void)
	 : make_shape()
	 , shape_indices(make_shape.Indices())
	 , shape_instr(make_shape.Instructions())
	 , vs_shape(ObjectDesc("Shape VS"))
	 , vs_plane(ObjectDesc("Plane VS"))
	 , fs_shape(ObjectDesc("Shape FS"))
	 , fs_plane(ObjectDesc("Plane FS"))
	 , vs_halo(ObjectDesc("Halo VS"))
	 , gs_halo(ObjectDesc("Halo GS"))
	 , fs_halo(ObjectDesc("Halo FS"))
	 , shape_projection_matrix(shape_prog, "ProjectionMatrix")
	 , shape_camera_matrix(shape_prog, "CameraMatrix")
	 , shape_model_matrix(shape_prog, "ModelMatrix")
	 , plane_projection_matrix(plane_prog, "ProjectionMatrix")
	 , plane_camera_matrix(plane_prog, "CameraMatrix")
	 , halo_projection_matrix(halo_prog, "ProjectionMatrix")
	 , halo_camera_matrix(halo_prog, "CameraMatrix")
	 , halo_model_matrix(halo_prog, "ModelMatrix")
	{
		vs_shape.Source(
			"#version 140\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"out vec3 vertNormal;"
			"out vec3 vertViewNormal;"
			"out vec3 vertLight;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertViewNormal = mat3(CameraMatrix)*vertNormal;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		vs_shape.Compile();

		fs_shape.Source(
			"#version 140\n"
			"in vec3 vertNormal;"
			"in vec3 vertViewNormal;"
			"in vec3 vertLight;"
			"uniform mat4 CameraMatrix;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float ltlen = sqrt(length(vertLight));"
			"	float ltexp = dot("
			"		normalize(vertNormal),"
			"		normalize(vertLight)"
			"	);"
			"	float lview = dot("
			"		normalize(vertLight),"
			"		normalize(vec3("
			"			CameraMatrix[0][2],"
			"			CameraMatrix[1][2],"
			"			CameraMatrix[2][2] "
			"		))"
			"	);"
			"	float depth = normalize(vertViewNormal).z;"
			"	vec3 ftrefl = vec3(0.9, 0.8, 0.7);"
			"	vec3 scatter = vec3(0.9, 0.6, 0.1);"
			"	vec3 bklt = vec3(0.8, 0.6, 0.4);"
			"	vec3 ambient = vec3(0.5, 0.4, 0.3);"
			"	fragColor = vec4("
			"		pow(max(ltexp, 0.0), 8.0)*ftrefl+"
			"		( ltexp+1.0)/ltlen*pow(depth,2.0)*scatter+"
			"		(-ltexp+1.0)/ltlen*(1.0-depth)*scatter+"
			"		(-lview+1.0)*0.6*(1.0-abs(depth))*bklt+"
			"		0.2*ambient,"
			"		1.0"
			"	);"
			"}"
		);
		fs_shape.Compile();

		shape_prog.AttachShader(vs_shape);
		shape_prog.AttachShader(fs_shape);
		shape_prog.Link();

		vs_plane.Source(
			"#version 140\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"uniform vec3 LightPos;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		Position;"
			"	vertNormal = Normal;"
			"	vertLight = LightPos-Position.xyz;"
			"}"
		);
		vs_plane.Compile();

		fs_plane.Source(
			"#version 140\n"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = sqrt(length(vertLight));"
			"	float e = dot("
			"		vertNormal,"
			"		normalize(vertLight)"
			"	);"
			"	float d = l > 0.0 ? e / l : 0.0;"
			"	float i = 0.2 + 2.5 * d;"
			"	fragColor = vec4(0.8*i, 0.7*i, 0.4*i, 1.0);"
			"}"
		);
		fs_plane.Compile();

		plane_prog.AttachShader(vs_plane);
		plane_prog.AttachShader(fs_plane);
		plane_prog.Link();

		vs_halo.Source(
			"#version 150\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"uniform mat4 ModelMatrix, CameraMatrix;"
			"out vec3 vertNormal;"
			"out float vd;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"	vertNormal = ("
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		vec4(Normal, 0.0)"
			"	).xyz;"
			"	vd = vertNormal.z;"
			"}"
		);
		vs_halo.Compile();

		gs_halo.Source(
			"#version 150\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 12) out;"

			"in vec3 vertNormal[];"
			"in float vd[];"

			"uniform mat4 CameraMatrix, ProjectionMatrix;"
			"uniform vec3 LightPos;"

			"out float geomAlpha;"

			"void main(void)"
			"{"
			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		int a = v, b = (v+1)%3, c = (v+2)%3;"
			"		vec4 pa = gl_in[a].gl_Position;"
			"		vec4 pb = gl_in[b].gl_Position;"
			"		vec4 pc = gl_in[c].gl_Position;"
			"		vec4 px, py;"
			"		vec3 na = vertNormal[a];"
			"		vec3 nb = vertNormal[b];"
			"		vec3 nc = vertNormal[c];"
			"		vec3 nx, ny;"
			"		if(vd[a] == 0.0 && vd[b] == 0.0)"
			"		{"
			"			px = pa;"
			"			nx = na;"
			"			py = pb;"
			"			ny = nb;"
			"		}"
			"		else if(vd[a] > 0.0 && vd[b] < 0.0)"
			"		{"
			"			float x = vd[a]/(vd[a]-vd[b]);"
			"			float y;"
			"			px = mix(pa, pb, x);"
			"			nx = mix(na, nb, x);"
			"			if(vd[c] < 0.0)"
			"			{"
			"				y = vd[a]/(vd[a]-vd[c]);"
			"				py = mix(pa, pc, y);"
			"				ny = mix(na, nc, y);"
			"			}"
			"			else"
			"			{"
			"				y = vd[c]/(vd[c]-vd[b]);"
			"				py = mix(pc, pb, y);"
			"				ny = mix(nc, nb, y);"
			"			}"
			"		}"
			"		else continue;"
			"		vec4 gx1 = vec4(px.xyz, 1.0);"
			"		vec4 gy1 = vec4(py.xyz, 1.0);"
			"		vec4 gx2 = vec4(px.xyz + nx*0.3, 1.0);"
			"		vec4 gy2 = vec4(py.xyz + ny*0.3, 1.0);"
			"		gl_Position = ProjectionMatrix * gy1;"
			"		geomAlpha = 1.0;"
			"		EmitVertex();"
			"		gl_Position = ProjectionMatrix * gx1;"
			"		geomAlpha = 1.0;"
			"		EmitVertex();"
			"		gl_Position = ProjectionMatrix * gy2;"
			"		geomAlpha = 0.0;"
			"		EmitVertex();"
			"		gl_Position = ProjectionMatrix * gx2;"
			"		geomAlpha = 0.0;"
			"		EmitVertex();"
			"		EndPrimitive();"
			"		break;"
			"	}"
			"}"
		);
		gs_halo.Compile();

		fs_halo.Source(
			"#version 150\n"
			"in float geomAlpha;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	fragColor = vec4("
			"		0.5, 0.4, 0.3,"
			"		pow(geomAlpha, 2.0)"
			"	);"
			"}"
		);
		fs_halo.Compile();

		halo_prog.AttachShader(vs_halo);
		halo_prog.AttachShader(gs_halo);
		halo_prog.AttachShader(fs_halo);
		halo_prog.Link();

		// bind the VAO for the shape
		shape.Bind();

		// bind the VBO for the shape vertices
		shape_verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_shape.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);

			VertexAttribSlot location;
			if(VertexArrayAttrib::QueryCommonLocation(
				MakeGroup(shape_prog, halo_prog),
				"Position",
				location
			))
			{
				VertexArrayAttrib attr(location);
				attr.Setup<GLfloat>(n_per_vertex);
				attr.Enable();
			}
			else OGLPLUS_ABORT("Inconsistent 'Position' location");
		}

		// bind the VBO for the shape normals
		shape_normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_shape.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);

			shape_prog.Use();
			VertexArrayAttrib attr(shape_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VAO for the plane
		plane.Bind();

		// bind the VBO for the plane vertices
		plane_verts.Bind(Buffer::Target::Array);
		{
			GLfloat data[4*3] = {
				-9.0f, 0.0f,  9.0f,
				-9.0f, 0.0f, -9.0f,
				 9.0f, 0.0f,  9.0f,
				 9.0f, 0.0f, -9.0f
			};
			Buffer::Data(Buffer::Target::Array, 4*3, data);
			plane_prog.Use();
			VertexArrayAttrib attr(plane_prog, "Position");
			attr.Setup<Vec3f>();
			attr.Enable();
		}

		// bind the VBO for the plane normals
		plane_normals.Bind(Buffer::Target::Array);
		{
			GLfloat data[4*3] = {
				-0.1f, 1.0f,  0.1f,
				-0.1f, 1.0f, -0.1f,
				 0.1f, 1.0f,  0.1f,
				 0.1f, 1.0f, -0.1f
			};
			Buffer::Data(Buffer::Target::Array, 4*3, data);
			plane_prog.Use();
			VertexArrayAttrib attr(plane_prog, "Normal");
			attr.Setup<Vec3f>();
			attr.Enable();
		}

		Vec3f lightPos(2.0f, 2.5f, 9.0f);

		ProgramUniform<Vec3f>(shape_prog, "LightPos").Set(lightPos);
		ProgramUniform<Vec3f>(plane_prog, "LightPos").Set(lightPos);

		gl.ClearColor(0.2f, 0.2f, 0.2f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.ClearStencil(0);

		gl.Enable(Capability::DepthTest);
		gl.BlendFunc(BlendFn::SrcAlpha, BlendFn::One);
	}
Beispiel #29
0
	TorusExample(void)
	 : make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source and compile it
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"}"
		).Compile();

		// set the fragment shader source and compile it
		fs.Source(
			"#version 330\n"
			"in vec3 vertNormal;"
			"out vec4 fragColor;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	float intensity = 2.0 * max("
			"		dot(vertNormal,  LightPos)/"
			"		length(LightPos),"
			"		0.0"
			"	);"
			"	if(!gl_FrontFacing)"
			"		fragColor = vec4(0.0, 0.0, 0.0, 1.0);"
			"	else if(intensity > 0.9)"
			"		fragColor = vec4(1.0, 0.9, 0.8, 1.0);"
			"	else if(intensity > 0.1)"
			"		fragColor = vec4(0.7, 0.6, 0.4, 1.0);"
			"	else"
			"		fragColor = vec4(0.3, 0.2, 0.1, 1.0);"
			"}"
		).Compile();

		// attach the shaders to the program
		prog << vs << fs;
		// link and use it
		prog.Link().Use();

		// bind the VAO for the torus
		torus.Bind();

		// bind the VBO for the torus vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			(prog|"Position").Setup(n_per_vertex, DataType::Float).Enable();
		}

		// bind the VBO for the torus normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			(prog|"Normal").Setup(n_per_vertex, DataType::Float).Enable();
		}
		//
		// set the light position
		(prog/"LightPos").Set(Vec3f(4.0f, 4.0f, -8.0f));

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_torus.FaceWinding());
		gl.CullFace(Face::Back);
		glLineWidth(4.0f);
	}
	TessellationExample(void)
	 : shape_instr(make_shape.Instructions(PrimitiveType::Patches))
	 , shape_indices(make_shape.Indices())
	 , vs(ObjectDesc("Vertex"))
	 , cs(ObjectDesc("Tessellation Control"))
	 , es(ObjectDesc("Tessellation Evaluation"))
	 , gs(ObjectDesc("Geometry"))
	 , fs(ObjectDesc("Fragment"))
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , offset(prog, "Offset")
	 , view_position(prog, "ViewPosition")
	 , viewport_dimensions(prog, "ViewportDimensions")
	{
		vs.Source(
			"#version 330\n"

			"uniform vec3 ViewPosition;"

			"in vec3 Position;"

			"out vec3 vertPosition;"
			"out float vertDistance;"

			"void main(void)"
			"{"
			"	vertPosition = Position;"
			"	vertDistance = length(ViewPosition - vertPosition);"
			"}"
		);
		vs.Compile();

		cs.Source(
			"#version 330\n"
			"#extension ARB_tessellation_shader : enable\n"

			"layout(vertices = 3) out;"

			"in vec3 vertPosition[];"
			"in float vertDistance[];"

			"out vec3 tecoPosition[];"

			"int tessLevel(float dist)"
			"{"
			"	return int(9.0 / sqrt(dist+0.1));"
			"}"

			"void main(void)"
			"{"
			"	tecoPosition[gl_InvocationID] ="
			"		vertPosition[gl_InvocationID];"

			"	if(gl_InvocationID == 0)"
			"	{"
			"		gl_TessLevelInner[0] = tessLevel(("
			"			vertDistance[0]+"
			"			vertDistance[1]+"
			"			vertDistance[2] "
			"		)*0.333);"
			"		gl_TessLevelOuter[0] = tessLevel(("
			"			vertDistance[1]+"
			"			vertDistance[2] "
			"		)*0.5);"
			"		gl_TessLevelOuter[1] = tessLevel(("
			"			vertDistance[2]+"
			"			vertDistance[0] "
			"		)*0.5);"
			"		gl_TessLevelOuter[2] = tessLevel(("
			"			vertDistance[0]+"
			"			vertDistance[1] "
			"		)*0.5);"
			"	}"
			"}"
		);
		cs.Compile();

		es.Source(
			"#version 330\n"
			"#extension ARB_tessellation_shader : enable\n"

			"layout(triangles, equal_spacing, ccw) in;"

			"const vec3 LightPosition = vec3(12.0, 10.0, 7.0);"

			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"

			"in vec3 tecoPosition[];"

			"out vec3 teevNormal;"
			"out vec3 teevLightDir;"

			"void main(void)"
			"{"
			"	vec3 p0 = gl_TessCoord.x * tecoPosition[0];"
			"	vec3 p1 = gl_TessCoord.y * tecoPosition[1];"
			"	vec3 p2 = gl_TessCoord.z * tecoPosition[2];"

			"	vec4 tempPosition = vec4(normalize(p0+p1+p2), 0.0);"
			"	teevNormal = (ModelMatrix * tempPosition).xyz;"
			"	tempPosition.w = 1.0;"
			"	tempPosition = ModelMatrix * tempPosition;"
			"	teevLightDir = LightPosition - tempPosition.xyz;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		tempPosition;"
			"}"
		);
		es.Compile();

		gs.Source(
			"#version 330\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices = 3) out;"

			"uniform vec3 Offset;"
			"uniform vec2 ViewportDimensions;"

			"in vec3 teevNormal[], teevLightDir[];"

			"noperspective out vec3 geomDist;"
			"flat out vec3 geomNormal;"
			"out vec3 geomColor;"
			"out vec3 geomLightDir;"

			"void main(void)"
			"{"
			"	geomNormal = normalize("
			"		teevNormal[0]+"
			"		teevNormal[1]+"
			"		teevNormal[2]"
			"	);"

			"	vec2 ScreenPos[3];"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		ScreenPos[i] = "
			"			ViewportDimensions*"
			"			gl_in[i].gl_Position.xy/"
			"			gl_in[i].gl_Position.w;"
			"	}"

			"	vec2 TmpVect[3];"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		TmpVect[i] = "
			"			ScreenPos[(i+2)%3]-"
			"			ScreenPos[(i+1)%3];"
			"	}"

			"	const vec3 EdgeMask[3] = vec3[3]("
			"		vec3(1.0, 0.0, 0.0),"
			"		vec3(0.0, 1.0, 0.0),"
			"		vec3(0.0, 0.0, 1.0) "
			"	);"

			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		float Dist = abs("
			"			TmpVect[(i+1)%3].x*TmpVect[(i+2)%3].y-"
			"			TmpVect[(i+1)%3].y*TmpVect[(i+2)%3].x "
			"		) / length(TmpVect[i]);"
			"		vec3 DistVect = vec3(Dist, Dist, Dist);"

			"		gl_Position = gl_in[i].gl_Position;"
			"		geomColor = normalize(abs("
			"			vec3(2.0, 2.0, 2.0)-"
			"			teevNormal[i]-"
			"			Offset"
			"		));"
			"		geomLightDir = teevLightDir[i];"
			"		geomDist = EdgeMask[i] * DistVect;"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		gs.Compile();

		fs.Source(
			"#version 330\n"

			"noperspective in vec3 geomDist;"
			"flat in vec3 geomNormal;"
			"in vec3 geomColor;"
			"in vec3 geomLightDir;"

			"out vec3 fragColor;"

			"void main(void)"
			"{"
			"	float MinDist = min(min(geomDist.x,geomDist.y),geomDist.z);"
			"	float EdgeAlpha = exp2(-pow(MinDist, 2.0));"

			"	const float Ambient = 0.8;"
			"	float Diffuse = max(dot("
			"		normalize(geomNormal),"
			"		normalize(geomLightDir)"
			"	), 0.0);"

			"	vec3 FaceColor = geomColor * (Diffuse + Ambient);"
			"	const vec3 EdgeColor = vec3(0.0, 0.0, 0.0);"

			"	fragColor = mix(FaceColor, EdgeColor, EdgeAlpha);"
			"}"
		);
		fs.Compile();

		prog.AttachShader(vs);
		prog.AttachShader(cs);
		prog.AttachShader(es);
		prog.AttachShader(gs);
		prog.AttachShader(fs);
		prog.Link();
		prog.Use();

		shape.Bind();

		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_shape.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();

			indices.Bind(Buffer::Target::ElementArray);
			Buffer::Data(Buffer::Target::ElementArray, shape_indices);
			shape_indices.clear();
		}

		//
		gl.ClearColor(0.8f, 0.8f, 0.8f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		prog.Use();
	}