Example #1
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);
	}
Example #2
0
	TorusExample(void)
	 : make_torus()
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	{
		// Set the vertex shader source
		vs.Source(
			"#version 150\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec3 Color;"
			"out vec3 vertColor;"
			"out vec3 vertNormal;"
			"out vec3 vertViewDir;"
			"void main(void)"
			"{"
			"	vertColor = normalize(vec3(1,1,1)-Color);"
			"	vertNormal = Normal;"
			"	vertViewDir = ("
			"		vec4(0.0, 0.0, 1.0, 1.0)*"
			"		CameraMatrix"
			"	).xyz;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 150\n"
			"in vec3 vertColor;"
			"in vec3 vertNormal;"
			"in vec3 vertViewDir;"
			"out vec4 fragColor;"
			"uniform vec3 LightPos[3];"
			"void main(void)"
			"{"
			"	float amb = 0.2;"
			"	float diff = 0.0;"
			"	float spec = 0.0;"
			"	for(int i=0;i!=3;++i)"
			"	{"
			"		diff += max("
			"			dot(vertNormal,  LightPos[i])/"
			"			dot(LightPos[i], LightPos[i]),"
			"			0.0"
			"		);"
			"		float k = dot(vertNormal, LightPos[i]);"
			"		vec3 r = 2.0*k*vertNormal - LightPos[i];"
			"		spec += pow(max("
			"			dot(normalize(r), vertViewDir),"
			"			0.0"
			"		), 32.0 * dot(r, r));"
			"	}"
			"	fragColor = "
			"		vec4(vertColor, 1.0)*(amb+diff)+"
			"		vec4(1.0, 1.0, 1.0, 1.0)*spec;"
			"}"
		);
		// 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 torus
		torus.Bind();

		// bind the VBO for the torus vertex positions
		positions.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
			VertexArrayAttrib 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
			VertexArrayAttrib attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

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

		// set the light positions
		Uniform<Vec3f> light_pos(prog, "LightPos");
		light_pos[0].Set(Vec3f(2.0f,-1.0f, 0.0f));
		light_pos[1].Set(Vec3f(0.0f, 3.0f,-1.0f));
		light_pos[2].Set(Vec3f(0.0f,-1.0f, 4.0f));
		//
		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);
	}