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);
	}
Exemple #2
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);
	}
    ShadowExample()
      : make_torus(1.0, 0.7, 72, 48)
      , torus_indices(make_torus.Indices())
      , torus_instr(make_torus.Instructions())
      , object_projection_matrix(object_prog)
      , object_camera_matrix(object_prog)
      , object_model_matrix(object_prog)
      , shadow_projection_matrix(shadow_prog)
      , shadow_camera_matrix(shadow_prog)
      , shadow_model_matrix(shadow_prog)
      , object_color(object_prog)
      , object_light_mult(object_prog) {
        vs_object.Source(
          "#version 140\n"
          "in vec4 Position;"
          "in vec3 Normal;"
          "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
          "uniform vec3 LightPos;"
          "out vec3 vertNormal;"
          "out vec3 vertLight;"
          "void main()"
          "{"
          "	gl_Position = ModelMatrix * Position;"
          "	vertNormal = mat3(ModelMatrix)*Normal;"
          "	vertLight = LightPos - gl_Position.xyz;"
          "	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
          "}");
        vs_object.Compile();

        fs_object.Source(
          "#version 140\n"
          "in vec3 vertNormal;"
          "in vec3 vertLight;"
          "uniform vec3 Color;"
          "uniform float LightMult;"
          "out vec4 fragColor;"
          "void main()"
          "{"
          "	float l = sqrt(length(vertLight));"
          "	float d = l > 0.0 ?"
          "		dot("
          "			vertNormal,"
          "			normalize(vertLight)"
          "		) / l : 0.0;"
          "	float i = 0.3 + max(d, 0.0) * LightMult;"
          "	fragColor = vec4(Color*i, 1.0);"
          "}");
        fs_object.Compile();

        object_prog.AttachShader(vs_object);
        object_prog.AttachShader(fs_object);
        object_prog.Link().Use();

        object_projection_matrix.BindTo("ProjectionMatrix");
        object_camera_matrix.BindTo("CameraMatrix");
        object_model_matrix.BindTo("ModelMatrix");
        object_color.BindTo("Color");
        object_light_mult.BindTo("LightMult");

        vs_shadow.Source(
          "#version 150\n"
          "in vec4 Position;"
          "in vec3 Normal;"
          "uniform mat4 ModelMatrix;"
          "uniform vec3 LightPos;"
          "out float ld;"
          "void main()"
          "{"
          "	gl_Position = ModelMatrix * Position;"
          "	vec3 geomNormal = mat3(ModelMatrix)*Normal;"
          "	vec3 lightDir = LightPos - gl_Position.xyz;"
          "	ld = dot(geomNormal, normalize(lightDir));"
          "}");
        vs_shadow.Compile();

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

          "in float ld[];"

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

          "void main()"
          "{"
          "	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;"
          "		if(ld[a] == 0.0 && ld[b] == 0.0)"
          "		{"
          "			px = pa;"
          "			py = pb;"
          "		}"
          "		else if(ld[a] > 0.0 && ld[b] < 0.0)"
          "		{"
          "			float x = ld[a]/(ld[a]-ld[b]);"
          "			float y;"
          "			px = mix(pa, pb, x);"
          "			if(ld[c] < 0.0)"
          "			{"
          "				y = ld[a]/(ld[a]-ld[c]);"
          "				py = mix(pa, pc, y);"
          "			}"
          "			else"
          "			{"
          "				y = ld[c]/(ld[c]-ld[b]);"
          "				py = mix(pc, pb, y);"
          "			}"
          "		}"
          "		else continue;"
          "		vec3 vx = px.xyz - LightPos;"
          "		vec3 vy = py.xyz - LightPos;"
          "		vec4 sx = vec4(px.xyz + vx*10.0, 1.0);"
          "		vec4 sy = vec4(py.xyz + vy*10.0, 1.0);"
          "		vec4 cpx = CameraMatrix * px;"
          "		vec4 cpy = CameraMatrix * py;"
          "		vec4 csx = CameraMatrix * sx;"
          "		vec4 csy = CameraMatrix * sy;"
          "		gl_Position = ProjectionMatrix * cpy;"
          "		EmitVertex();"
          "		gl_Position = ProjectionMatrix * cpx;"
          "		EmitVertex();"
          "		gl_Position = ProjectionMatrix * csy;"
          "		EmitVertex();"
          "		gl_Position = ProjectionMatrix * csx;"
          "		EmitVertex();"
          "		EndPrimitive();"
          "		break;"
          "	}"
          "}");
        gs_shadow.Compile();

        fs_shadow.Source(
          "#version 150\n"
          "out vec4 fragColor;"
          "void main()"
          "{"
          "	fragColor = vec4(0.0, 0.0, 0.0, 1.0);"
          "}");
        fs_shadow.Compile();

        shadow_prog.AttachShader(vs_shadow);
        shadow_prog.AttachShader(gs_shadow);
        shadow_prog.AttachShader(fs_shadow);
        shadow_prog.Link().Use();

        shadow_projection_matrix.BindTo("ProjectionMatrix");
        shadow_camera_matrix.BindTo("CameraMatrix");
        shadow_model_matrix.BindTo("ModelMatrix");

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

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

            VertexArrayAttrib attr(VertexArrayAttrib::GetCommonLocation(
              MakeGroup(object_prog, shadow_prog), "Position"));
            attr.Setup<GLfloat>(n_per_vertex);
            attr.Enable();
        }

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

            object_prog.Use();
            VertexArrayAttrib attr(object_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);
            object_prog.Use();
            VertexArrayAttrib attr(object_prog, "Position");
            attr.Setup<GLfloat>(3);
            attr.Enable();
        }

        // bind the VBO for the torus 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);
            object_prog.Use();
            VertexArrayAttrib attr(object_prog, "Normal");
            attr.Setup<GLfloat>(3);
            attr.Enable();
        }

        Vec3f lightPos(2.0f, 9.0f, 3.0f);

        ProgramUniform<Vec3f>(object_prog, "LightPos").Set(lightPos);
        ProgramUniform<Vec3f>(shadow_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.Enable(Capability::CullFace);
        gl.FrontFace(make_torus.FaceWinding());
    }
	FBTexThread(FBTexExample& example)
	 : gl()
	 , dsa()
	 , npr()
	 , text_glyphs(128)
	 , tex_side(512)
	 , frame_no(0)
	 , parent_ready(example.parent_ready)
	{
		example.thread_ready = &thread_ready;

		Texture::Active(0);
		example.tex
			<< TextureTarget::_2D
			<< TextureFilter::Linear
			<< TextureWrap::Repeat
			<< images::ImageSpec(
				tex_side, tex_side,
				PixelDataFormat::RGBA,
				PixelDataType::UnsignedByte
			);

		rbo	<< RenderbufferTarget::Renderbuffer
			<< images::ImageSpec(
				tex_side, tex_side,
				PixelDataInternalFormat::StencilIndex8
			);

		fbo	<< FramebufferTarget::Draw
			<< FramebufferAttachment::Color << example.tex
			<< FramebufferAttachment::Stencil << rbo;

		shape.SVGString(
		"m 43.371378,37.539671"
		"c 13.611668,15.8582"
		"  19.209264,30.90734"
		"  23.672964,45.82925"
		"  3.661218,8.4554"
		"  12.165653,10.28682"
		"  20.035286,12.9651"
		"l 23.240262,-25.01766"
		"c -1.46397,-11.60113"
		"  -7.97625,-19.26946"
		"  -17.458566,-24.59093"
		"  -16.102248,-6.17383"
		"  -32.841826,-7.28036"
		"  -49.489946,-9.18576"
		"z"
		"m 69.224042,34.9532"
		"  -24.470964,26.1184"
		"c -0.424168,2.860869"
		"  1.771705,3.638839"
		"  4.947536,3.651769"
		"L 117.01841,76.122411"
		"c -0.6978,-1.73312"
		"  -1.57354,-3.37403"
		"  -4.42299,-3.62954"
		"z"
		"m 96.74348,13.86489"
		"  -3.83844,0.0475"
		"  -30.37174,32.119769"
		"  -1.09321,3.59966"
		"  21.04835,15.49073"
		"  3.9258,-0.73053"
		"  30.37173,-32.11976"
		"  0.34543,-2.70113"
		"z"
		"m -90.1373,-8.06177"
		"  -23.478345,25.779639"
		"  34.731575,28.08879"
		"  19.92164,-19.41255"
		"  6.63604,-2.40327"
		"  15.2551,11.02897"
		"  1.86981,-4.99851"
		"z"
		"m 121.25631,22.884729"
		"  -5.63826,0.64963"
		"  -34.50826,36.69755"
		"  0.17514,2.75441"
		"  17.44637,12.03959"
		"  1.34218,3.25131"
		"  -11.42007,14.24354"
		"  3.90638,3.5452"
		"  3.07023,-2.01334"
		"  47.96771,-55.8908"
		"c -5.2881,-6.90958"
		"  -13.00669,-13.42756"
		"  -22.34142,-15.27709"
		"z"
		"m -82.97086,12.33038"
		"  -4.96607,1.44186"
		"c -16.74585,15.3575"
		"  -31.13455,31.43379"
		"  -42.31266,48.51177"
		"  14.32975,15.18082"
		"  29.75001,29.95699"
		"  50.10018,42.90383"
		"l -12.86997,89.36422"
		"  76.0707,7.53421"
		"  4.08806,-49.56176"
		"c 2.63515,-16.68351"
		"  11.16889,-28.57327"
		"  20.4365,-35.81021"
		"l -43.78946,-30.11675"
		"c -7.37799,-6.14328"
		"  -6.76172,-11.95465"
		"  -30.59946,-14.4867"
		"  -7.3681,-8.26173"
		"  -16.91998,-15.58704"
		"  -17.77179,-25.44079"
		"l 3.19111,-1.30899"
		"c 5.66966,8.17456"
		"  5.04135,19.14781"
		"  19.90453,26.63415"
		"  16.79016,-0.42901"
		"  33.48024,-8.77684"
		"  37.51318,-17.5806"
		"z"
		"m 100.47604,12.17096"
		"  -41.13754,47.8457"
		"  -1.28556,3.45416"
		"  19.69984,15.03817"
		"  3.00685,-2.61745"
		"  39.98919,-47.11398"
		"  0.20368,-2.96727"
		"c -5.20109,-4.99"
		"  -10.11474,-10.17304"
		"  -17.87754,-13.34188"
		"z"
		"m 17.21754,25.10098"
		"  -2.34127,0.98707"
		"  -32.55714,39.03611"
		"  -2.52598,2.98121"
		"  15.36908,11.51245"
		"  4.68518,0.47953"
		"  34.77739,-39.62667"
		"  -0.55381,-3.64243"
		"c -3.06075,-4.58721"
		"  -10.50061,-10.2548"
		"  -16.85345,-11.72727"
		"z"
		"m -72.86065,19.8761"
		"  -15.2679,3.0925"
		"c 26.57114,13.9239"
		"  43.79716,29.59996"
		"  65.69469,44.40557"
		"  31.09815,22.86624"
		"  63.72592,40.27978"
		"  100.34072,52.54386"
		"  -19.7004,-24.16603"
		"  -45.48586,-53.7133"
		"  -80.19406,-78.6645"
		"l -13.63751,16.18691"
		"  -7.41411,-0.0354"
		"z"
		"m -60.76927,125.44609"
		"  -8.79676,44.89633"
		"  92.36105,9.4532"
		"  3.89632,-45.39793"
		"z"
		);

		GLfloat font_scale = 48;

		text_glyphs.GlyphRange(
			PathNVFontTarget::Standard,
			"Sans",
			PathNVFontStyle::Bold,
			0, 128,
			PathNVMissingGlyph::Use,
			~0,
			font_scale
		);

		gl.ClearColor(1.0f, 1.0f, 1.0f, 1.0f);
		gl.ClearStencil(0);
		gl.StencilMask(~0);
		gl.StencilFunc(CompareFunction::NotEqual, 0, 0xFF);
		gl.StencilOp(
			StencilOperation::Keep,
			StencilOperation::Keep,
			StencilOperation::Zero
		);

		gl.Enable(Capability::StencilTest);

		gl.Viewport(tex_side, tex_side);
		dsa.ProjectionMatrix()
			.LoadIdentity()
			.Ortho(0, tex_side, 0, tex_side, -1, 1);

		GLfloat font_min_max[2];
		text_glyphs.GetMetricRange(
			PathNVMetricQuery::FontYMinBounds|
			PathNVMetricQuery::FontYMaxBounds,
			1, 0,
			font_min_max
		);
		font_y_min = font_min_max[0];
		font_y_max = font_min_max[1];
		font_height = font_y_max - font_y_min;
	}
	ReflectionExample(void)
	 : make_cube(0.5,0.5,0.5, 0.1,0.1,0.1, 3,3,3)
	 , cube_indices(make_cube.Indices())
	 , cube_instr(make_cube.Instructions())
	 , prog(make_prog())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		gl.Use(prog);

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

		// bind the VBO for the cube vertices
		gl.Bind(Buffer::Target::Array, cube_verts);
		{
			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
			VertexArrayAttrib attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

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

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

		// bind the VBO for the plane vertices
		gl.Bind(Buffer::Target::Array, plane_verts);
		{
			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(Buffer::Target::Array, 4*3, data);
			// setup the vertex attribs array for the vertices
			prog.Use();
			VertexArrayAttrib attr(prog, "Position");
			attr.Setup<Vec3f>();
			attr.Enable();
		}

		// bind the VBO for the cube normals
		gl.Bind(Buffer::Target::Array, plane_normals);
		{
			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(Buffer::Target::Array, 4*3, data);
			// setup the vertex attribs array for the normals
			prog.Use();
			VertexArrayAttrib attr(prog, "Normal");
			attr.Setup<Vec3f>();
			attr.Enable();
		}
		gl.Bind(NoVertexArray());

		Uniform<Vec3f>(prog, "LightPos").Set(1.5, 2.0, 2.5);
		//
		gl.ClearColor(0.2f, 0.2f, 0.2f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.ClearStencil(0);
	}