void init(const texture_image_file& image_data) { gl.bind(GL.texture_2d, *this); gl.texture_min_filter(GL.texture_2d, GL.nearest); gl.texture_mag_filter(GL.texture_2d, GL.nearest); gl.texture_wrap( GL.texture_2d, GL.texture_wrap_s, GL.repeat ); gl.texture_image_2d(GL.texture_2d, image_data.spec()); }
example_mandelbrot(void) : offset_x(-0.5f) , offset_y(0.0f) , scale(1.0f) , aspect(1.0f) { shader vs(GL.vertex_shader); vs.source(glsl_literal( "#version 130\n" "uniform vec2 Offset;\n" "uniform vec2 Scale;\n" "in vec2 Position;\n" "in vec2 Coord;\n" "out vec2 vertCoord;\n" "void main(void)\n" "{\n" " vertCoord = Coord*Scale+Offset;\n" " gl_Position = vec4(Position, 0.0, 1.0);\n" "}\n" )); vs.compile(); shader fs(GL.fragment_shader); fs.source(glsl_literal( "#version 130\n" "uniform sampler1D gradient;\n" "in vec2 vertCoord;\n" "out vec4 fragColor;\n" "void main(void)\n" "{\n" " vec2 z = vec2(0.0, 0.0);\n" " vec2 c = vertCoord;\n" " int i = 0, max = 256;\n" " while((i != max) && (distance(z, c) < 2.0))\n" " {\n" " vec2 zn = vec2(\n" " z.x * z.x - z.y * z.y + c.x,\n" " 2.0 * z.x * z.y + c.y\n" " );\n" " z = zn;\n" " ++i;\n" " }\n" " float a = float(i)/float(max);\n" " fragColor = texture(gradient, a+sqrt(length(c))*0.1);\n" "} \n" )); fs.compile(); prog.attach(vs); prog.attach(fs); prog.link(); gl.use(prog); gl.query_location(offset_loc, prog, "Offset"); gl.query_location(scale_loc, prog, "Scale"); gl.uniform(offset_loc, offset_x, offset_y); gl.bind(vao); GLfloat position_data[4*2] = { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }; gl.bind(GL.array_buffer, positions); gl.buffer_data(GL.array_buffer, position_data, GL.static_draw); vertex_attrib_location va_p; gl.query_location(va_p, prog, "Position"); gl.vertex_array_attrib_pointer( va_p, 2, GL.float_, false, 0, nullptr ); gl.enable_vertex_array_attrib(va_p); GLfloat coord_data[4*2] = { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }; gl.bind(GL.array_buffer, coords); gl.buffer_data(GL.array_buffer, coord_data, GL.static_draw); vertex_attrib_location va_c; gl.query_location(va_c, prog, "Coord"); gl.vertex_array_attrib_pointer( va_c, 2, GL.float_, false, 0, nullptr ); gl.enable_vertex_array_attrib(va_c); GLfloat gradient_data[8*3]; for(int i=0; i<8*3; ++i) { gradient_data[i] = (std::rand() % 10000) / 10000.f; } gl.bind(GL.texture_1d, gradient); gl.texture_min_filter(GL.texture_1d, GL.linear); gl.texture_mag_filter(GL.texture_1d, GL.linear); gl.texture_wrap( GL.texture_1d, GL.texture_wrap_s, GL.repeat ); gl.texture_image_1d( GL.texture_1d, 0, GL.rgb, 8, 0, GL.rgb, GL.float_, const_memory_block{gradient_data} ); gl.disable(GL.depth_test); }