CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		namespace se = oglplus::smart_enums;
		VertexShader vs;
		vs.Source(
			"#version 120\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"attribute vec4 Position;"
			"attribute vec3 Normal;"
			"attribute vec2 TexCoord;"
			"varying vec3 vertNormal;"
			"varying vec3 vertLight;"
			"varying vec2 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		).Compile();

		FragmentShader fs;
		fs.Source(
			"#version 120\n"
			"uniform sampler2D TexUnit;"
			"varying vec3 vertNormal;"
			"varying vec3 vertLight;"
			"varying vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	float l = length(vertLight);"
			"	float d = l > 0 ? dot(vertNormal, normalize(vertLight)) / l : 0.0;"
			"	float i = 0.3 + 2.0*max(d, 0.0);"
			"	vec4 t = texture2D(TexUnit, vertTexCoord);"
			"	gl_FragColor = vec4(t.rgb*i, 1.0);"
			"}"
		).Compile();

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

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

		verts.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			Buffer::Data(se::Array(), data);
			(prog|"Position").Setup(n_per_vertex, se::Float()).Enable();
		}

		normals.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(se::Array(), data);
			(prog|"Normal").Setup(n_per_vertex, se::Float()).Enable();
		}

		texcoords.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(se::Array(), data);
			(prog|"TexCoord").Setup(n_per_vertex, se::Float()).Enable();
		}

		// setup the texture
		{
			auto bound_tex = Bind(tex, se::_2D());
			auto image = images::NewtonFractal(
				512, 512,
				Vec3f(1.0f, 1.4f, 1.3f),
				Vec3f(0.2f, 0.3f, 0.1f),
				Vec2f(-1.0f, -1.0f),
				Vec2f( 1.0f,  1.0f),
				images::NewtonFractal::X4Minus1(),
				[](double x) -> double
				{
					return pow(SineWave(pow(x,0.5)), 4.0);
				}
			);
			bound_tex.Image2D(image);
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(se::LinearMipmapLinear());
			bound_tex.MagFilter(se::Linear());
			bound_tex.WrapS(se::Repeat());
			bound_tex.WrapT(se::Repeat());
		}
		// set the uniform values
		(prog/"TexUnit") = 0;
		(prog/"LightPos") = Vec3f(1.0f, 2.0f, 3.0f);
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(se::DepthTest());

		gl.Enable(se::CullFace());
		gl.FrontFace(make_cube.FaceWinding());
	}
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , front_facing(prog, "FrontFacing")
	 , inst_count(32)
	{
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"uniform int InstCount;"
			"uniform int FrontFacing;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out float vertMult;"
			"out vec3 vertColor;"
			"out vec3 vertWrapNormal;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"void main(void)"
			"{"
			"	int inst = (FrontFacing != 0) ? "
			"		(InstCount - gl_InstanceID - 1):"
			"		gl_InstanceID;"
			"	vertMult = float(inst) / float(InstCount-1);"
			"	float sca = 1.0 - 0.3 * pow(vertMult, 2);"
			"	mat4 ScaleMatrix = mat4("
			"		sca, 0.0, 0.0, 0.0,"
			"		0.0, sca, 0.0, 0.0,"
			"		0.0, 0.0, sca, 0.0,"
			"		0.0, 0.0, 0.0, 1.0 "
			"	);"
			"	gl_Position = ModelMatrix * Position;"
			"	vertColor = Normal;"
			"	vec3 wrap = Position.xyz - Normal;"
			"	vertWrapNormal = "
			"		mat3(ModelMatrix)*"
			"		normalize(mix("
			"			Normal,"
			"			wrap,"
			"			mix(0.5, 1.0, vertMult)"
			"		));"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos-gl_Position.xyz;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ScaleMatrix *"
			"		gl_Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in float vertMult;"
			"in vec3 vertColor;"
			"in vec3 vertWrapNormal;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"out vec4 fragColor;"
			"uniform int InstCount;"
			"void main(void)"
			"{"
			"	float l = dot(vertLight, vertLight);"
			"	float d = l > 0.0 ? dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	float s = max("
			"		dot(vertWrapNormal, vertLight)/l,"
			"		0.0"
			"	);"
			"	float intensity = clamp("
			"		0.2 + d * 3.0 + s * 5.5,"
			"		0.0,"
			"		1.0"
			"	);"
			"	fragColor = vec4("
			"		abs(vertColor) * intensity,"
			"		(2.5 + 1.5*d + 1.5*s) / InstCount"
			"	);"
			"}"
		);
		// 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
			VertexArrayAttrib attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the cube normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}
		// the light position
		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(-3.0f, -2.0f, -3.0f));
		// and the instance count
		Uniform<GLint>(prog, "InstCount").Set(inst_count);
		//
		gl.ClearColor(0.5f, 0.6f, 0.5f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_cube.FaceWinding());
		gl.Enable(Capability::Blend);
		gl.BlendFunc(BlendFn::SrcAlpha, BlendFn::OneMinusSrcAlpha);
	}
	FBTexExample(void)
	 : make_cube()
	 , cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , cube_fs(ObjectDesc("Cube fragment"))
	 , torus_fs(ObjectDesc("Torus fragment"))
	 , torus_projection_matrix(torus_prog, "ProjectionMatrix")
	 , torus_camera_matrix(torus_prog, "CameraMatrix")
	 , torus_model_matrix(torus_prog, "ModelMatrix")
	 , cube_projection_matrix(cube_prog, "ProjectionMatrix")
	 , cube_camera_matrix(cube_prog, "CameraMatrix")
	 , cube_model_matrix(cube_prog, "ModelMatrix")
	 , tex_side(512)
	 , width(tex_side)
	 , height(tex_side)
	{
		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)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLight = LightPos-gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		vs.Compile();

		cube_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 = 0.6 + max(d, 0.0);"
			"	fragColor = texture(TexUnit, vertTexCoord)*i;"
			"}"
		);
		cube_fs.Compile();

		cube_prog.AttachShader(vs);
		cube_prog.AttachShader(cube_fs);
		cube_prog.Link();
		cube_prog.Use();

		cube.Bind();

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

		cube_normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(cube_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		cube_texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(cube_prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		UniformSampler(cube_prog, "TexUnit").Set(0);
		Uniform<Vec3f>(cube_prog, "LightPos").Set(4.0f, 4.0f, -8.0f);

		torus_fs.Source(
			"#version 330\n"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float d = dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	);"
			"	float i = ("
			"		int(vertTexCoord.x*18) % 2+"
			"		int(vertTexCoord.y*14) % 2"
			"	) % 2;"
			"	float c = (0.4 + max(d, 0.0))*(1-i/2);"
			"	fragColor = vec4(c, c, c, 1.0);"
			"}"
		);
		torus_fs.Compile();

		torus_prog.AttachShader(vs);
		torus_prog.AttachShader(torus_fs);
		torus_prog.Link();
		torus_prog.Use();

		torus.Bind();

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

		torus_normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(torus_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		torus_texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(torus_prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		Uniform<Vec3f>(torus_prog, "LightPos").Set(2.0f, 3.0f, 4.0f);

		{
			auto bound_tex = Bind(tex, Texture::Target::_2D);
			bound_tex.Image2D(
				0,
				PixelDataInternalFormat::RGBA,
				tex_side, tex_side,
				0,
				PixelDataFormat::RGBA,
				PixelDataType::UnsignedByte,
				nullptr
			);
			bound_tex.MinFilter(TextureMinFilter::Linear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::Repeat);
			bound_tex.WrapT(TextureWrap::Repeat);
		}

		{
			auto bound_fbo = Bind(
				fbo,
				Framebuffer::Target::Draw
			);
			auto bound_rbo = Bind(
				rbo,
				Renderbuffer::Target::Renderbuffer
			);
			bound_rbo.Storage(
				PixelDataInternalFormat::DepthComponent,
				tex_side,
				tex_side
			);
			bound_fbo.AttachTexture(
				FramebufferAttachment::Color,
				tex,
				0
			);
			bound_fbo.AttachRenderbuffer(
				FramebufferAttachment::Depth,
				rbo
			);
		}

		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);
	}
Exemple #4
0
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		namespace se = oglplus::smart_enums;
		// Set the vertex shader source
		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)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		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 = length(vertLight);"
			"	float d = l > 0 ? dot(vertNormal, normalize(vertLight)) / l : 0.0;"
			"	float i = 0.3 + 2.0*max(d, 0.0);"
			"	vec4 t  = texture(TexUnit, vertTexCoord);"
			"	fragColor = vec4(t.rgb*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();

		verts.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			Buffer::Data(se::Array(), data);
			(prog|"Position").Setup(n_per_vertex, se::Float()).Enable();
		}

		normals.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(se::Array(), data);
			(prog|"Normal").Setup(n_per_vertex, se::Float()).Enable();
		}

		texcoords.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(se::Array(), data);
			(prog|"TexCoord").Setup(n_per_vertex, se::Float()).Enable();
		}

		// setup the texture
		{
			auto bound_tex = Bind(tex, se::_2D());
			bound_tex.Image2D(images::LoadTexture("concrete_block"));
			bound_tex.MinFilter(se::Linear());
			bound_tex.MagFilter(se::Linear());
			bound_tex.WrapS(se::Repeat());
			bound_tex.WrapT(se::Repeat());
		}
		// set the uniform values
		(prog/"TexUnit") = 0;
		(prog/"LightPos") = Vec3f(1.0f, 2.0f, 3.0f);
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(se::DepthTest());

		gl.Enable(se::CullFace());
		gl.FrontFace(make_cube.FaceWinding());
	}
Exemple #5
0
	DOFExample(const ExampleParams& params)
	 : face_instr(make_cube.Instructions())
	 , edge_instr(make_cube.EdgeInstructions())
	 , face_indices(make_cube.Indices())
	 , edge_indices(make_cube.EdgeIndices())
	 , cube_matrices(MakeCubeMatrices(100, 10.0))
	 , viewport_width(dof_prog, "ViewportWidth")
	 , viewport_height(dof_prog, "ViewportHeight")
	 , projection_matrix(main_prog, "ProjectionMatrix")
	 , camera_matrix(main_prog, "CameraMatrix")
	 , model_matrix(main_prog, "ModelMatrix")
	 , ambient_color(main_prog, "AmbientColor")
	 , diffuse_color(main_prog, "DiffuseColor")
	 , focus_depth(dof_prog, "FocusDepth")
	 , color_tex(Texture::Target::Rectangle)
	 , depth_tex(Texture::Target::Rectangle)
	 , width(800)
	 , height(600)
	{
		main_vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertLightDir;"
			"out vec3 vertNormal;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLightDir = normalize(LightPos - gl_Position.xyz);"
			"	vertNormal = normalize(mat3(ModelMatrix)*Normal);"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		main_vs.Compile();

		// set the fragment shader source
		main_fs.Source(
			"#version 330\n"
			"uniform vec3 AmbientColor, DiffuseColor;"
			"in vec3 vertLightDir;"
			"in vec3 vertNormal;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float d = max(dot(vertLightDir,vertNormal),0.0);"
			"	float e = sin("
			"		10.0*vertLightDir.x + "
			"		20.0*vertLightDir.y + "
			"		25.0*vertLightDir.z   "
			"	)*0.9;"
			"	fragColor = vec4("
			"		mix(AmbientColor, DiffuseColor, d+e),"
			"		1.0"
			"	);"
			"}"
		);
		// compile it
		main_fs.Compile();

		// attach the shaders to the program
		main_prog.AttachShader(main_vs);
		main_prog.AttachShader(main_fs);
		// link and use it
		main_prog.Link();
		main_prog.Use();

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

		// bind the VBO for the cube vertices
		positions.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(main_prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the cube normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(main_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		Uniform<Vec3f>(main_prog, "LightPos").Set(30.0, 50.0, 20.0);

		dof_vs.Source(
			"#version 330\n"
			"uniform uint ViewportWidth, ViewportHeight;"
			"in vec4 Position;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = Position;"
			"	vertTexCoord = vec2("
			"		(Position.x*0.5 + 0.5)*ViewportWidth,"
			"		(Position.y*0.5 + 0.5)*ViewportHeight"
			"	);"
			"}"
		);
		dof_vs.Compile();

		dof_fs.Source(
			"#version 330\n"
			"uniform sampler2DRect ColorTex;"
			"uniform sampler2DRect DepthTex;"
			"uniform float FocusDepth;"
			"uniform uint SampleMult;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"const float strength = 16.0;"
			"void main(void)"
			"{"
			"	float fragDepth = texture(DepthTex, vertTexCoord).r;"
			"	vec3 color = texture(ColorTex, vertTexCoord).rgb;"
			"	float of = abs(fragDepth - FocusDepth);"
			"	int nsam = int(of*SampleMult);"
			"	float inv_nsam = 1.0 / (1.0 + nsam);"
			"	float astep = (3.14151*4.0)/nsam;"
			"	for(int i=0; i!=nsam; ++i)"
			"	{"
			"		float a = i*astep;"
			"		float d = sqrt(i*inv_nsam);"
			"		float sx = cos(a)*of*strength*d;"
			"		float sy = sin(a)*of*strength*d;"
			"		vec2 samTexCoord = vertTexCoord + vec2(sx, sy) + noise2(vec2(sx, sy));"
			"		color += texture(ColorTex, samTexCoord).rgb;"
			"	}"
			"	fragColor = vec4(color * inv_nsam , 1.0);"
			"}"
		);
		dof_fs.Compile();

		dof_prog.AttachShader(dof_vs);
		dof_prog.AttachShader(dof_fs);
		dof_prog.Link();
		dof_prog.Use();

		GLuint sample_mult = params.HighQuality()?512:128;
		Uniform<GLuint>(dof_prog, "SampleMult") = sample_mult;

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

		corners.Bind(Buffer::Target::Array);
		{
			GLfloat screen_verts[8] = {
				-1.0f, -1.0f,
				-1.0f,  1.0f,
				 1.0f, -1.0f,
				 1.0f,  1.0f
			};
			Buffer::Data(Buffer::Target::Array, 8, screen_verts);
			VertexAttribArray attr(dof_prog, "Position");
			attr.Setup<Vec2f>();
			attr.Enable();
		}

		Texture::Active(0);
		UniformSampler(dof_prog, "ColorTex").Set(0);
		{
			auto bound_tex = Bind(color_tex, Texture::Target::Rectangle);
			bound_tex.MinFilter(TextureMinFilter::Linear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::ClampToEdge);
			bound_tex.WrapT(TextureWrap::ClampToEdge);
			bound_tex.Image2D(
				0,
				PixelDataInternalFormat::RGB,
				width, height,
				0,
				PixelDataFormat::RGB,
				PixelDataType::UnsignedByte,
				nullptr
			);
		}

		Texture::Active(1);
		UniformSampler(dof_prog, "DepthTex").Set(1);
		{
			auto bound_tex = Bind(depth_tex, Texture::Target::Rectangle);
			bound_tex.MinFilter(TextureMinFilter::Linear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::ClampToEdge);
			bound_tex.WrapT(TextureWrap::ClampToEdge);
			bound_tex.Image2D(
				0,
				PixelDataInternalFormat::DepthComponent,
				width, height,
				0,
				PixelDataFormat::DepthComponent,
				PixelDataType::Float,
				nullptr
			);
		}

		{
			auto bound_fbo = Bind(
				fbo,
				Framebuffer::Target::Draw
			);
			bound_fbo.AttachTexture(
				FramebufferAttachment::Color,
				color_tex,
				0
			);
			bound_fbo.AttachTexture(
				FramebufferAttachment::Depth,
				depth_tex,
				0
			);
		}

		//
		gl.ClearColor(0.9f, 0.9f, 0.9f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.DepthFunc(CompareFn::LEqual);
		gl.Enable(Capability::LineSmooth);
		gl.BlendFunc(BlendFn::SrcAlpha, BlendFn::OneMinusSrcAlpha);
	}
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , prog(make_prog())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{

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

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

		gl.Bind(Buffer::Target::Array, normals);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, texcoords);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the texture
		gl.Bound(Texture::Target::_2D, tex)
			.Image2D(images::LoadTexture("honeycomb"))
			.GenerateMipmap()
			.MinFilter(TextureMinFilter::LinearMipmapLinear)
			.MagFilter(TextureMagFilter::Linear)
			.WrapS(TextureWrap::MirroredRepeat)
			.WrapT(TextureWrap::MirroredRepeat)
			.Anisotropy(2);
		//
		UniformSampler(prog, "TexUnit").Set(0);
		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(1.0f, 2.0f, 3.0f));
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::Blend);
		gl.BlendFunc(
			BlendFn::SrcAlpha,
			BlendFn::OneMinusSrcAlpha
		);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_cube.FaceWinding());
	}
Exemple #7
0
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , light_pos(prog, "LightPos")
	{
		namespace se = oglplus::smart_enums;
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec3 Tangent;"
			"in vec2 TexCoord;"
			"out vec3 vertLight;"
			"out vec2 vertTexCoord;"
			"out mat3 NormalMatrix;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vec3 fragNormal = mat3(ModelMatrix) * Normal;"
			"	vec3 fragTangent = mat3(ModelMatrix) * Tangent;"
			"	NormalMatrix[0] = fragTangent;"
			"	NormalMatrix[1] = cross(fragNormal, fragTangent);"
			"	NormalMatrix[2] = fragNormal;"

			"	gl_Position = ModelMatrix * Position;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"uniform sampler2D ColorTex, NormalTex;"
			"in mat3 NormalMatrix;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = dot(vertLight, vertLight);"
			"	vec3 n = texture(NormalTex, vertTexCoord).xyz;"
			"	vec3 finalNormal = NormalMatrix * n;"
			"	float d = (l > 0.0) ? dot("
			"		normalize(vertLight), "
			"		finalNormal"
			"	) / l : 0.0;"
			"	float i = 0.2 + 4.5*max(d, 0.0);"
			"	vec4 t  = texture(ColorTex, vertTexCoord);"
			"	fragColor = vec4(t.rgb*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();

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

		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(se::Array(), data);
			VertexAttribArray attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		tangents.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Tangents(data);
			Buffer::Data(se::Array(), data);
			VertexAttribArray attr(prog, "Tangent");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(se::Array(), data);
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the textures
		{
			Texture::Active(0);
			UniformSampler(prog, "ColorTex").Set(0);
			auto bound_tex = Bind(colorTex, se::_2D());
			bound_tex.Image2D(images::LoadTexture("wooden_crate"));
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(se::LinearMipmapLinear());
			bound_tex.MagFilter(se::Linear());
			bound_tex.WrapS(se::Repeat());
			bound_tex.WrapT(se::Repeat());
		}
		{
			Texture::Active(1);
			UniformSampler(prog, "NormalTex").Set(1);
			auto bound_tex = Bind(normalTex, se::_2D());
			bound_tex.Image2D(
				images::NormalMap(
					images::LoadTexture("wooden_crate-hmap"),
					images::NormalMap::FromRed()
				)
			);
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(se::LinearMipmapLinear());
			bound_tex.MagFilter(se::Linear());
			bound_tex.WrapS(se::Repeat());
			bound_tex.WrapT(se::Repeat());
		}
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(se::DepthTest());

		gl.Enable(se::CullFace());
		gl.FrontFace(make_cube.FaceWinding());
	}
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , prog(make_prog())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , light_pos(prog, "LightPos")
	{
		gl.Bind(cube);

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

		gl.Bind(Buffer::Target::Array, normals);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			gl.Current(Buffer::Target::Array).Data(data);
			VertexArrayAttrib attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, tangents);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Tangents(data);
			gl.Current(Buffer::Target::Array).Data(data);
			VertexArrayAttrib attr(prog, "Tangent");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, texcoords);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			gl.Current(Buffer::Target::Array).Data(data);
			VertexArrayAttrib attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the textures
		{
			Texture::Active(0);
			UniformSampler(prog, "ColorTex").Set(0);

			gl.Bind(Texture::Target::_2D, colorTex);
			gl.Current(Texture::Target::_2D)
				.MinFilter(TextureMinFilter::LinearMipmapLinear)
				.MagFilter(TextureMagFilter::Linear)
				.WrapS(TextureWrap::Repeat)
				.WrapT(TextureWrap::Repeat)
				.Image2D(images::LoadTexture("wooden_crate"))
				.GenerateMipmap();
		}
		{
			Texture::Active(1);
			UniformSampler(prog, "NormalTex").Set(1);

			gl.Bind(Texture::Target::_2D, normalTex);
			gl.Current(Texture::Target::_2D)
				.MinFilter(TextureMinFilter::LinearMipmapLinear)
				.MagFilter(TextureMagFilter::Linear)
				.WrapS(TextureWrap::Repeat)
				.WrapT(TextureWrap::Repeat)
				.Image2D(
					images::NormalMap(
						images::LoadTexture("wooden_crate-hmap")
					)
				).GenerateMipmap();
		}
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_cube.FaceWinding());
	}
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , light_pos(prog, "LightPos")
	 , projection_matrix(prog, "ProjectionMatrix")
	 , tex_projection_matrix(prog, "TexProjectionMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform mat4 TexProjectionMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"out vec4 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vertNormal = ("
			"		ModelMatrix *"
			"		vec4(-Normal, 0.0)"
			"	).xyz;"
			"	vertLight = ("
			"		vec4(LightPos, 0.0)-"
			"		ModelMatrix * Position"
			"	).xyz;"
			"	vertTexCoord = "
			"		TexProjectionMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"uniform sampler2D TexUnit;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec4 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = length(vertLight);"
			"	float d = l != 0.0 ? dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	float i = 0.1 + 4.2*max(d, 0.0);"
			"	vec2 coord = vertTexCoord.st/vertTexCoord.q;"
			"	vec4 t  = texture(TexUnit, coord*0.5 + 0.5);"
			"	fragColor = vec4(t.rgb*i*sqrt(1.0-t.a), 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();

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

		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the texture
		gl.Direct(Texture::Target::_2D, tex)
			.Image2D(images::LoadTexture("flower_glass"))
			.GenerateMipmap()
			.BorderColor(Vec4f(1.0f, 1.0f, 1.0f, 0.0f))
			.MinFilter(TextureMinFilter::LinearMipmapLinear)
			.MagFilter(TextureMagFilter::Linear)
			.WrapS(TextureWrap::ClampToBorder)
			.WrapT(TextureWrap::ClampToBorder)
			.Bind();

		UniformSampler(prog, "TexUnit").Set(0);
		Uniform<Mat4f>(prog, "CameraMatrix").Set(
			CamMatrixf::LookingAt(Vec3f(0.0f, 1.0f, 2.0f), Vec3f())
		);

		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_cube.FaceWinding());
	}
Exemple #10
0
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source
		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)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	vertTexCoord = TexCoord * 6.0;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		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 = dot(vertLight, vertLight);"
			"	float d = l != 0.0 ? dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	vec3 c = vec3(0.9, 0.8, 0.2);"
			"	vec4 t  = texture(TexUnit, vertTexCoord);"
			"	float a = 1.0 - sqrt(abs(d)), e;"
			"	if(gl_FrontFacing)"
			"	{"
			"		e = d >= 0.0 ?"
			"		d * mix(0.5, 1.0, t.a):"
			"		(-0.9*d) * (1.0 - t.a);"
			"	}"
			"	else"
			"	{"
			"		e = d >= 0.0 ?"
			"		(0.6*d) * (1.0 - t.a):"
			"		(-0.7*d) * mix(0.5, 1.0, t.a);"
			"	}"
			"	float i = 0.1 + 9.0*e;"
			"	fragColor = vec4("
			"		t.r*c.r*i, "
			"		t.g*c.g*i, "
			"		t.b*c.b*i, "
			"		clamp(pow(t.a,2) + a*0.4, 0.0, 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();

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

		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog, "Normal");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		// setup the texture
		{
			auto bound_tex = Bind(tex, Texture::Target::_2D);
			bound_tex.Image2D(images::LoadTexture("honeycomb"));
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::MirroredRepeat);
			bound_tex.WrapT(TextureWrap::MirroredRepeat);
		}
		//
		UniformSampler(prog, "TexUnit").Set(0);
		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(1.0f, 2.0f, 3.0f));
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::Blend);
		gl.BlendFunc(
			BlendFn::SrcAlpha,
			BlendFn::OneMinusSrcAlpha
		);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_cube.FaceWinding());
	}
    CubeExample()
      : cube_instr(make_cube.Instructions())
      , cube_indices(make_cube.Indices())
      , prog(make())
      , projection_matrix(prog, "ProjectionMatrix")
      , camera_matrix(prog, "CameraMatrix")
      , model_matrix(prog, "ModelMatrix")
      , light_pos(prog, "LightPos") {
        // bind the VAO for the cube
        gl.Bind(cube);

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

        gl.Bind(Buffer::Target::Array, normals);
        {
            std::vector<GLfloat> data;
            GLuint n_per_vertex = make_cube.Normals(data);
            Buffer::Data(Buffer::Target::Array, data);
            (prog | "Normal").Setup<GLfloat>(n_per_vertex).Enable();
        }

        gl.Bind(Buffer::Target::Array, tangents);
        {
            std::vector<GLfloat> data;
            GLuint n_per_vertex = make_cube.Tangents(data);
            Buffer::Data(Buffer::Target::Array, data);
            (prog | "Tangent").Setup<GLfloat>(n_per_vertex).Enable();
        }

        gl.Bind(Buffer::Target::Array, texcoords);
        {
            std::vector<GLfloat> data;
            GLuint n_per_vertex = make_cube.TexCoordinates(data);
            Buffer::Data(Buffer::Target::Array, data);
            (prog | "TexCoord").Setup<GLfloat>(n_per_vertex).Enable();
        }

        {
            auto img = images::SphereBumpMap(512, 512, 2, 2);
            Uniform<GLsizei>(prog, "BumpTexWidth").Set(img.Width());
            Uniform<GLsizei>(prog, "BumpTexHeight").Set(img.Height());
            UniformSampler(prog, "BumpTex").Set(0);
            Texture::Active(0);

            gl.Bound(Texture::Target::_2D, bumpTex)
              .MinFilter(TextureMinFilter::LinearMipmapLinear)
              .MagFilter(TextureMagFilter::Linear)
              .WrapS(TextureWrap::Repeat)
              .WrapT(TextureWrap::Repeat)
              .Image2D(img)
              .GenerateMipmap();
        }
        //
        gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
        gl.ClearDepth(1.0f);
        gl.Enable(Capability::DepthTest);

        gl.Enable(Capability::CullFace);
        gl.FrontFace(make_cube.FaceWinding());
    }