Esempio n. 1
0
	void Render(double time)
	{
		namespace se = oglplus::smart_enums;
		gl.Clear().ColorBuffer().DepthBuffer().StencilBuffer();
		// make the camera matrix orbiting around the origin
		// at radius of 3.5 with elevation between 15 and 90 degrees
		Mat4f camera = CamMatrixf::Orbiting(
			Vec3f(),
			6.5,
			Degrees(time * 135),
			Degrees(15 + (-SineWave(0.25+time/12.5)+1.0)*0.5*75)
		);
		ModelMatrixf model = ModelMatrixf::Translation(0.0f, 1.5f, 0.0);
		ModelMatrixf identity;
		//
		SetProgramUniform(prog_norm, "CameraMatrix", camera);
		SetProgramUniform(prog_refl, "CameraMatrix", camera);
		// draw the plane into the stencil buffer
		prog_norm.Use();

		gl.Disable(se::Blend());
		gl.Disable(se::DepthTest());
		gl.Enable(se::StencilTest());
		gl.ColorMask(false, false, false, false);
		gl.StencilFunc(se::Always(), 1, 1);
		gl.StencilOp(se::Keep(), se::Keep(), se::Replace());

		Uniform<Mat4f> model_matrix_norm(prog_norm, "ModelMatrix");
		model_matrix_norm.Set(identity);
		plane.Bind();
		gl.DrawArrays(se::TriangleStrip(), 0, 4);

		gl.ColorMask(true, true, true, true);
		gl.Enable(se::DepthTest());
		gl.StencilFunc(se::Equal(), 1, 1);
		gl.StencilOp(se::Keep(), se::Keep(), se::Keep());

		// draw the torus using the reflection program
		prog_refl.Use();
		Uniform<Mat4f>(prog_refl, "ModelMatrix").Set(model);
		torus.Bind();
		torus_instr.Draw(torus_indices);

		gl.Disable(se::StencilTest());

		prog_norm.Use();
		// draw the torus using the normal object program
		model_matrix_norm.Set(model);
		torus_instr.Draw(torus_indices);

		// blend-in the plane
		gl.Enable(se::Blend());
		gl.BlendEquation(se::Max());
		model_matrix_norm.Set(identity);
		plane.Bind();
		gl.DrawArrays(se::TriangleStrip(), 0, 4);
	}
Esempio n. 2
0
 void Reshape(GLuint width, GLuint height)
 {
     gl.Viewport(width, height);
     Mat4f perspective = CamMatrixf::PerspectiveX(
                             Degrees(65),
                             double(width)/height,
                             1, 40
                         );
     SetProgramUniform(cloud_prog, "ProjectionMatrix", perspective);
     SetProgramUniform(light_prog, "ProjectionMatrix", perspective);
 }
Esempio n. 3
0
	void Reshape(GLuint width, GLuint height)
	{
		gl.Viewport(width, height);
		Mat4f projection = CamMatrixf::PerspectiveX(
			Degrees(65),
			double(width)/height,
			1, 40
		);
		SetProgramUniform(prog_norm, "ProjectionMatrix", projection);
		SetProgramUniform(prog_refl, "ProjectionMatrix", projection);
	}
	void Reshape(GLuint width, GLuint height)
	{
		gl.Viewport(width, height);
		Mat4f projection = CamMatrixf::PerspectiveX(
			Degrees(70),
			double(width)/height,
			1, 30
		);
		SetProgramUniform(object_prog, "ProjectionMatrix", projection);
		SetProgramUniform(shadow_prog, "ProjectionMatrix", projection);
	}
Esempio n. 5
0
	void Reshape(GLuint vp_width, GLuint vp_height)
	{
		width = vp_width;
		height = vp_height;
		Mat4f proj = CamMatrixf::PerspectiveX(
			Degrees(60),
			double(width)/height,
			1, 60
		);
		SetProgramUniform(shape_prog, "ProjectionMatrix", proj);
		SetProgramUniform(light_prog, "ProjectionMatrix", proj);
	}
Esempio n. 6
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 330\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 330\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 330\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 330\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 330\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 330\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 330\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(VertexAttribArray::QueryCommonLocation(
				"Position",
				location
			).In(shape_prog).And(halo_prog))
			{
				VertexAttribArray attr(location);
				attr.Setup<GLfloat>(n_per_vertex);
				attr.Enable();
			}
			else assert(!"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();
			VertexAttribArray 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();
			VertexAttribArray 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();
			VertexAttribArray attr(plane_prog, "Normal");
			attr.Setup<Vec3f>();
			attr.Enable();
		}

		Vec3f lightPos(2.0f, 2.5f, 9.0f);
		SetProgramUniform(shape_prog, "LightPos", lightPos);
		SetProgramUniform(plane_prog, "LightPos", 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);
	}
Esempio n. 7
0
	void Render(double time)
	{
		//
		// the camera matrix
		Mat4f camera = CamMatrixf::Orbiting(
			Vec3f(),
			6.5 + SineWave(time / 16.0) * 1.5,
			FullCircles(time / 12.0),
			Degrees(SineWave(time / 30.0) * 90)
		);
		//
		// the model matrix
		Mat4f model = ModelMatrixf::RotationA(
			Vec3f(1.0f, 1.0f, 1.0f),
			FullCircles(time / 10.0)
		);
		// the light position
		Vec3f lightPos(0.0f, SineWave(time / 7.0) * 0.5, 0.0f);
		//
		SetProgramUniform(shape_prog, "LightPos", lightPos);
		SetProgramUniform(depth_prog, "LightPos", lightPos);
		SetProgramUniform(light_prog, "LightPos", lightPos);
		//
		SetProgramUniform(shape_prog, "CameraMatrix", camera);
		SetProgramUniform(light_prog, "CameraMatrix", camera);

		SetProgramUniform(shape_prog, "ModelMatrix", model);
		SetProgramUniform(depth_prog, "ModelMatrix", model);

		// render the shadow map
		depth_fbo.Bind(Framebuffer::Target::Draw);
		gl.DrawBuffer(ColorBuffer::None);

		gl.Viewport(tex_side, tex_side);
		gl.Clear().DepthBuffer();

		depth_prog.Use();
		shape.Bind();
		shape_instr.Draw(shape_indices);

		// render the output frame
		Framebuffer::BindDefault(Framebuffer::Target::Draw);
		gl.DrawBuffer(ColorBuffer::Back);

		gl.Viewport(width, height);
		gl.Clear().ColorBuffer().DepthBuffer();


		shape_prog.Use();
		shape.Bind();
		shape_instr.Draw(shape_indices);

		gl.Enable(Capability::Blend);

		light_prog.Use();
		SetUniform(light_prog, "ViewX", camera.Row(0).xyz());
		SetUniform(light_prog, "ViewY", camera.Row(1).xyz());
		SetUniform(light_prog, "ViewZ", camera.Row(2).xyz());

		light.Bind();
		gl.DrawArraysInstanced(
			PrimitiveType::Points,
			0, 1,
			sample_count
		);

		gl.Disable(Capability::Blend);
	}
	ShadowExample(void)
	 : make_torus(1.0, 0.7, 72, 48)
	 , torus_indices(make_torus.Indices())
	 , torus_instr(make_torus.Instructions())
	 , object_camera_matrix(object_prog, "CameraMatrix")
	 , object_model_matrix(object_prog, "ModelMatrix")
	 , shadow_camera_matrix(shadow_prog, "CameraMatrix")
	 , shadow_model_matrix(shadow_prog, "ModelMatrix")
	 , object_color(object_prog, "Color")
	 , object_light_mult(object_prog, "LightMult")
	{
		vs_object.Source(
			"#version 330\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"void main(void)"
			"{"
			"	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 330\n"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"uniform vec3 Color;"
			"uniform float LightMult;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	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();

		vs_shadow.Source(
			"#version 330\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"uniform mat4 ModelMatrix;"
			"uniform vec3 LightPos;"
			"out float ld;"
			"void main(void)"
			"{"
			"	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 330\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 12) out;"

			"in float ld[];"

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

			"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;"
			"		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 330\n"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	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();

		// 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);

			VertexAttribArray attr(
				VertexAttribArray::GetCommonLocation(
					"Position",
					object_prog,
					shadow_prog
				)
			);
			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();
			VertexAttribArray 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();
			VertexAttribArray 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();
			VertexAttribArray attr(object_prog, "Normal");
			attr.Setup<GLfloat>(3);
			attr.Enable();
		}

		Vec3f lightPos(2.0f, 9.0f, 3.0f);
		SetProgramUniform(object_prog, "LightPos", lightPos);
		SetProgramUniform(shadow_prog, "LightPos", 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());
	}