double Draw(double time) { assert(!shapes.empty()); assert(ishape != shapes.end()); shapes::ShapeWrapper& shape = *ishape; const double interval = 11.0; double segment = time - shape_time; double fade = segment*(interval-segment); fade -= 1.0; if(fade < 0.0) fade = 0.0; fade = std::sqrt(fade/interval); if(fade > 1.0) fade = 1.0; if(segment > interval) { if(++ishape == shapes.end()) { ishape = shapes.begin(); } shape_time = time; } gl.Clear().DepthBuffer(); float dist = (1.0+SineWave(time / 13.0))*2.5; projection_matrix.Set( CamMatrixf::PerspectiveX( Degrees(45), 1.0, 1.0+dist, shape.BoundingSphere().Radius()*2.0+1.0+dist ) ); camera_matrix.Set( CamMatrixf::Orbiting( Vec3f(), shape.BoundingSphere().Radius()+1.5+dist, FullCircles(time / 27.0), Degrees(SineWave(time / 23.0) * 89) ) ); model_matrix.Set( ModelMatrixf::RotationA( Vec3f(1,1,1), FullCircles(time /-37.0) ) ); prog.Use(); shape.Use(); shape.Draw(); return fade; }
void Render(double time) { fbo.Bind(Framebuffer::Target::Draw); gl.Clear().ColorBuffer().DepthBuffer(); main_prog.Use(); cube.Bind(); camera_matrix.Set( CamMatrixf::Orbiting( Vec3f(), 20.5, FullCircles(time / 20.0), Degrees(SineWave(time / 25.0) * 30) ) ); auto i = cube_matrices.begin(), e = cube_matrices.end(); while(i != e) { model_matrix.Set(*i); ambient_color.Set(0.7f, 0.6f, 0.2f); diffuse_color.Set(1.0f, 0.8f, 0.3f); face_instr.Draw(face_indices); ambient_color.Set(0.1f, 0.1f, 0.1f); diffuse_color.Set(0.3f, 0.3f, 0.3f); edge_instr.Draw(edge_indices); ++i; } dfb.Bind(Framebuffer::Target::Draw); gl.Clear().ColorBuffer().DepthBuffer(); dof_prog.Use(); screen.Bind(); focus_depth.Set(0.6 + SineWave(time / 9.0)*0.3); gl.Enable(Capability::Blend); gl.DrawArrays(PrimitiveType::TriangleStrip, 0, 4); gl.Disable(Capability::Blend); }
void RenderPlane(std::size_t p) { gl.Enable(Capability::Blend); plane_prog.Use(); plane_normal.Set(make_plane[p].Normal()); plane[p].Bind(); plane_instr.Draw(plane_indices); gl.Disable(Capability::Blend); }
void Reshape(GLuint vp_width, GLuint vp_height) { width = vp_width; height = vp_height; tex_side = width < height ? width : height; gl.Viewport(width, height); Mat4f projection = CamMatrixf::PerspectiveX( Degrees(48), float(width)/height, 1, 15 ); plane_prog.Use(); plane_proj_matrix.Set(projection); shape_prog.Use(); shape_proj_matrix.Set(projection); }
void Render(const Mat4f& model) { prog.Use(); model_matrix.Set(model); // bind the VAO sphere.Bind(); // use the instructions to draw the sphere // (this basically calls glDrawArrays* or glDrawElements*) sphere_instr.Draw(sphere_indices); }
static Program make_prog(void) { VertexShader vs; vs.Source( "#version 130\n" "uniform mat4 ProjectionMatrix, ModelMatrix, CameraMatrix;" "uniform vec4 ClipPlane;" "attribute vec4 Position;" "attribute vec2 TexCoord;" "varying vec2 vertTexCoord;" "void main(void)" "{" " vertTexCoord = TexCoord;" " gl_Position = " " ModelMatrix *" " Position;" " gl_ClipDistance[0] = dot(ClipPlane, gl_Position);" " gl_Position = " " ProjectionMatrix *" " CameraMatrix *" " gl_Position;" "}" ); vs.Compile(); FragmentShader fs; fs.Source( "#version 130\n" "varying vec2 vertTexCoord;" "void main(void)" "{" " float i = (" " int(vertTexCoord.x*36) % 2+" " int(vertTexCoord.y*24) % 2" " ) % 2;" " if(gl_FrontFacing)" " {" " gl_FragColor = vec4(1-i/2, 1-i/2, 1-i/2, 1.0);" " }" " else" " {" " gl_FragColor = vec4(0+i/2, 0+i/2, 0+i/2, 1.0);" " }" "}" ); fs.Compile(); Program prog; prog.AttachShader(vs); prog.AttachShader(fs); prog.Link(); prog.Use(); return prog; }
void Reshape(GLuint width, GLuint height) { gl.Viewport(width, height); auto projection = CamMatrixf::PerspectiveX( Degrees(60), double(width)/height, 1, 20 ); prog.Use(); projection_matrix.Set(projection); }
void Reshape(GLuint width, GLuint height) { gl.Viewport(width, height); prog.Use(); projection_matrix.Set( CamMatrixf::PerspectiveX( Degrees(75), double(width)/height, 1, 30 ) ); }
void Reshape(GLuint width, GLuint height) { gl.Viewport(width, height); prog.Use(); Uniform<Mat4f>(prog, "ProjectionMatrix").Set( CamMatrixf::PerspectiveX( Degrees(70), double(width)/height, 1, 20 ) ); }
void Render(double time) { gl.Clear().ColorBuffer().DepthBuffer(); auto camera = CamMatrixf::Orbiting( Vec3f(), 8.5, FullCircles(time / 5.0), Degrees(15 + (-SineWave(time/10.0)+1.0)* 0.5 * 75) ); ModelMatrixf model = ModelMatrixf::Translation(0.0f, 2.5f, 0.0) * ModelMatrixf::RotationA( Vec3f(1.0f, 1.0f, 1.0f), FullCircles(time / 7.0) ); plane_prog.Use(); plane_camera_matrix.Set(camera); plane.Bind(); gl.DrawArrays(PrimitiveType::TriangleStrip, 0, 4); shape_prog.Use(); shape_camera_matrix.Set(camera); shape_model_matrix.Set(model); shape.Bind(); shape_instr.Draw(shape_indices); halo_prog.Use(); halo_camera_matrix.Set(camera); halo_model_matrix.Set(model); gl.DepthMask(false); gl.Enable(Capability::Blend); shape_instr.Draw(shape_indices); gl.Disable(Capability::Blend); gl.DepthMask(true); }
void Render(double time) { gl.Clear().ColorBuffer().DepthBuffer(); auto cameraMatrix = CamMatrixf::Orbiting( Vec3f(0.0f, 3.0f, 0.0f), 8.0f, FullCircles(time / 12.0), Degrees(SineWave(time / 20.0) * 80) ); plane.Bind(); plane_prog.Use(); Uniform<Mat4f>(plane_prog, "CameraMatrix").Set(cameraMatrix); gl.DrawArrays(PrimitiveType::TriangleStrip, 0, 4); gl.Enable(Capability::Blend); volume.Bind(); volume_prog.Use(); Uniform<Mat4f>(volume_prog, "CameraMatrix").Set(cameraMatrix); Uniform<Vec3f>(volume_prog, "ViewX").Set( cameraMatrix.Row(0).xyz() ); Uniform<Vec3f>(volume_prog, "ViewY").Set( cameraMatrix.Row(1).xyz() ); Uniform<Vec3f>(volume_prog, "ViewZ").Set( cameraMatrix.Row(2).xyz() ); gl.DrawArraysInstanced( PrimitiveType::Points, 0, 1, samples ); gl.Disable(Capability::Blend); }
void Render(double time) { gl.Clear().ColorBuffer().DepthBuffer(); auto lightPos = light_path.Position(time * 0.05); auto cameraMatrix = CamMatrixf::Orbiting( Vec3f(), 4.5f, Degrees(0), Degrees(SineWave(time / 20.0) * 80) ); light.Bind(); light_prog.Use(); Uniform<Vec3f>(light_prog, "LightPos").Set(lightPos); Uniform<Mat4f>(light_prog, "CameraMatrix").Set(cameraMatrix); sphere_instr.Draw(sphere_indices); clouds.Bind(); cloud_prog.Use(); Uniform<Vec3f>(cloud_prog, "LightPos").Set(lightPos); Uniform<Mat4f>(cloud_prog, "CameraMatrix").Set(cameraMatrix); Uniform<Vec4f>(cloud_prog, "ViewX").Set(cameraMatrix.Row(0)); Uniform<Vec4f>(cloud_prog, "ViewY").Set(cameraMatrix.Row(1)); Uniform<Vec4f>(cloud_prog, "ViewZ").Set(cameraMatrix.Row(2)); for(std::size_t i=0, n=positions.size(); i!=n; ++i) { cloud_tex[i].Bind(Texture::Target::_3D); gl.DrawArraysInstanced( PrimitiveType::Points, i, 1, samples ); } }
Particle(const VertexShader& vs, FragmentShader&& frag) : sphere_instr(make_sphere.Instructions()) , sphere_indices(make_sphere.Indices()) , fs(std::forward<FragmentShader>(frag)) { // attach the shaders to the program prog.AttachShader(vs); prog.AttachShader(fs); // link and use it prog.Link(); prog.Use(); projection_matrix = (prog/"ProjectionMatrix"); camera_matrix = (prog/"CameraMatrix"); model_matrix = (prog/"ModelMatrix"); light_pos = (prog/"LightPos"); // bind the VAO for the sphere sphere.Bind(); const GLuint n_attr = 2; // pointers to the vertex attribute data build functions typedef GLuint (shapes::Sphere::*Func)(std::vector<GLfloat>&) const; Func func[n_attr] = { &shapes::Sphere::Positions, &shapes::Sphere::Normals, }; // managed references to the VBOs Reference<Buffer> vbo[n_attr] = {verts, normals}; // vertex attribute identifiers from the shaders const GLchar* ident[n_attr] = {"Position", "Normal"}; for(GLuint i=0; i!=n_attr; ++i) { // bind the VBO vbo[i].Bind(Buffer::Target::Array); // make the data std::vector<GLfloat> data; GLuint n_per_vertex = (make_sphere.*func[i])(data); // upload the data Buffer::Data(Buffer::Target::Array, data); // setup the vertex attrib VertexArrayAttrib attr(prog, ident[i]); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); } }
void Use(void) { gl.ClearDepth(1.0f); gl.ClearColor(0.8f, 0.8f, 0.8f, 0.0f); gl.Enable(Capability::DepthTest); gl.Enable(Capability::CullFace); gl.CullFace(Face::Back); dfb.Bind(Framebuffer::Target::Draw); gl.Viewport(width, height); prog.Use(); cube.Use(); SetProjection(); }
void Use(void) { gl.ClearDepth(1.0f); gl.ClearColor(0.9f, 0.4f, 0.4f, 1.0f); gl.Enable(Capability::DepthTest); gl.Enable(Capability::CullFace); gl.CullFace(Face::Back); fbo.Bind(Framebuffer::Target::Draw); gl.Viewport(tex_side, tex_side); prog.Use(); shape.Use(); projection_matrix.Set(CamMatrixf::PerspectiveX(Degrees(48), 1.0, 1, 100)); }
void Render( const Vec3f& light, const Mat4f& camera, const Mat4f& model ) { // use the shading program prog.Use(); // set the uniforms light_pos.Set(light); camera_matrix.Set(camera); model_matrix.Set(model); // bind the VAO shape.Bind(); // use the instructions to draw the shape // (this basically calls glDrawArrays* or glDrawElements*) shape_instr.Draw(shape_indices); }
void Uniform::Bind(const Program& program, const std::string& name, const Vector4& value) { GLint location = program[name]; if (location != -1) { if (Program::msCurrentlyInUse == program.mProgram) glUniform4fv(location, 1, value); else { GLint current; glGetIntegerv(GL_CURRENT_PROGRAM, ¤t); program.Use(); glUniform3fv(location, 1, value); glUseProgram(current); Program::msCurrentlyInUse = current; } } checkOpenGLError("Failed to bind uniform " + name); }
void Game::SwapBuffers() { Program* p = this->_blitProgram; if (this->_paused) { p = this->_blitProgramMap["Sepia"]; } if (p != NULL && p->ProgramId != 0) { p->Use(); p->BindTextures(); if (this->_paused) { p->SetUniform("sepiaRgb", vec3(1.2f, 1.0f, 0.8f)); } p->SetUniform("iGlobalTime", (float)this->_totalTicks); p->SetUniform("MVP", GLFuncs::GetInstance()->StaticProjection); p->SetUniform("iResolution", vec2(this->_g->DisplayWidth, this->_g->DisplayHeight)); } this->_g->SwapBuffers(); }
CubeMapExample(void) : make_shape(4) , shape_instr(make_shape.Instructions()) , shape_indices(make_shape.Indices()) , projection_matrix(prog, "ProjectionMatrix") , camera_matrix(prog, "CameraMatrix") , model_matrix(prog, "ModelMatrix") { vs.Source( "#version 330\n" "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;" "in vec4 Position;" "out vec3 vertNormal;" "out vec3 vertTexCoord;" "out vec3 vertLightDir;" "out vec3 vertViewDir;" "uniform vec3 LightPos;" "void main(void)" "{" " vec3 Normal = Position.xyz;" " gl_Position = ModelMatrix * Position;" " vertNormal = mat3(ModelMatrix)*Normal;" " vertTexCoord = Normal;" " vertLightDir = LightPos - gl_Position.xyz;" " vertViewDir = (vec4(0.0, 0.0, 1.0, 1.0)*CameraMatrix).xyz;" " gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;" "}" ); vs.Compile(); gs.Source( "#version 330\n" "layout (triangles) in;" "layout (triangle_strip, max_vertices = 3) out;" "in vec3 vertNormal[3];" "in vec3 vertTexCoord[3];" "in vec3 vertLightDir[3];" "in vec3 vertViewDir[3];" "out vec3 geomNormal;" "out vec3 geomTexCoord;" "out vec3 geomLightDir;" "out vec3 geomLightRefl;" "out vec3 geomViewDir;" "void main(void)" "{" " vec3 FaceNormal = 0.333333*(" " vertNormal[0]+" " vertNormal[1]+" " vertNormal[2] " " );" " for(int v=0; v!=3; ++v)" " {" " gl_Position = gl_in[v].gl_Position;" " geomNormal = 0.5*(vertNormal[v]+FaceNormal);" " geomTexCoord = vertTexCoord[v];" " geomLightDir = vertLightDir[v];" " geomLightRefl = reflect(" " -normalize(geomLightDir)," " normalize(FaceNormal)" " );" " geomViewDir = vertViewDir[v];" " EmitVertex();" " }" " EndPrimitive();" "}" ); gs.Compile(); fs.Source( "#version 330\n" "uniform samplerCube TexUnit;" "in vec3 geomNormal;" "in vec3 geomTexCoord;" "in vec3 geomLightDir;" "in vec3 geomLightRefl;" "in vec3 geomViewDir;" "out vec3 fragColor;" "void main(void)" "{" " vec3 lt = vec3(1.0, 1.0, 1.0);" " vec3 tex = texture(TexUnit, geomTexCoord).rgb;" " float d = dot(" " normalize(geomNormal), " " normalize(geomLightDir)" " );" " float s = dot(" " normalize(geomLightRefl)," " normalize(geomViewDir)" " );" " float b = 1.0-sqrt(max(dot(" " normalize(geomNormal)," " normalize(geomViewDir)" " ), 0.0));" " float ea = clamp(tex.b*(-d+0.2), 0.0, 1.0);" " float sr = 1.0-tex.b*0.8;" " fragColor = " " tex * (0.3*ea + 0.6*b + 0.8*max(d, 0.0)) + " " (tex+lt) * 0.8*sr*pow(clamp(s+0.05, 0.0, 1.0), 32);" "}" ); fs.Compile(); // attach the shaders to the program prog.AttachShader(vs); prog.AttachShader(gs); prog.AttachShader(fs); // link and use it prog.Link(); prog.Use(); // bind the VAO for the shape shape.Bind(); positions.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_shape.Positions(data); Buffer::Data(Buffer::Target::Array, data); VertexAttribArray attr(prog, "Position"); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); } // setup the texture { auto bound_tex = Bind(tex, Texture::Target::CubeMap); bound_tex.MinFilter(TextureMinFilter::Linear); bound_tex.MagFilter(TextureMagFilter::Linear); bound_tex.WrapS(TextureWrap::ClampToEdge); bound_tex.WrapT(TextureWrap::ClampToEdge); bound_tex.WrapR(TextureWrap::ClampToEdge); const char* tex_name[6] = { "cube_0_right", "cube_1_left", "cube_2_top", "cube_3_bottom", "cube_4_front", "cube_5_back" }; for(GLuint i=0; i!=6; ++i) { Texture::Image2D( Texture::CubeMapFace(i), images::LoadTexture(tex_name[i], false, true) ); } } UniformSampler(prog, "TexUnit").Set(0); // Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(3.0f, 5.0f, 4.0f)); // gl.ClearColor(0.05f, 0.2f, 0.1f, 0.0f); gl.ClearDepth(1.0f); gl.Enable(Capability::DepthTest); gl.Enable(Capability::CullFace); gl.FrontFace(make_shape.FaceWinding()); gl.CullFace(Face::Back); }
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); }
CubeExample(void) : cube_instr(make_cube.Instructions()) , cube_indices(make_cube.Indices()) { // Set the vertex shader source vs.Source( "#version 330\n" "uniform mat4 ProjectionMatrix, CameraMatrix;" "in vec4 Position;" "in vec2 TexCoord;" "out vec2 vertTexCoord;" "void main(void)" "{" " vertTexCoord = TexCoord;" " gl_Position = " " ProjectionMatrix *" " CameraMatrix *" " Position;" "}" ); // compile it vs.Compile(); // set the fragment shader source fs.Source( "#version 330\n" "in vec2 vertTexCoord;" "out vec4 fragColor;" "void main(void)" "{" " float i = (" " 1 +" " int(vertTexCoord.x*8) % 2+" " int(vertTexCoord.y*8) % 2" " ) % 2;" " fragColor = vec4(i, i, 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(); // 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 VertexAttribArray attr(prog, "Position"); attr.Setup(n_per_vertex, DataType::Float); attr.Enable(); } // bind the VBO for the cube texture-coordinates texcoords.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_cube.TexCoordinates(data); // upload the data Buffer::Data(Buffer::Target::Array, data); // setup the vertex attribs array for the vertices VertexAttribArray attr(prog, "TexCoord"); attr.Setup(n_per_vertex, DataType::Float); attr.Enable(); } // gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f); gl.ClearDepth(1.0f); gl.Enable(Capability::DepthTest); }
LandscapeExample(void) : grid_side(8) , make_plane( Vec3f(0.0f, 0.0f, 0.0f), Vec3f(1.0f, 0.0f, 0.0f), Vec3f(0.0f, 0.0f,-1.0f), grid_side, grid_side ), plane_instr(make_plane.Instructions()) , plane_indices(make_plane.Indices()) , projection_matrix(prog, "ProjectionMatrix") , camera_matrix(prog, "CameraMatrix") , vc_int(prog, "vc_int") , gc_int(prog, "gc_int") , fc_int(prog, "fc_int") { VertexShader vs; vs.Source(StrLit( "#version 420\n" "uniform mat4 ProjectionMatrix, CameraMatrix;" "layout(binding = 0, offset = 0) uniform atomic_uint vc;" "const float mult = 1.0/128.0;" "uniform float vc_int;" "in vec4 Position;" "out vec3 vertColor;" "void main(void)" "{" " gl_Position = " " ProjectionMatrix *" " CameraMatrix *" " Position;" " vertColor = vec3(" " fract(atomicCounterIncrement(vc)*mult)," " 0.0," " 0.0 " " )*max(vc_int, 0.0);" "}" )); vs.Compile(); prog.AttachShader(vs); GeometryShader gs; gs.Source(StrLit( "#version 420\n" "layout (triangles) in;" "layout (triangle_strip, max_vertices = 3) out;" "layout(binding = 0, offset = 4) uniform atomic_uint gc;" "const float mult = 1.0/128.0;" "uniform float gc_int;" "in vec3 vertColor[3];" "out vec3 geomColor;" "void main(void)" "{" " vec3 Color = vec3(" " 0.0," " fract(atomicCounterIncrement(gc)*mult)," " 0.0 " " )*max(gc_int, 0.0);" " for(int v=0; v!=3; ++v)" " {" " gl_Position = gl_in[v].gl_Position;" " geomColor = vertColor[v] + Color;" " EmitVertex();" " }" " EndPrimitive();" "}" )); gs.Compile(); prog.AttachShader(gs); FragmentShader fs; fs.Source(StrLit( "#version 420\n" "layout(binding = 0, offset = 8) uniform atomic_uint fc;" "const float mult = 1.0/4096.0;" "uniform float fc_int;" "in vec3 geomColor;" "out vec3 fragColor;" "void main(void)" "{" " vec3 Color = vec3(" " 0.0," " 0.0," " sqrt(fract(atomicCounterIncrement(fc)*mult))" " )*max(fc_int, 0.0);" " fragColor = geomColor + Color;" "}" )); fs.Compile(); prog.AttachShader(fs); prog.Link(); prog.Use(); // bind the VAO for the plane plane.Bind(); // bind the VBO for the plane vertices positions.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_plane.Positions(data); // upload the data Buffer::Data(Buffer::Target::Array, data); // setup the vertex attribs array for the vertices VertexAttribArray attr(prog, "Position"); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); } counters.Bind(Buffer::Target::AtomicCounter); { const GLuint tmp[3] = {0u, 0u, 0u}; Buffer::Data( Buffer::Target::AtomicCounter, 3, tmp, BufferUsage::DynamicDraw ); } counters.BindBase(Buffer::IndexedTarget::AtomicCounter, 0); gl.ClearColor(0.2f, 0.2f, 0.2f, 0.0f); gl.ClearDepth(1.0f); gl.Enable(Capability::DepthTest); plane.Bind(); }
SphereExample(void) : sphere_instr(make_sphere.Instructions()) , sphere_indices(make_sphere.Indices()) , hole_count(50) , hole_diameter(0.30f) { // This shader will be used in transform fedback mode // to transform the vertices used to "cut out the holes" // the same way the sphere is transformed vs_tfb.Source( "#version 330\n" "uniform mat4 CameraMatrix, ModelMatrix;" "uniform float Diameter;" "in vec3 Hole;" "out vec3 vertTransfHole;" "void main(void)" "{" " vertTransfHole = (" " CameraMatrix *" " ModelMatrix *" " vec4(Hole * (1.0 + 0.5 * Diameter), 0.0)" " ).xyz;" "}" ); // compile, setup transform feedback output variables // link and use the program vs_tfb.Compile(); prog_tfb.AttachShader(vs_tfb); const GLchar* var_name = "vertTransfHole"; prog_tfb.TransformFeedbackVaryings( 1, &var_name, TransformFeedbackMode::InterleavedAttribs ); prog_tfb.Link(); prog_tfb.Use(); Uniform<GLfloat> diameter(prog_tfb, "Diameter"); diameter.Set(hole_diameter); // bind the VAO for the holes holes.Bind(); // bind the VBO for the hole vertices hole_verts.Bind(Buffer::Target::Array); // and the VBO for the transformed hole vertices captured by tfb transf_hole_verts.Bind(Buffer::Target::TransformFeedback); { std::vector<GLfloat> data; make_hole_data(data, hole_count); Buffer::Data(Buffer::Target::TransformFeedback, data); Buffer::Data(Buffer::Target::Array, data); VertexAttribArray attr(prog_tfb, "Hole"); attr.Setup<Vec3f>(); attr.Enable(); } transf_hole_verts.BindBase( Buffer::IndexedTarget::TransformFeedback, 0 ); // Set the vertex shader source vs.Source( "#version 330\n" "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;" "in vec4 Position;" "in vec3 Normal;" "out vec3 vertNormal;" "out vec3 vertLight;" "const vec3 LightPos = vec3(2.0, 3.0, 3.0);" "void main(void)" "{" " gl_Position = ModelMatrix * Position;" " vertNormal = mat3(ModelMatrix)*Normal;" " vertLight = LightPos-gl_Position.xyz;" " gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;" "}" ); // compile it vs.Compile(); // set the fragment shader source fs.Source( "#version 330\n" "in vec3 vertNormal;" "in vec3 vertLight;" "out vec4 fragColor;" "const int HoleCount = 50;" "uniform vec3 TransfHole[50];" "uniform float Diameter;" "void main(void)" "{" " int imax = 0;" " float dmax = -1.0;" " for(int i=0; i!=HoleCount; ++i)" " {" " float d = dot(vertNormal, TransfHole[i]);" " if(dmax < d)" " {" " dmax = d;" " imax = i;" " }" " }" " float l = length(vertLight);" " vec3 FragDiff = TransfHole[imax] - vertNormal;" " vec3 FinalNormal = " " length(FragDiff) > Diameter?" " vertNormal:" " normalize(FragDiff+vertNormal*Diameter);" " float i = (l > 0.0) ? dot(" " FinalNormal, " " normalize(vertLight)" " ) / l : 0.0;" " i = 0.2+max(i*2.5, 0.0);" " fragColor = vec4(i, i, 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(); diameter.Set(hole_diameter); // bind the VAO for the sphere sphere.Bind(); // bind the VBO for the sphere vertices verts.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_sphere.Positions(data); // upload the data Buffer::Data(Buffer::Target::Array, data); // setup the vertex attribs array for the vertices VertexAttribArray attr(prog, "Position"); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); } // bind the VBO for the sphere normals normals.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_sphere.Normals(data); // upload the data Buffer::Data(Buffer::Target::Array, data); // setup the vertex attribs array for the vertices VertexAttribArray attr(prog, "Normal"); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); } gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f); gl.ClearDepth(1.0f); gl.Enable(Capability::DepthTest); }
void Use(void) { _program.Use(); }
TessellationExample(void) : shape_instr(make_shape.Instructions(PrimitiveType::Patches)) , shape_indices(make_shape.Indices()) , vs(ObjectDesc("Vertex")) , cs(ObjectDesc("Tessellation Control")) , es(ObjectDesc("Tessellation Evaluation")) , gs(ObjectDesc("Geometry")) , fs(ObjectDesc("Fragment")) , projection_matrix(prog, "ProjectionMatrix") , camera_matrix(prog, "CameraMatrix") , model_matrix(prog, "ModelMatrix") , offset(prog, "Offset") , view_position(prog, "ViewPosition") , viewport_dimensions(prog, "ViewportDimensions") { vs.Source( "#version 330\n" "uniform vec3 ViewPosition;" "in vec3 Position;" "out vec3 vertPosition;" "out float vertDistance;" "void main(void)" "{" " vertPosition = Position;" " vertDistance = length(ViewPosition - vertPosition);" "}" ); vs.Compile(); cs.Source( "#version 330\n" "#extension ARB_tessellation_shader : enable\n" "layout(vertices = 3) out;" "in vec3 vertPosition[];" "in float vertDistance[];" "out vec3 tecoPosition[];" "int tessLevel(float dist)" "{" " return int(9.0 / sqrt(dist+0.1));" "}" "void main(void)" "{" " tecoPosition[gl_InvocationID] =" " vertPosition[gl_InvocationID];" " if(gl_InvocationID == 0)" " {" " gl_TessLevelInner[0] = tessLevel((" " vertDistance[0]+" " vertDistance[1]+" " vertDistance[2] " " )*0.333);" " gl_TessLevelOuter[0] = tessLevel((" " vertDistance[1]+" " vertDistance[2] " " )*0.5);" " gl_TessLevelOuter[1] = tessLevel((" " vertDistance[2]+" " vertDistance[0] " " )*0.5);" " gl_TessLevelOuter[2] = tessLevel((" " vertDistance[0]+" " vertDistance[1] " " )*0.5);" " }" "}" ); cs.Compile(); es.Source( "#version 330\n" "#extension ARB_tessellation_shader : enable\n" "layout(triangles, equal_spacing, ccw) in;" "const vec3 LightPosition = vec3(12.0, 10.0, 7.0);" "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;" "in vec3 tecoPosition[];" "out vec3 teevNormal;" "out vec3 teevLightDir;" "void main(void)" "{" " vec3 p0 = gl_TessCoord.x * tecoPosition[0];" " vec3 p1 = gl_TessCoord.y * tecoPosition[1];" " vec3 p2 = gl_TessCoord.z * tecoPosition[2];" " vec4 tempPosition = vec4(normalize(p0+p1+p2), 0.0);" " teevNormal = (ModelMatrix * tempPosition).xyz;" " tempPosition.w = 1.0;" " tempPosition = ModelMatrix * tempPosition;" " teevLightDir = LightPosition - tempPosition.xyz;" " gl_Position = " " ProjectionMatrix *" " CameraMatrix *" " tempPosition;" "}" ); es.Compile(); gs.Source( "#version 330\n" "layout (triangles) in;" "layout (triangle_strip, max_vertices = 3) out;" "uniform vec3 Offset;" "uniform vec2 ViewportDimensions;" "in vec3 teevNormal[], teevLightDir[];" "noperspective out vec3 geomDist;" "flat out vec3 geomNormal;" "out vec3 geomColor;" "out vec3 geomLightDir;" "void main(void)" "{" " geomNormal = normalize(" " teevNormal[0]+" " teevNormal[1]+" " teevNormal[2]" " );" " vec2 ScreenPos[3];" " for(int i=0; i!=3; ++i)" " {" " ScreenPos[i] = " " ViewportDimensions*" " gl_in[i].gl_Position.xy/" " gl_in[i].gl_Position.w;" " }" " vec2 TmpVect[3];" " for(int i=0; i!=3; ++i)" " {" " TmpVect[i] = " " ScreenPos[(i+2)%3]-" " ScreenPos[(i+1)%3];" " }" " const vec3 EdgeMask[3] = vec3[3](" " vec3(1.0, 0.0, 0.0)," " vec3(0.0, 1.0, 0.0)," " vec3(0.0, 0.0, 1.0) " " );" " for(int i=0; i!=3; ++i)" " {" " float Dist = abs(" " TmpVect[(i+1)%3].x*TmpVect[(i+2)%3].y-" " TmpVect[(i+1)%3].y*TmpVect[(i+2)%3].x " " ) / length(TmpVect[i]);" " vec3 DistVect = vec3(Dist, Dist, Dist);" " gl_Position = gl_in[i].gl_Position;" " geomColor = normalize(abs(" " vec3(2.0, 2.0, 2.0)-" " teevNormal[i]-" " Offset" " ));" " geomLightDir = teevLightDir[i];" " geomDist = EdgeMask[i] * DistVect;" " EmitVertex();" " }" " EndPrimitive();" "}" ); gs.Compile(); fs.Source( "#version 330\n" "noperspective in vec3 geomDist;" "flat in vec3 geomNormal;" "in vec3 geomColor;" "in vec3 geomLightDir;" "out vec3 fragColor;" "void main(void)" "{" " float MinDist = min(min(geomDist.x,geomDist.y),geomDist.z);" " float EdgeAlpha = exp2(-pow(MinDist, 2.0));" " const float Ambient = 0.8;" " float Diffuse = max(dot(" " normalize(geomNormal)," " normalize(geomLightDir)" " ), 0.0);" " vec3 FaceColor = geomColor * (Diffuse + Ambient);" " const vec3 EdgeColor = vec3(0.0, 0.0, 0.0);" " fragColor = mix(FaceColor, EdgeColor, EdgeAlpha);" "}" ); fs.Compile(); prog.AttachShader(vs); prog.AttachShader(cs); prog.AttachShader(es); prog.AttachShader(gs); prog.AttachShader(fs); prog.Link(); prog.Use(); shape.Bind(); verts.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_shape.Positions(data); Buffer::Data(Buffer::Target::Array, data); VertexAttribArray attr(prog, "Position"); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); indices.Bind(Buffer::Target::ElementArray); Buffer::Data(Buffer::Target::ElementArray, shape_indices); shape_indices.clear(); } // gl.ClearColor(0.8f, 0.8f, 0.8f, 0.0f); gl.ClearDepth(1.0f); gl.Enable(Capability::DepthTest); prog.Use(); }
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); }
ReflectionExample() : make_plane( Vec3f(), Vec3f(3.0f, 0.0f, 0.0f), Vec3f(0.0f, 0.0f, -3.0f), 15, 15) , plane_instr(make_plane.Instructions()) , plane_indices(make_plane.Indices()) , make_shape() , shape_instr(make_shape.Instructions()) , shape_indices(make_shape.Indices()) , plane_vs(ObjectDesc("Plane vertex")) , shape_vs(ObjectDesc("Shape vertex")) , plane_fs(ObjectDesc("Plane fragment")) , shape_fs(ObjectDesc("Shape fragment")) , plane_projection_matrix(plane_prog) , plane_camera_matrix(plane_prog) , plane_model_matrix(plane_prog) , shape_projection_matrix(shape_prog) , shape_camera_matrix(shape_prog) , shape_model_matrix(shape_prog) , width(800) , height(600) , tex_size_div(2) { plane_vs.Source( "#version 140\n" "uniform vec3 LightPosition;" "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;" "in vec4 Position;" "out vec3 vertLightDir;" "out vec4 vertTexCoord;" "void main()" "{" " gl_Position = ModelMatrix*Position;" " vertLightDir = LightPosition - gl_Position.xyz;" " gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;" " vertTexCoord = gl_Position;" "}"); plane_vs.Compile(); plane_fs.Source( "#version 140\n" "uniform sampler2DRect ReflectTex;" "uniform vec3 Normal;" "in vec3 vertLightDir;" "in vec4 vertTexCoord;" "out vec3 fragColor;" "const int n = 5;" "const int ns = (n*n);" "const float blur = 0.15/n;" "void main()" "{" " float d = dot(Normal, normalize(vertLightDir));" " float intensity = 0.5 + pow(1.4*d, 2.0);" " vec3 color = vec3(0.0, 0.0, 0.0);" " int n = 2;" " float pct = 0.5/vertTexCoord.w;" " for(int y=-n; y!=(n+1); ++y)" " for(int x=-n; x!=(n+1); ++x)" " {" " vec2 coord = vertTexCoord.xy;" " coord += vec2(blur*x, blur*y);" " coord *= pct;" " coord += vec2(0.5, 0.5);" " coord *= textureSize(ReflectTex);" " color += texture(ReflectTex, coord).rgb/ns;" " }" " fragColor = color*intensity;" "}"); plane_fs.Compile(); plane_prog.AttachShader(plane_vs); plane_prog.AttachShader(plane_fs); plane_prog.Link(); plane_prog.Use(); plane_projection_matrix.BindTo("ProjectionMatrix"); plane_camera_matrix.BindTo("CameraMatrix"); plane_model_matrix.BindTo("ModelMatrix"); Vec3f lightPos(3.0f, 0.5f, 2.0f); Uniform<Vec3f>(plane_prog, "LightPosition").Set(lightPos); Uniform<Vec3f>(plane_prog, "Normal").Set(make_plane.Normal()); plane.Bind(); plane_verts.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_plane.Positions(data); Buffer::Data(Buffer::Target::Array, data); VertexArrayAttrib attr(plane_prog, "Position"); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); } // Texture::Active(1); gl.Bound(Texture::Target::Rectangle, depth_tex) .MinFilter(TextureMinFilter::Linear) .MagFilter(TextureMagFilter::Linear) .WrapS(TextureWrap::ClampToEdge) .WrapT(TextureWrap::ClampToEdge); Texture::Active(0); ProgramUniformSampler(plane_prog, "ReflectTex").Set(0); gl.Bound(Texture::Target::Rectangle, reflect_tex) .MinFilter(TextureMinFilter::Linear) .MagFilter(TextureMagFilter::Linear) .WrapS(TextureWrap::ClampToEdge) .WrapT(TextureWrap::ClampToEdge); gl.Bound(Framebuffer::Target::Draw, fbo) .AttachTexture(FramebufferAttachment::Color, reflect_tex, 0) .AttachTexture(FramebufferAttachment::Depth, depth_tex, 0); shape_vs.Source( "#version 140\n" "uniform vec3 LightPosition;" "uniform mat4 ProjectionMatrix, ModelMatrix, CameraMatrix;" "in vec4 Position;" "in vec3 Normal;" "out vec3 vertNormal;" "out vec3 vertLightDir;" "out vec3 vertLightRefl;" "out vec3 vertViewDir;" "out vec3 vertColor;" "void main()" "{" " gl_Position = ModelMatrix * Position;" " vertLightDir = LightPosition - gl_Position.xyz;" " vertNormal = mat3(ModelMatrix)*Normal;" " vertLightRefl = reflect(" " -normalize(vertLightDir)," " normalize(vertNormal)" " );" " vertViewDir = (vec4(0.0, 0.0, 1.0, 1.0)*CameraMatrix).xyz;" " vertColor = vec3(1, 1, 1) - vertNormal;" " gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;" "}"); shape_vs.Compile(); shape_fs.Source( "#version 140\n" "in vec3 vertNormal;" "in vec3 vertLightDir;" "in vec3 vertLightRefl;" "in vec3 vertViewDir;" "in vec3 vertColor;" "out vec3 fragColor;" "void main()" "{" " float l = length(vertLightDir);" " float d = dot(" " normalize(vertNormal), " " normalize(vertLightDir)" " ) / l;" " float s = dot(" " normalize(vertLightRefl)," " normalize(vertViewDir)" " );" " vec3 lt = vec3(1.0, 1.0, 1.0);" " fragColor = " " vertColor * 0.4 + " " (lt + vertColor)*pow(max(2.5*d, 0.0), 3) + " " lt * pow(max(s, 0.0), 64);" "}"); shape_fs.Compile(); shape_prog.AttachShader(shape_vs); shape_prog.AttachShader(shape_fs); shape_prog.Link(); shape_prog.Use(); shape_projection_matrix.BindTo("ProjectionMatrix"); shape_camera_matrix.BindTo("CameraMatrix"); shape_model_matrix.BindTo("ModelMatrix"); Uniform<Vec3f>(shape_prog, "LightPosition").Set(lightPos); shape.Bind(); shape_verts.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_shape.Positions(data); Buffer::Data(Buffer::Target::Array, data); VertexArrayAttrib attr(shape_prog, "Position"); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); } shape_normals.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_shape.Normals(data); Buffer::Data(Buffer::Target::Array, data); VertexArrayAttrib attr(shape_prog, "Normal"); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); } // gl.ClearColor(0.5f, 0.5f, 0.4f, 0.0f); gl.ClearDepth(1.0f); gl.Enable(Capability::DepthTest); gl.Enable(Capability::CullFace); }
TorusExample(void) : make_torus(1.0, 0.5, 18, 36) , torus_instr(make_torus.Instructions()) , torus_indices(make_torus.Indices()) , transf_prog(make_transf_prog()) , face_prog(make_face_prog()) , frame_prog(make_frame_prog()) , projection_matrix(transf_prog, "ProjectionMatrix") , camera_matrix(transf_prog, "CameraMatrix") , model_matrix(transf_prog, "ModelMatrix") , transf_time(transf_prog, "Time") { transf_prog.Use(); torus.Bind(); 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(transf_prog, "Position"); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); } normals.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_torus.Normals(data); Buffer::Data(Buffer::Target::Array, data); VertexArrayAttrib attr(transf_prog, "Normal"); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); } texcoords.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_torus.TexCoordinates(data); Buffer::Data(Buffer::Target::Array, data); VertexArrayAttrib attr(transf_prog, "TexCoord"); attr.Setup<GLfloat>(n_per_vertex); attr.Enable(); } face_pp.Bind(); face_prog.Use(); face_pp.UseStages(transf_prog).Vertex().Geometry(); face_pp.UseStages(face_prog).Fragment(); frame_pp.Bind(); frame_prog.Use(); frame_pp.UseStages(transf_prog).Vertex().Geometry(); frame_pp.UseStages(frame_prog).Fragment(); gl.Bind(NoProgramPipeline()); gl.Use(NoProgram()); gl.ClearColor(0.7f, 0.6f, 0.5f, 0.0f); gl.ClearDepth(1.0f); gl.Enable(Capability::DepthTest); gl.DepthFunc(CompareFn::Less); gl.FrontFace(make_torus.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); }
static Program make_prog(void) { Program prog; VertexShader vs; vs.Source(StrCRef( "#version 330\n" "in vec3 Position;" "in vec2 TexCoord;" "out vec2 vertTexCoord;" "void main(void)" "{" " gl_Position = vec4(Position, 1.0);" " vertTexCoord = TexCoord;" "}" )).Compile(); prog.AttachShader(vs); GeometryShader gs; gs.Source(StrCRef( "#version 330\n" "#extension GL_ARB_gpu_shader5 : enable\n" "layout(triangles, invocations = 7) in;" "layout(triangle_strip, max_vertices = 21) out;" "uniform mat4 ProjectionMatrix, CameraMatrix;" "mat4 Matrix = ProjectionMatrix * CameraMatrix;" "uniform vec3 CameraPosition;" "in vec2 vertTexCoord[3];" "out gl_PerVertex {" " vec4 gl_Position;" " float gl_ClipDistance[3];" "};" "flat out mat3 geomPositionFront;" "flat out mat3 geomTexCoordFront;" "flat out vec3 geomWFront;" "noperspective out vec3 geomBarycentric;" "out vec3 geomPosition;" "out vec3 geomTexCoord;" "void main(void)" "{" " vec4 world_pos[8*3];" " vec3 tex_coord[8*3];" " vec4 view_pos[8*3];" " vec3 screen_pos[8*3];" " bool front_facing[8];" " int ft = gl_InvocationID+1;" " for(int pass=0; pass!=2; ++pass)" " {" " bool first = pass == 0;" " if(((ft == 0) && first) || (((ft != 0) && !first)))" " {" " for(int v=0; v!=3; ++v)" " {" " int w = 2-v;" " world_pos[0+v] = gl_in[w].gl_Position;" " tex_coord[0+v] = vec3(vertTexCoord[w], 0.0);" " }" " }" " vec4 n = vec4(-0.15 * normalize(cross(" " gl_in[1].gl_Position.xyz-gl_in[0].gl_Position.xyz," " gl_in[2].gl_Position.xyz-gl_in[0].gl_Position.xyz " " )), 0.0);" " if(((ft == 1) && first) || (((ft != 1) && !first)))" " {" " for(int v=0; v!=3; ++v)" " {" " world_pos[3+v] = gl_in[v].gl_Position + n;" " tex_coord[3+v] = vec3(vertTexCoord[v], 1.0);" " }" " }" " for(int v=0; v!=3; ++v)" " {" " int w = (v+1)%3;" " int k = 2+2*v;" " if(((ft == k) && first) || (((ft != k) && !first)))" " {" " world_pos[6+0+v*6] = gl_in[v].gl_Position;" " tex_coord[6+0+v*6] = vec3(vertTexCoord[v], 0.0);" " world_pos[6+1+v*6] = gl_in[w].gl_Position;" " tex_coord[6+1+v*6] = vec3(vertTexCoord[w], 0.0);" " world_pos[6+2+v*6] = gl_in[v].gl_Position + n;" " tex_coord[6+2+v*6] = vec3(vertTexCoord[v], 1.0);" " }" " k = 3+2*v;" " if(((ft == k) && first) || (((ft != k) && !first)))" " {" " world_pos[6+3+v*6] = gl_in[w].gl_Position;" " tex_coord[6+3+v*6] = vec3(vertTexCoord[w], 0.0);" " world_pos[6+4+v*6] = gl_in[w].gl_Position + n;" " tex_coord[6+4+v*6] = vec3(vertTexCoord[w], 1.0);" " world_pos[6+5+v*6] = gl_in[v].gl_Position + n;" " tex_coord[6+5+v*6] = vec3(vertTexCoord[v], 1.0);" " }" " }" " for(int t=first?ft:0; t!=8; ++t)" " {" " if(!first && (t == ft)) continue;" " int o = t*3;" " for(int v=0; v!=3; ++v)" " {" " int w = o+v;" " view_pos[w] = Matrix * world_pos[w];" " screen_pos[w] = view_pos[w].xyz/view_pos[w].w;" " }" " front_facing[t] = cross(" " screen_pos[o+1]-screen_pos[o+0]," " screen_pos[o+2]-screen_pos[o+0] " " ).z < 0.0;" " if(first) break;" " }" " if(first && !front_facing[ft]) return;" " }" " int o = ft*3;" " vec4 clip_plane[3];" " for(int v=0; v!=3; ++v)" " {" " int w = (v+1)%3;" " vec3 p0 = world_pos[o+v].xyz;" " vec3 p1 = world_pos[o+w].xyz;" " vec3 p2 = CameraPosition;" " vec3 pv = normalize(cross(p1-p0, p2-p0));" " clip_plane[v] = vec4(pv, -dot(pv, p0));" " }" " vec3 lo = CameraPosition;" " vec3 p0 = world_pos[o+0].xyz;" " vec3 pu = world_pos[o+1].xyz-p0;" " vec3 pv = world_pos[o+2].xyz-p0;" " vec3 lp = lo-p0;" " float w0 = view_pos[o+0].w;" " float wu = view_pos[o+1].w-w0;" " float wv = view_pos[o+2].w-w0;" " vec3 t0 = tex_coord[o+0];" " vec3 tu = tex_coord[o+1]-t0;" " vec3 tv = tex_coord[o+2]-t0;" " for(int bt=0; bt!=8; ++bt)" " {" " int k = bt*3;" " if((ft != bt) && !front_facing[bt])" " {" " for(int v=0; v!=3; ++v)" " {" " vec3 lt = world_pos[k+v].xyz;" " mat3 im = mat3(lo-lt, pu, pv);" " vec3 ic = inverse(im)*lp;" " float s = ic.y;" " float t = ic.z;" " geomPositionFront[v] = p0+pu*s+pv*t;" " geomTexCoordFront[v] = t0+tu*s+tv*t;" " geomWFront[v] = w0+wu*s+wv*t;" " }" " for(int v=0; v!=3; ++v)" " {" " int w = k+v;" " gl_Position = view_pos[w];" " for(int c=0; c!=3; ++c)" " {" " gl_ClipDistance[c] = dot(" " clip_plane[c]," " world_pos[w]" " );" " }" " geomPosition = world_pos[w].xyz;" " geomTexCoord = tex_coord[w];" " geomBarycentric = vec3(0.0);" " geomBarycentric[v] = 1.0;" " EmitVertex();" " }" " EndPrimitive();" " }" " }" "}" )).Compile(); prog.AttachShader(gs); FragmentShader fs; fs.Source(StrCRef( "#version 330\n" "uniform float Time;" "uniform sampler2D ColorMap;" "uniform sampler2D BumpMap;" "uniform vec3 LightPosition;" "flat in mat3 geomPositionFront;" "flat in mat3 geomTexCoordFront;" "flat in vec3 geomWFront;" "noperspective in vec3 geomBarycentric;" "in vec3 geomPosition;" "in vec3 geomTexCoord;" "out vec3 fragColor;" "vec3 vcdiv(vec3 a, vec3 b)" "{" " return vec3(a.x/b.x, a.y/b.y, a.z/b.z);" "}" "void main(void)" "{" " const vec3 one = vec3(1.0, 1.0, 1.0);" " vec3 bzfv = vcdiv(geomBarycentric,geomWFront);" " vec3 p0 = geomPosition;" " vec3 p1 = (geomPositionFront*bzfv)/dot(one,bzfv);" " vec3 tc0 = geomTexCoord;" " vec3 tc1 = (geomTexCoordFront*bzfv)/dot(one,bzfv);" " ivec2 ts = textureSize(BumpMap, 0);" " int mts = max(ts.x, ts.y);" " vec2 dtc = tc1.xy - tc0.xy;" " float mdtc = max(abs(dtc.x), abs(dtc.y));" " int nsam = max(min(int(mdtc*mts), mts/2), 1);" " float step = 1.0 / nsam;" " for(int s=0; s<=nsam; ++s)" " {" " vec3 tc = mix(tc1, tc0, s*step);" " vec4 bm = texture(BumpMap, tc.xy);" " if(tc.z <= bm.w)" " {" " vec3 p = mix(p1, p0, s*step);" " vec3 ldir = normalize(LightPosition - p);" " float l = max(dot(ldir, bm.xzy), 0.0)*1.3;" " fragColor = texture(ColorMap, tc.xy).rgb*l;" " return;" " }" " }" " discard;" "}" )).Compile(); prog.AttachShader(fs); prog.Link(); prog.Use(); return prog; }