void render(const example_state_view& state)
	override
	{
		rad += radians_(0.5f*state.frame_duration().value());

		current_buf = (current_buf+1)%2;

		gl.uniform(
			prog.light_pos,
			vec3(cos(rad)*4, sin(rad)*4, 8)
		);

		gl.uniform(
			prog.modelview,
			matrix_rotation_x(rad*1)*
			matrix_rotation_y(rad*2)*
			matrix_rotation_z(rad*3)
		);

		// draw into the texture
		gl.bind(GL.draw_framebuffer, rnd_tex.fbos[current_buf]);
		gl.viewport(tex_side, tex_side);

		GLfloat s = 0.5f;

		gl.uniform(
			prog.projection,
			oglplus::matrix_perspective(-s,+s, -s,+s, 1.0f, 5)*
			oglplus::matrix_translation(0,0,-2)
		);

		gl.clear(GL.color_buffer_bit|GL.depth_buffer_bit);
		gl.draw_arrays(GL.triangles, 0, 6 * 2 * 3);

		// draw on screen
		gl.bind(GL.draw_framebuffer, default_framebuffer);
		gl.viewport(state.width(), state.height());

		gl.uniform(prog.cube_tex, GLint(current_buf));

		GLfloat h = 0.55f;
		GLfloat w = h*state.aspect();

		gl.uniform(
			prog.projection,
			oglplus::matrix_perspective(-w,+w, -h,+h, 1, 3)*
			oglplus::matrix_translation(0,0,-2)
		);

		gl.clear(GL.color_buffer_bit|GL.depth_buffer_bit);
		gl.draw_arrays(GL.triangles, 0, 6 * 2 * 3);

	}
Esempio n. 2
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	void render(const example_state_view& /*state*/)
	override
	{
		gl.draw_arrays(GL.triangle_strip, 0, 4);
	}