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); }
example_texgen(void) : scale(1.0f) , aspect(1.0f) { gl.uniform(erg.scale_loc, scale, scale); gl.disable(GL.depth_test); }
void user_idle(const example_state_view& state) override { if(state.user_idle_time() > seconds_(1)) { const float t = value(state.frame_duration())*60; scale *= std::pow(1.f+0.05f*t, scale_dir); if(scale < min_scale) { scale_dir *= -1.f; ofs_x_dir *= -1.f; ofs_y_dir *= ofs_x_dir; scale = min_scale; } if(scale > max_scale) { scale_dir *= -1.f; ofs_y_dir *= -1.f; ofs_x_dir *= ofs_y_dir; scale = max_scale; } offset_x += ofs_x_dir*t*scale/30; offset_y += ofs_y_dir*t*scale/30; gl.uniform(prog.offset_loc, offset_x, offset_y); gl.uniform(prog.scale_loc, scale*aspect, scale); } }
void resize(const example_state_view& state) override { gl.viewport(state.width(), state.height()); aspect = state.aspect(); gl.uniform(prog.scale_loc, scale*aspect, scale); }
void pointer_scrolling(const example_state_view& state) override { scale *= float(std::pow(2,-state.norm_delta_pointer_z())); if(scale < min_scale) scale = min_scale; if(scale > max_scale) scale = max_scale; gl.uniform(erg.scale_loc, scale*aspect, scale); }
void set_projection(const example_state_view& state) { auto projection = matrix_perspective::y( right_angle_(), state.aspect(), 0.5f, 50.f )*matrix_orbiting_y_up( vec3(), smooth_lerp(1.5f, 5.0f, cam_orbit), turns_(cam_turns), smooth_oscillate(radians_(1.5f), cam_pitch) ); gl.use(light_prog); gl.uniform(light_prog.projection, projection); gl.use(erase_prog); gl.uniform(erase_prog.projection, projection); }
void pointer_motion(const example_state_view& state) override { if(state.pointer_dragging()) { offset_x -= 2*state.norm_delta_pointer_x()*scale; offset_y -= 2*state.norm_delta_pointer_y()*scale; gl.uniform(prog.offset_loc, offset_x, offset_y); } }
void user_idle(const example_state_view& state) override { if(state.user_idle_time() > seconds_(1)) { using namespace eagine::math; float new_sc = float(smooth_lerp( min_scale, max_scale, value(state.exec_time())*0.4f )); scale = interpolate_linear(new_sc, scale, 0.9f); gl.uniform(erg.scale_loc, scale, scale); } }
void user_idle(const example_state_view& state) override { if(state.user_idle_time() > seconds_(1)) { const float s = value(state.frame_duration())*60; const float dest_offset_x = -0.525929f; const float dest_offset_y = -0.668547f; const float c = 0.02f * s; offset_x = c*dest_offset_x + (1-c)*offset_x; offset_y = c*dest_offset_y + (1-c)*offset_y; scale *= (1-0.01f*s); if(scale < min_scale) scale = min_scale; gl.uniform(offset_loc, offset_x, offset_y); gl.uniform(scale_loc, scale*aspect, scale); } }
void render(const example_state_view& state) override { gl.use(erase_prog); gl.disable(GL.depth_test); background.use(); background.draw(); shp_turns += 0.1f*state.frame_duration().value(); gl.use(light_prog); gl.uniform( light_prog.modelview, matrix_rotation_x(turns_(shp_turns)/1)* matrix_rotation_y(turns_(shp_turns)/2)* matrix_rotation_z(turns_(shp_turns)/3) ); gl.clear(GL.depth_buffer_bit); gl.enable(GL.depth_test); shape.use(); shape.draw(); }
example_mandelbrot(void) : offset_x(-0.5f) , offset_y(0.0f) , scale(1.0f) , aspect(1.0f) { shader vs(GL.vertex_shader); vs.source(glsl_literal( "#version 130\n" "uniform vec2 Offset;\n" "uniform vec2 Scale;\n" "in vec2 Position;\n" "in vec2 Coord;\n" "out vec2 vertCoord;\n" "void main(void)\n" "{\n" " vertCoord = Coord*Scale+Offset;\n" " gl_Position = vec4(Position, 0.0, 1.0);\n" "}\n" )); vs.compile(); shader fs(GL.fragment_shader); fs.source(glsl_literal( "#version 130\n" "uniform sampler1D gradient;\n" "in vec2 vertCoord;\n" "out vec4 fragColor;\n" "void main(void)\n" "{\n" " vec2 z = vec2(0.0, 0.0);\n" " vec2 c = vertCoord;\n" " int i = 0, max = 256;\n" " while((i != max) && (distance(z, c) < 2.0))\n" " {\n" " vec2 zn = vec2(\n" " z.x * z.x - z.y * z.y + c.x,\n" " 2.0 * z.x * z.y + c.y\n" " );\n" " z = zn;\n" " ++i;\n" " }\n" " float a = float(i)/float(max);\n" " fragColor = texture(gradient, a+sqrt(length(c))*0.1);\n" "} \n" )); fs.compile(); prog.attach(vs); prog.attach(fs); prog.link(); gl.use(prog); gl.query_location(offset_loc, prog, "Offset"); gl.query_location(scale_loc, prog, "Scale"); gl.uniform(offset_loc, offset_x, offset_y); gl.bind(vao); GLfloat position_data[4*2] = { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }; gl.bind(GL.array_buffer, positions); gl.buffer_data(GL.array_buffer, position_data, GL.static_draw); vertex_attrib_location va_p; gl.query_location(va_p, prog, "Position"); gl.vertex_array_attrib_pointer( va_p, 2, GL.float_, false, 0, nullptr ); gl.enable_vertex_array_attrib(va_p); GLfloat coord_data[4*2] = { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }; gl.bind(GL.array_buffer, coords); gl.buffer_data(GL.array_buffer, coord_data, GL.static_draw); vertex_attrib_location va_c; gl.query_location(va_c, prog, "Coord"); gl.vertex_array_attrib_pointer( va_c, 2, GL.float_, false, 0, nullptr ); gl.enable_vertex_array_attrib(va_c); GLfloat gradient_data[8*3]; for(int i=0; i<8*3; ++i) { gradient_data[i] = (std::rand() % 10000) / 10000.f; } gl.bind(GL.texture_1d, gradient); gl.texture_min_filter(GL.texture_1d, GL.linear); gl.texture_mag_filter(GL.texture_1d, GL.linear); gl.texture_wrap( GL.texture_1d, GL.texture_wrap_s, GL.repeat ); gl.texture_image_1d( GL.texture_1d, 0, GL.rgb, 8, 0, GL.rgb, GL.float_, const_memory_block{gradient_data} ); gl.disable(GL.depth_test); }