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()) , 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() : 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()); }