コード例 #1
0
ShadowCasterShader::ShadowCasterShader() {
    MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GL330);

    const Utility::Resource rs{"shadow-data"};

    GL::Shader vert{GL::Version::GL330, GL::Shader::Type::Vertex};
    GL::Shader frag{GL::Version::GL330, GL::Shader::Type::Fragment};

    vert.addSource(rs.get("ShadowCaster.vert"));
    frag.addSource(rs.get("ShadowCaster.frag"));

    CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));

    attachShaders({vert, frag});

    CORRADE_INTERNAL_ASSERT_OUTPUT(link());

    _transformationMatrixUniform = uniformLocation("transformationMatrix");
}
コード例 #2
0
TexturedTriangleShader::TexturedTriangleShader() {
    MAGNUM_ASSERT_VERSION_SUPPORTED(Version::GL330);

    const Utility::Resource rs{"textured-triangle-data"};

    Shader vert{Version::GL330, Shader::Type::Vertex};
    Shader frag{Version::GL330, Shader::Type::Fragment};

    vert.addSource(rs.get("TexturedTriangleShader.vert"));
    frag.addSource(rs.get("TexturedTriangleShader.frag"));

    CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag}));

    attachShaders({vert, frag});

    CORRADE_INTERNAL_ASSERT_OUTPUT(link());

    _colorUniform = uniformLocation("color");

    setUniform(uniformLocation("textureData"), TextureLayer);
}
コード例 #3
0
AreaLightsExample::AreaLightsExample(const Arguments& arguments): Platform::Application{arguments, NoCreate} {
    /* Try to create multisampled context, but be nice and fall back if not
       available. Enable only 2x MSAA if we have enough DPI. */
    {
        const Vector2 dpiScaling = this->dpiScaling({});
        Configuration conf;
        conf.setTitle("Magnum Area Lights Example")
            .setSize(conf.size(), dpiScaling);
        GLConfiguration glConf;
        glConf.setSampleCount(dpiScaling.max() < 2.0f ? 8 : 2);
        if(!tryCreate(conf, glConf))
            create(conf, glConf.setSampleCount(0));
    }

    /* Make it all DARK, eanble face culling so one-sided lights are properly
       visualized */
    GL::Renderer::enable(GL::Renderer::Feature::FaceCulling);
    GL::Renderer::setClearColor(0x000000_rgbf);

    /* Setup the plane mesh, which will be used for both the floor and light
       visualization */
    _vertices = GL::Buffer{};
    _vertices.setData(LightVertices, GL::BufferUsage::StaticDraw);
    _plane = GL::Mesh{};
    _plane.setPrimitive(GL::MeshPrimitive::TriangleFan)
        .addVertexBuffer(_vertices, 0, Shaders::Generic3D::Position{}, Shaders::Generic3D::Normal{})
        .setCount(Containers::arraySize(LightVertices));

    /* Setup project and floor plane tranformation matrix */
    _projection = Matrix4::perspectiveProjection(60.0_degf, 4.0f/3.0f, 0.1f, 50.0f);
    _transformation = Matrix4::rotationX(-90.0_degf)*Matrix4::scaling(Vector3{25.0f});

    /* Load LTC matrix and BRDF textures */
    PluginManager::Manager<Trade::AbstractImporter> manager;
    Containers::Pointer<Trade::AbstractImporter> importer = manager.loadAndInstantiate("DdsImporter");
    if(!importer) std::exit(1);

    const Utility::Resource rs{"arealights-data"};
    if(!importer->openData(rs.getRaw("ltc_amp.dds")))
        std::exit(2);

    /* Set texture data and parameters */
    Containers::Optional<Trade::ImageData2D> image = importer->image2D(0);
    CORRADE_INTERNAL_ASSERT(image);
    _ltcAmp = GL::Texture2D{};
    _ltcAmp.setWrapping(GL::SamplerWrapping::ClampToEdge)
        .setMagnificationFilter(GL::SamplerFilter::Linear)
        .setMinificationFilter(GL::SamplerFilter::Linear)
        .setStorage(1, GL::TextureFormat::RG32F, image->size())
        .setSubImage(0, {}, *image);

    if(!importer->openData(rs.getRaw("ltc_mat.dds")))
        std::exit(2);

    /* Set texture data and parameters */
    image = importer->image2D(0);
    CORRADE_INTERNAL_ASSERT(image);
    _ltcMat = GL::Texture2D{};
    _ltcMat.setWrapping(GL::SamplerWrapping::ClampToEdge)
        .setMagnificationFilter(GL::SamplerFilter::Linear)
        .setMinificationFilter(GL::SamplerFilter::Linear)
        .setStorage(1, GL::TextureFormat::RGBA32F, image->size())
        .setSubImage(0, {}, *image);

    /* Compile shaders */
    _areaLightShader = AreaLightShader{};
    _flatShader = Shaders::Flat3D{};

    /* Create the UI */
    _ui.emplace(Vector2{windowSize()}/dpiScaling(), windowSize(), framebufferSize(), Ui::mcssDarkStyleConfiguration(), "ƒ₀");
    Interconnect::connect(*_ui, &Ui::UserInterface::inputWidgetFocused, *this, &AreaLightsExample::startTextInput);
    Interconnect::connect(*_ui, &Ui::UserInterface::inputWidgetBlurred, *this, &AreaLightsExample::stopTextInput);

    /* Base UI plane */
    _baseUiPlane.emplace(*_ui);
    Interconnect::connect(_baseUiPlane->metalness, &Ui::Input::valueChanged, *this, &AreaLightsExample::enableApplyButton);
    Interconnect::connect(_baseUiPlane->roughness, &Ui::Input::valueChanged, *this, &AreaLightsExample::enableApplyButton);
    Interconnect::connect(_baseUiPlane->f0, &Ui::Input::valueChanged, *this, &AreaLightsExample::enableApplyButton);
    Interconnect::connect(_baseUiPlane->apply, &Ui::Button::tapped, *this, &AreaLightsExample::apply);
    Interconnect::connect(_baseUiPlane->reset, &Ui::Button::tapped, *this, &AreaLightsExample::reset);

    /* Apply the default values */
    apply();
}