CubeMapExample(void) : shape_instr(make_shape.Instructions()) , shape_indices(make_shape.Indices()) , projection_matrix(prog, "ProjectionMatrix") , camera_matrix(prog, "CameraMatrix") , model_matrix(prog, "ModelMatrix") { // Set the vertex shader source vs.Source( "#version 330\n" "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;" "in vec4 Position;" "in vec3 Normal;" "in vec2 TexCoord;" "out vec3 vertNormal;" "out vec3 vertLightDir;" "out vec3 vertLightRefl;" "out vec3 vertViewDir;" "out vec3 vertViewRefl;" "uniform vec3 LightPos;" "void main(void)" "{" " gl_Position = ModelMatrix * Position;" " vertNormal = mat3(ModelMatrix)*Normal;" " vertLightDir = LightPos - gl_Position.xyz;" " vertLightRefl = reflect(" " -normalize(vertLightDir)," " normalize(vertNormal)" " );" " vertViewDir = (" " vec4(0.0, 0.0, 1.0, 1.0)*" " CameraMatrix" " ).xyz;" " vertViewRefl = reflect(" " normalize(vertViewDir)," " normalize(vertNormal)" " );" " gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;" "}" ); // compile it vs.Compile(); // set the fragment shader source fs.Source( "#version 330\n" "uniform samplerCube TexUnit;" "in vec3 vertNormal;" "in vec3 vertLightDir;" "in vec3 vertLightRefl;" "in vec3 vertViewDir;" "in vec3 vertViewRefl;" "out vec4 fragColor;" "void main(void)" "{" " 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);" " vec3 env = texture(TexUnit, vertViewRefl).rgb;" " fragColor = vec4(" " env * 0.4 + " " (lt + env) * 1.5 * max(d, 0.0) + " " lt * pow(max(s, 0.0), 64), " " 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 shape 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(n_per_vertex, DataType::Float); attr.Enable(); } normals.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_shape.Normals(data); Buffer::Data(Buffer::Target::Array, data); VertexAttribArray attr(prog, "Normal"); attr.Setup(n_per_vertex, DataType::Float); attr.Enable(); } // setup the texture { GLuint tex_side = 256; auto image = images::NewtonFractal( tex_side, tex_side, Vec3f(0.3f, 0.1f, 0.2f), Vec3f(1.0f, 0.8f, 0.9f), Vec2f(-1.0f, -1.0f), Vec2f( 1.0f, 1.0f), images::NewtonFractal::X4Minus1(), images::NewtonFractal::DefaultMixer() ); 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); for(int i=0; i!=6; ++i) Texture::Image2D(Texture::CubeMapFace(i), image); } // typechecked uniform with the exact sampler type // on compilers supporting strongly typed enums // you can use: //Typechecked<Uniform<SLtoCpp<SLDataType::SamplerCube>>>(prog, "TexUnit").Set(0); // without strongly typed enums you need to do: typedef SLtoCpp<OGLPLUS_CONST_ENUM_VALUE(SLDataType::SamplerCube)> GLSLsamplerCube; Typechecked<Uniform<GLSLsamplerCube>>(prog, "TexUnit").Set(0); // Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(3.0f, 5.0f, 4.0f)); // gl.ClearColor(0.2f, 0.05f, 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); }
ShadowVolExample(const ExampleParams& params) : shape_instr(make_shape.Instructions()) , shape_indices(make_shape.Indices()) , shape_vs(ShaderType::Vertex, ObjectDesc("Shape vertex")) , depth_vs(ShaderType::Vertex, ObjectDesc("Depth vertex")) , light_vs(ShaderType::Vertex, ObjectDesc("Light vertex")) , depth_gs(ShaderType::Geometry, ObjectDesc("Depth geometry")) , light_gs(ShaderType::Geometry, ObjectDesc("Light geometry")) , shape_fs(ShaderType::Fragment, ObjectDesc("Shape fragment")) , depth_fs(ShaderType::Fragment, ObjectDesc("Depthfragment")) , light_fs(ShaderType::Fragment, ObjectDesc("Light fragment")) , shape_prog(ObjectDesc("Shape")) , depth_prog(ObjectDesc("Depth")) , light_prog(ObjectDesc("Light")) , tex_side(128) , sample_count(params.HighQuality()?1024:128) { shape_vs.Source( "#version 330\n" "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;" "in vec4 Position;" "in vec3 Normal;" "in vec2 TexCoord;" "out vec3 vertNormal;" "out vec3 vertLightDir;" "out vec3 vertLightRefl;" "out vec3 vertViewDir;" "out vec3 vertViewRefl;" "uniform vec3 LightPos;" "void main(void)" "{" " gl_Position = ModelMatrix * Position;" " vertNormal = mat3(ModelMatrix)*Normal;" " vertLightDir = LightPos - gl_Position.xyz;" " vertLightRefl = reflect(" " -normalize(vertLightDir)," " normalize(vertNormal)" " );" " vertViewDir = (vec4(0.0, 0.0, 1.0, 1.0)* CameraMatrix).xyz;" " vertViewRefl = reflect(" " normalize(vertViewDir)," " normalize(vertNormal)" " );" " gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;" "}" ); shape_vs.Compile(); shape_fs.Source( "#version 330\n" "in vec3 vertNormal;" "in vec3 vertLightDir;" "in vec3 vertLightRefl;" "in vec3 vertViewDir;" "in vec3 vertViewRefl;" "out vec4 fragColor;" "void main(void)" "{" " float l = length(vertLightDir);" " float d = dot(" " normalize(vertNormal), " " normalize(vertLightDir)" " ) / l;" " float s = dot(" " normalize(vertLightRefl)," " normalize(vertViewDir)" " );" " vec3 ambi = vec3(0.6, 0.3, 0.5);" " vec3 diff = vec3(0.9, 0.7, 0.8);" " vec3 spec = vec3(1.0, 0.9, 0.95);" " fragColor = vec4(" " ambi * 0.3 + " " diff * 0.7 * max(d, 0.0) + " " spec * pow(max(s, 0.0), 64), " " 1.0" " );" "}" ); shape_fs.Compile(); shape_prog.AttachShader(shape_vs); shape_prog.AttachShader(shape_fs); shape_prog.Link(); depth_vs.Source( "#version 330\n" "uniform mat4 ModelMatrix;" "uniform vec3 LightPos;" "in vec4 Position;" "void main(void)" "{" " gl_Position = " " mat4(" " 1.0, 0.0, 0.0, -LightPos.x," " 0.0, 1.0, 0.0, -LightPos.y," " 0.0, 0.0, 1.0, -LightPos.z," " 0.0, 0.0, 0.0, 1.0" " )*" " ModelMatrix *" " mat4(" " 10.0, 0.0, 0.0, 0.0," " 0.0, 10.0, 0.0, 0.0," " 0.0, 0.0, 10.0, 0.0," " 0.0, 0.0, 0.0, 1.0 " " )*" " Position;" "}" ); depth_vs.Compile(); depth_gs.Source( "#version 330\n" "layout(triangles) in;" "layout(triangle_strip, max_vertices = 18) out;" "uniform mat4 ProjectionMatrix;" "const mat4 CubeFaceMatrix[6] = mat4[6](" " mat4(" " 0.0, 0.0, -1.0, 0.0," " 0.0, -1.0, 0.0, 0.0," " -1.0, 0.0, 0.0, 0.0," " 0.0, 0.0, 0.0, 1.0 " " ), mat4(" " 0.0, 0.0, 1.0, 0.0," " 0.0, -1.0, 0.0, 0.0," " 1.0, 0.0, 0.0, 0.0," " 0.0, 0.0, 0.0, 1.0 " " ), mat4(" " 1.0, 0.0, 0.0, 0.0," " 0.0, 0.0, -1.0, 0.0," " 0.0, 1.0, 0.0, 0.0," " 0.0, 0.0, 0.0, 1.0 " " ), mat4(" " 1.0, 0.0, 0.0, 0.0," " 0.0, 0.0, 1.0, 0.0," " 0.0, -1.0, 0.0, 0.0," " 0.0, 0.0, 0.0, 1.0 " " ), 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 " " ), 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(gl_Layer=0; gl_Layer!=6; ++gl_Layer)" " {" " for(int i=0; i!=3; ++i)" " {" " gl_Position = " " ProjectionMatrix *" " CubeFaceMatrix[gl_Layer]*" " gl_in[i].gl_Position;" " EmitVertex();" " }" " EndPrimitive();" " }" "}" ); depth_gs.Compile(); depth_fs.Source( "#version 330\n" "void main(void)" "{" " gl_FragDepth = gl_FragCoord.z;" "}" ); depth_fs.Compile(); depth_prog.AttachShader(depth_vs); depth_prog.AttachShader(depth_gs); depth_prog.AttachShader(depth_fs); depth_prog.Link(); depth_prog.Use(); Uniform<Mat4f>(depth_prog, "ProjectionMatrix").Set( CamMatrixf::PerspectiveX( RightAngles(1.0), 1.0, 0.1, 10.0 ) ); // bind the VAO for the shape shape.Bind(); shape_positions.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(VertexAttribArray::QueryCommonLocation( "Position", location, shape_prog, depth_prog )) { VertexAttribArray shape_attr(location); shape_attr.Setup(n_per_vertex, DataType::Float); shape_attr.Enable(); } else assert(!"Inconsistent 'Position' location"); } 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(); VertexAttribArray attr(shape_prog, "Normal"); attr.Setup(n_per_vertex, DataType::Float); attr.Enable(); } light_vs.Source( "#version 330\n" "in vec3 Position;" "out float vertZOffs;" "uniform vec3 LightPos;" "uniform int SampleCount;" "void main(void)" "{" " float hp = (SampleCount-1) * 0.5;" " vertZOffs = (gl_InstanceID - hp)/hp;" " gl_Position = vec4(Position + LightPos, 1.0);" "}" ); light_vs.Compile(); light_gs.Source( "#version 330\n" "layout(points) in;" "layout(triangle_strip, max_vertices = 4) out;" "in float vertZOffs[];" "out vec4 geomPosition;" "uniform mat4 CameraMatrix, ProjectionMatrix;" "uniform vec3 ViewX, ViewY, ViewZ;" "uniform float LightVolSize;" "void main(void)" "{" " float zo = vertZOffs[0];" " float yo[2] = float[2](-1.0, 1.0);" " float xo[2] = float[2](-1.0, 1.0);" " for(int j=0;j!=2;++j)" " for(int i=0;i!=2;++i)" " {" " geomPosition = vec4(" " gl_in[0].gl_Position.xyz+" " ViewX * xo[i] * LightVolSize+" " ViewY * yo[j] * LightVolSize+" " ViewZ * zo * LightVolSize," " 1.0" " );" " gl_Position = " " ProjectionMatrix *" " CameraMatrix *" " geomPosition;" " EmitVertex();" " }" " EndPrimitive();" "}" ); light_gs.Compile(); light_fs.Source( "#version 330\n" "in vec4 geomPosition;" "out vec4 fragColor;" "uniform samplerCubeShadow ShadowMap;" "uniform int SampleCount;" "uniform vec3 LightPos;" "void main(void)" "{" " vec3 LightDir = geomPosition.xyz - LightPos;" " vec4 ShadowCoord = vec4(" " normalize(LightDir)," " length(LightDir)" " );" " float s = texture(ShadowMap, ShadowCoord);" " float alpha = s / (SampleCount * pow(length(LightDir), 2));" " fragColor = vec4(1.0, 1.0, 1.0, alpha);" "}" ); light_fs.Compile(); light_prog.AttachShader(light_vs); light_prog.AttachShader(light_gs); light_prog.AttachShader(light_fs); light_prog.Link(); light_prog.Use(); // bind the VAO for the light volume light.Bind(); // bind the VBO for the light volume plane positions light_positions.Bind(Buffer::Target::Array); { GLfloat position[3] = {0.0, 0.0, 0.0}; Buffer::Data(Buffer::Target::Array, 3, position); VertexAttribArray attr(light_prog, "Position"); attr.Setup(3, DataType::Float); attr.Enable(); } Uniform<GLint>(light_prog, "SampleCount").Set(sample_count); Uniform<GLfloat>(light_prog, "LightVolSize").Set(4); UniformSampler(light_prog, "ShadowMap").Set(0); // Setup the texture and the offscreen FBO Texture::Active(0); { auto bound_tex = Bind(depth_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); bound_tex.CompareFunc(CompareFunction::LEqual); bound_tex.CompareMode( TextureCompareMode::CompareRefToTexture ); for(int i=0; i!=6; ++i) { Texture::Image2D( Texture::CubeMapFace(i), 0, PixelDataInternalFormat::DepthComponent, tex_side, tex_side, 0, PixelDataFormat::DepthComponent, PixelDataType::Float, nullptr ); } auto bound_fbo = Bind( depth_fbo, Framebuffer::Target::Draw ); bound_fbo.AttachTexture( FramebufferAttachment::Depth, depth_tex, 0 ); } // gl.ClearColor(0.2f, 0.05f, 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); gl.BlendFunc(BlendFunction::SrcAlpha, BlendFunction::One); }