예제 #1
0
	TorusExample(void)
	 : make_torus(1.0, 0.5, 36, 24)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , prog(make_prog())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		Uniform<Vec4f>(prog, "ClipPlane").Set(0.f, 0.f, 1.f, 0.f);

		// bind the VAO for the torus
		torus.Bind();

		// bind the VBO for the torus vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexArrayAttrib attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the torus UV-coordinates
		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.TexCoordinates(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexArrayAttrib attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}
		//
		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.FrontFace(make_torus.FaceWinding());
		gl.Enable(Capability::DepthTest);
		gl.Enable(Functionality::ClipDistance, 0);
	}
예제 #2
0
	TorusExample(void)
	 : make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source and compile it
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"out vec2 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		).Compile();

		// set the fragment shader source and compile it
		fs.Source(
			"#version 330\n"
			"uniform sampler2D TexUnit;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = sqrt(length(vertLight));"
			"	float d = l > 0? dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	float i = 0.2 + 3.2*max(d, 0.0);"
			"	fragColor = texture(TexUnit, vertTexCoord)*i;"
			"}"
		).Compile();

		// attach the shaders to the program
		prog.AttachShader(vs).AttachShader(fs);
		// link and use it
		prog.Link().Use();

		// bind the VAO for the torus
		torus.Bind();

		// bind the VBO for the torus vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the torus normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the torus texture coordinates
		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.TexCoordinates(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the texture
		Texture::Target tex_tgt = Texture::Target::_2D;
		tex.Bind(tex_tgt);
		{
			GLuint s = 256;
			std::vector<GLubyte> tex_data(s*s);
			for(GLuint v=0;v!=s;++v)
				for(GLuint u=0;u!=s;++u)
					tex_data[v*s+u] = rand() % 0x100;
			Texture::Image2D(
				tex_tgt,
				0,
				PixelDataInternalFormat::Red,
				s, s,
				0,
				PixelDataFormat::Red,
				PixelDataType::UnsignedByte,
				tex_data.data()
			);
			Texture::MinFilter(tex_tgt, TextureMinFilter::Linear);
			Texture::MagFilter(tex_tgt, TextureMagFilter::Linear);
			Texture::WrapS(tex_tgt, TextureWrap::Repeat);
			Texture::WrapT(tex_tgt, TextureWrap::Repeat);
			Texture::SwizzleG(tex_tgt, TextureSwizzle::Red);
			Texture::SwizzleB(tex_tgt, TextureSwizzle::Red);
		}
		// typechecked uniform with exact data type
		// on compilers supporting strongly typed enums
		// you can use:
		//Typechecked<Uniform<SLtoCpp<SLDataType::Sampler2D>>>(prog, "TexUnit").Set(0);
		// without strongly typed enums you need to do:
		typedef SLtoCpp<OGLPLUS_CONST_ENUM_VALUE(SLDataType::Sampler2D)> GLSLsampler2D;
		Typechecked<Uniform<GLSLsampler2D>>(prog, "TexUnit").Set(0);

		//
		Uniform<Vec3f>(prog, "LightPos").Set(4.0f, 4.0f, -8.0f);

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_torus.FaceWinding());
		gl.CullFace(Face::Back);
	}
예제 #3
0
	TorusExample(void)
	 : make_torus(1.0, 0.5, 18, 36)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , transf_prog(make_transf_prog())
	 , face_prog(make_face_prog())
	 , frame_prog(make_frame_prog())
	 , projection_matrix(transf_prog, "ProjectionMatrix")
	 , camera_matrix(transf_prog, "CameraMatrix")
	 , model_matrix(transf_prog, "ModelMatrix")
	 , transf_time(transf_prog, "Time")
	{
		transf_prog.Use();
		torus.Bind();
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);

			VertexArrayAttrib attr(transf_prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);

			VertexArrayAttrib attr(transf_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);

			VertexArrayAttrib attr(transf_prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		face_pp.Bind();
		face_prog.Use();
		face_pp.UseStages(transf_prog).Vertex().Geometry();
		face_pp.UseStages(face_prog).Fragment();


		frame_pp.Bind();
		frame_prog.Use();
		frame_pp.UseStages(transf_prog).Vertex().Geometry();
		frame_pp.UseStages(frame_prog).Fragment();

		gl.Bind(NoProgramPipeline());
		gl.Use(NoProgram());

		gl.ClearColor(0.7f, 0.6f, 0.5f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.DepthFunc(CompareFn::Less);
		gl.FrontFace(make_torus.FaceWinding());
	}
예제 #4
0
	FBTexExample(void)
	 : make_cube()
	 , cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , cube_fs(ObjectDesc("Cube fragment"))
	 , torus_fs(ObjectDesc("Torus fragment"))
	 , torus_projection_matrix(torus_prog, "ProjectionMatrix")
	 , torus_camera_matrix(torus_prog, "CameraMatrix")
	 , torus_model_matrix(torus_prog, "ModelMatrix")
	 , cube_projection_matrix(cube_prog, "ProjectionMatrix")
	 , cube_camera_matrix(cube_prog, "CameraMatrix")
	 , cube_model_matrix(cube_prog, "ModelMatrix")
	 , tex_side(512)
	 , width(tex_side)
	 , height(tex_side)
	{
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"out vec2 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLight = LightPos-gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		vs.Compile();

		cube_fs.Source(
			"#version 330\n"
			"uniform sampler2D TexUnit;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = sqrt(length(vertLight));"
			"	float d = l > 0? dot(vertNormal, normalize(vertLight)) / l : 0.0;"
			"	float i = 0.6 + max(d, 0.0);"
			"	fragColor = texture(TexUnit, vertTexCoord)*i;"
			"}"
		);
		cube_fs.Compile();

		cube_prog.AttachShader(vs);
		cube_prog.AttachShader(cube_fs);
		cube_prog.Link();
		cube_prog.Use();

		cube.Bind();

		cube_verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(cube_prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		cube_normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(cube_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		cube_texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(cube_prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		UniformSampler(cube_prog, "TexUnit").Set(0);
		Uniform<Vec3f>(cube_prog, "LightPos").Set(4.0f, 4.0f, -8.0f);

		torus_fs.Source(
			"#version 330\n"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float d = dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	);"
			"	float i = ("
			"		int(vertTexCoord.x*18) % 2+"
			"		int(vertTexCoord.y*14) % 2"
			"	) % 2;"
			"	float c = (0.4 + max(d, 0.0))*(1-i/2);"
			"	fragColor = vec4(c, c, c, 1.0);"
			"}"
		);
		torus_fs.Compile();

		torus_prog.AttachShader(vs);
		torus_prog.AttachShader(torus_fs);
		torus_prog.Link();
		torus_prog.Use();

		torus.Bind();

		torus_verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(torus_prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		torus_normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(torus_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		torus_texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(torus_prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		Uniform<Vec3f>(torus_prog, "LightPos").Set(2.0f, 3.0f, 4.0f);

		{
			auto bound_tex = Bind(tex, Texture::Target::_2D);
			bound_tex.Image2D(
				0,
				PixelDataInternalFormat::RGBA,
				tex_side, tex_side,
				0,
				PixelDataFormat::RGBA,
				PixelDataType::UnsignedByte,
				nullptr
			);
			bound_tex.MinFilter(TextureMinFilter::Linear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::Repeat);
			bound_tex.WrapT(TextureWrap::Repeat);
		}

		{
			auto bound_fbo = Bind(
				fbo,
				Framebuffer::Target::Draw
			);
			auto bound_rbo = Bind(
				rbo,
				Renderbuffer::Target::Renderbuffer
			);
			bound_rbo.Storage(
				PixelDataInternalFormat::DepthComponent,
				tex_side,
				tex_side
			);
			bound_fbo.AttachTexture(
				FramebufferAttachment::Color,
				tex,
				0
			);
			bound_fbo.AttachRenderbuffer(
				FramebufferAttachment::Depth,
				rbo
			);
		}

		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);
	}
예제 #5
0
	TorusExample(void)
	 : make_torus(1.0, 0.5, 36, 24)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , make_plane(make_plane_builders())
	 , plane_instr(make_plane[0].Instructions())
	 , plane_indices(make_plane[0].Indices())
	 , torus_vs(ShaderType::Vertex, ObjectDesc("Torus vertex"))
	 , plane_vs(ShaderType::Vertex, ObjectDesc("Plane vertex"))
	 , torus_fs(ShaderType::Fragment, ObjectDesc("Torus fragment"))
	 , plane_fs(ShaderType::Fragment, ObjectDesc("Plane fragment"))
	 , torus_prog(ObjectDesc("Torus"))
	 , plane_prog(ObjectDesc("Plane"))
	 , plane_normal(plane_prog, "Normal")
	 , plane_camera_matrix(plane_prog, "CameraMatrix")
	 , torus_camera_matrix(torus_prog, "CameraMatrix")
	 , torus_model_matrix(torus_prog, "ModelMatrix")
	 , plane(make_plane.size())
	 , plane_positions(make_plane.size())
	{
		std::stringstream plane_count_def;
		plane_count_def <<"#define PlaneCount "<<plane.size()<<'\n';

		const GLchar* torus_vs_source[3] = {
			"#version 330\n",
			plane_count_def.str().c_str(),
			"uniform mat4 ProjectionMatrix, ModelMatrix, CameraMatrix;"
			"uniform float ClipSign[PlaneCount];"
			"uniform vec4 ClipPlane[PlaneCount];"
			"in vec4 Position;"
			"in vec2 TexCoord;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = "
			"		ModelMatrix *"
			"		Position;"
			"	for(int p=0; p!=PlaneCount; ++p)"
			"	{"
			"		gl_ClipDistance[p] = "
			"			ClipSign[p]* "
			"			dot(ClipPlane[p], gl_Position);"
			"	}"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		gl_Position;"
			"}"
		};
		torus_vs.Source(torus_vs_source, 3);
		torus_vs.Compile();

		torus_fs.Source(
			"#version 330\n"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float i = ("
			"		int(vertTexCoord.x*36) % 2+"
			"		int(vertTexCoord.y*24) % 2"
			"	) % 2;"
			"	fragColor = vec4(1-i/2, 1-i/2, 1-i/2, 1.0);"
			"}"
		);
		torus_fs.Compile();

		torus_prog.AttachShader(torus_vs);
		torus_prog.AttachShader(torus_fs);
		torus_prog.Link();
		torus_prog.Use();

		// bind the VAO for the torus
		torus.Bind();

		// bind the VBO for the torus vertices
		torus_positions.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(torus_prog, "Position");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		// bind the VBO for the torus UV-coordinates
		torus_texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.TexCoordinates(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(torus_prog, "TexCoord");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		const GLchar* plane_vs_source[3] = {
			"#version 330\n",
			plane_count_def.str().c_str(),
			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"uniform float ClipSign[PlaneCount];"
			"uniform vec4 ClipPlane[PlaneCount];"
			"uniform vec3 Normal;"
			"in vec4 Position;"
			"out vec3 vertColor;"
			"void main(void)"
			"{"
			"	gl_Position = Position;"
			"	for(int p=0; p!=PlaneCount; ++p)"
			"	{"
			"		gl_ClipDistance[p] = "
			"			ClipSign[p]* "
			"			dot(ClipPlane[p], gl_Position);"
			"	}"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		gl_Position;"
			"	vertColor = normalize("
			"		abs(Normal) + "
			"		0.4*Position.xyz"
			"	);"
			"}"
		};
		plane_vs.Source(plane_vs_source, 3);
		plane_vs.Compile();

		plane_fs.Source(
			"#version 330\n"
			"in vec3 vertColor;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	fragColor = vec4(vertColor, 0.7);"
			"}"
		);
		plane_fs.Compile();

		plane_prog.AttachShader(plane_vs);
		plane_prog.AttachShader(plane_fs);
		plane_prog.Link();
		plane_prog.Use();


		ProgramUniform<Vec4f> torus_clip_plane(torus_prog, "ClipPlane");
		ProgramUniform<Vec4f> plane_clip_plane(plane_prog, "ClipPlane");
		ProgramUniform<GLfloat> torus_clip_sign(torus_prog, "ClipSign");
		ProgramUniform<GLfloat> plane_clip_sign(plane_prog, "ClipSign");
		for(std::size_t p=0; p!=plane.size(); ++p)
		{
			plane[p].Bind();

			plane_positions[p].Bind(Buffer::Target::Array);
			{
				std::vector<GLfloat> data;
				GLuint n = make_plane[p].Positions(data);
				// upload the data
				Buffer::Data(Buffer::Target::Array, data);
				VertexAttribArray attr(plane_prog, "Position");
				attr.Setup(n, DataType::Float);
				attr.Enable();
			}
			{
				auto eq = make_plane[p].Equation();
				torus_clip_plane[p].Set(eq);
				plane_clip_plane[p].Set(eq);
			}
			{
				torus_clip_signs.push_back(torus_clip_sign[p]);
				plane_clip_signs.push_back(plane_clip_sign[p]);
			}
		}

		//
		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.FrontFace(make_torus.FaceWinding());
		gl.Enable(Capability::DepthTest);
		gl.BlendFunc(BlendFn::SrcAlpha, BlendFn::OneMinusSrcAlpha);
	}
예제 #6
0
	TorusExample(void)
	 : make_torus(1.0, 0.5, 18, 36)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , vs(ObjectDesc("Vertex"))
	 , gs(ObjectDesc("Geometry"))
	 , face_fs(ObjectDesc("Face fragment"))
	 , frame_fs(ObjectDesc("Frame fragment"))
	 , transf_prog(ObjectDesc("Transformation"))
	 , face_prog(ObjectDesc("Face"))
	 , frame_prog(ObjectDesc("Frame"))
	 , projection_matrix(transf_prog, "ProjectionMatrix")
	 , camera_matrix(transf_prog, "CameraMatrix")
	 , model_matrix(transf_prog, "ModelMatrix")
	 , transf_time(transf_prog, "Time")
	{
		vs.Source(
			"#version 330\n"
			"uniform mat4 ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out gl_PerVertex {"
			"	vec4 gl_Position;"
			"};"
			"out vec3 vertNormal;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = (ModelMatrix*vec4(Normal,0.0)).xyz;"
			"	vertTexCoord = TexCoord;"
			"}"
		);
		vs.Compile();

		gs.Source(
			"#version 330\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 15) out;"
			"uniform mat4 CameraMatrix, ProjectionMatrix;"
			"uniform vec3 LightPos;"
			"uniform float Time;"
			"in gl_PerVertex {"
			"	vec4 gl_Position;"
			"} gl_in[];"
			"in vec3 vertNormal[];"
			"in vec2 vertTexCoord[];"
			"out gl_PerVertex {"
			"	vec4 gl_Position;"
			"};"
			"out vec3 geomNormal;"
			"out vec3 geomLight;"
			"out float geomGlow;"
			"flat out int geomTop;"
			"void main(void)"
			"{"
			"	vec3 FaceNormal = normalize("
			"		vertNormal[0]+"
			"		vertNormal[1]+"
			"		vertNormal[2] "
			"	);"
			"	vec2 FaceCoord = 0.33333 * ("
			"		vertTexCoord[0]+"
			"		vertTexCoord[1]+"
			"		vertTexCoord[2] "
			"	);"
			"	float Offs = (sin((FaceCoord.s + Time/10.0)* 3.14 * 2.0 * 10)*0.5 + 0.5)*0.4;"
			"	Offs *= cos(FaceCoord.t * 3.1415 * 2.0)*0.5 + 0.51;"

			"	vec3 pos[3], norm[3];"
			"	for(int i=0; i!=3; ++i)"
			"		pos[i] = gl_in[i].gl_Position.xyz;"
			"	for(int i=0; i!=3; ++i)"
			"		norm[i] = cross("
			"			FaceNormal, "
			"			normalize(pos[(i+1)%3] - pos[i])"
			"		);"
			"	vec3 pofs = FaceNormal * Offs;"

			"	geomTop = 0;"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		geomNormal = norm[i];"
			"		for(int j=0; j!=2; ++j)"
			"		{"
			"			vec3 tpos = pos[(i+j)%3];"
			"			geomLight = LightPos-tpos;"
			"			geomGlow = 1.0;"
			"			gl_Position = "
			"				ProjectionMatrix *"
			"				CameraMatrix *"
			"				vec4(tpos, 1.0);"
			"			EmitVertex();"
			"			geomGlow = 0.7;"
			"			geomLight = LightPos-tpos+pofs;"
			"			gl_Position = "
			"				ProjectionMatrix *"
			"				CameraMatrix *"
			"				vec4(tpos + pofs, 1.0);"
			"			EmitVertex();"
			"		}"
			"		EndPrimitive();"
			"	}"

			"	geomGlow = 0.0;"
			"	geomTop = 1;"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		geomLight = LightPos - (pos[i]+pofs);"
			"		geomNormal = vertNormal[i];"
			"		gl_Position = "
			"			ProjectionMatrix *"
			"			CameraMatrix *"
			"			vec4(pos[i] + pofs, 1.0);"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		gs.Compile();

		transf_prog.AttachShader(vs);
		transf_prog.AttachShader(gs);
		transf_prog.MakeSeparable();
		transf_prog.Link();
		transf_prog.Use();

		ProgramUniform<Vec3f>(transf_prog, "LightPos").Set(4, 4, -8);

		torus.Bind();
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);

			VertexAttribArray attr(transf_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_torus.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);

			VertexAttribArray attr(transf_prog, "Normal");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);

			VertexAttribArray attr(transf_prog, "TexCoord");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		face_fs.Source(
			"#version 330\n"
			"in vec3 geomNormal;"
			"in vec3 geomLight;"
			"in float geomGlow;"
			"flat in int geomTop;"
			"uniform vec3 TopColor, SideColor;"
			"const vec3 LightColor = vec3(1.0, 1.0, 1.0);"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float d = max(dot("
			"		normalize(geomLight),"
			"		normalize(geomNormal)"
			"	), 0.0);"
			"	vec3 color;"
			"	if(geomTop != 0)"
			"	{"
			"		color = TopColor * d +"
			"			LightColor * pow(d, 8.0);"
			"	}"
			"	else"
			"	{"
			"		color = SideColor * geomGlow +"
			"			LightColor *"
			"			pow(d, 2.0) * 0.2;"
			"	}"
			"	fragColor = vec4(color, 1.0);"
			"}"
		);
		face_fs.Compile();

		face_prog.AttachShader(face_fs);
		face_prog.MakeSeparable();
		face_prog.Link();

		ProgramUniform<Vec3f>(face_prog, "TopColor").Set(0.2f, 0.2f, 0.2f);
		ProgramUniform<Vec3f>(face_prog, "SideColor").Set(0.9f, 0.9f, 0.2f);

		face_pp.Bind();
		face_prog.Use();
		face_pp.UseStages(transf_prog).Vertex().Geometry();
		face_pp.UseStages(face_prog).Fragment();


		frame_fs.Source(
			"#version 330\n"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	fragColor = vec4(0.2, 0.1, 0.0, 1.0);"
			"}"
		);
		frame_fs.Compile();

		frame_prog.AttachShader(frame_fs);
		frame_prog.MakeSeparable();
		frame_prog.Link();

		frame_pp.Bind();
		frame_prog.Use();
		frame_pp.UseStages(transf_prog).Vertex().Geometry();
		frame_pp.UseStages(frame_prog).Fragment();

		ProgramPipeline::Unbind();
		Program::UseNone();

		gl.ClearColor(0.7f, 0.6f, 0.5f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.DepthFunc(CompareFn::Less);
		gl.FrontFace(make_torus.FaceWinding());
	}