int main(int /*argc*/, char ** /*argv*/) { BaseApp app; GLuint program; GLuint vao; GLuint vbo; GLuint ebo; mat4 p; int z = 4; auto mainWindow = app.getMainWindow(); std::string prefix = app.getResourceDir() + "Shaders/Examples/e04_Textures/"; std::string texPrefix = app.getResourceDir() + "Textures/PGP2015/"; GLuint texture[9]; app.addInitCallback([&]() { auto vs = compileShader(GL_VERTEX_SHADER, Loader::text(prefix + "empty.vert")); auto gs = compileShader(GL_GEOMETRY_SHADER, Loader::text(prefix + "quad.geo")); auto fs = compileShader(GL_FRAGMENT_SHADER, Loader::text(prefix + "texture.frag")); program = createProgram(vs, gs, fs); glCreateVertexArrays(1, &vao); glBindVertexArray(vao); texture[0] = Loader::texture(texPrefix + "up.bmp"); texture[1] = Loader::texture(texPrefix + "down.bmp"); texture[2] = Loader::texture(texPrefix + "front.bmp"); texture[3] = Loader::texture(texPrefix + "back.bmp"); texture[4] = Loader::texture(texPrefix + "left.bmp"); texture[5] = Loader::texture(texPrefix + "right.bmp"); texture[6] = Loader::texture(texPrefix + "du2.bmp"); texture[7] = Loader::texture(texPrefix + "du05a.bmp"); texture[8] = Loader::texture(texPrefix + "du05b.bmp"); }); app.addDrawCallback([&]() { int w = mainWindow->getWidth(); int h = mainWindow->getHeight(); glViewport(0, 0, w, h); glClearColor(0.2, 0.2, 0.2, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glUseProgram(program); for (int y = 0; y < 3; y++){ for (int x = 0; x < 3; x++) { glUniform2f(glGetUniformLocation(program, "posMin"), -1 + x*(2.0 / 3), -1 + y*(2.0 / 3)); glUniform2f(glGetUniformLocation(program, "posMax"), -1 + (x + 1)*(2.0 / 3), -1 + (y + 1)*(2.0 / 3)); glBindTextureUnit(0, texture[y * 3 + x]); glDrawArrays(GL_POINTS, 0, 1); } } }); return app.run(); }
int main(int /*argc*/, char ** /*argv*/) { BaseApp app; ProgramObject program; auto mainWindow = app.getMainWindow(); std::string prefix = app.getResourceDir() + "Shaders/Examples/e06_ModelLoader/"; PerspectiveCamera cam; OrbitManipulator manipulator(&cam); manipulator.setupCallbacks(app); NodeShared root; GLuint query[2]; app.addInitCallback([&]() { auto vs = compileShader(GL_VERTEX_SHADER, Loader::text(prefix + "phong.vert")); auto fs = compileShader(GL_FRAGMENT_SHADER, Loader::text(prefix + "phong.frag")); program = createProgram(vs, fs); root = Loader::scene(app.getResourceDir() + "Models/sponza/sponza.fbx"); glCreateQueries(GL_TIMESTAMP, 2, query); SDL_GL_SetSwapInterval(0); }); app.addResizeCallback([&](int w, int h) { glViewport(0, 0, w, h); cam.setAspect(float(w) / float(h)); }); app.addDrawCallback([&]() { glQueryCounter(query[0], GL_TIMESTAMP); glClearColor(0.2, 0.2, 0.2, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //bunny program.use(); program.setMatrix4fv("p", value_ptr(cam.getProjection())); program.setMatrix4fv("v", value_ptr(cam.getView())); drawNode(program, root); glQueryCounter(query[1], GL_TIMESTAMP); GLuint64 time1, time2; glGetQueryObjectui64v(query[0], GL_QUERY_RESULT, &time1); glGetQueryObjectui64v(query[1], GL_QUERY_RESULT, &time2); std::string s = "fps: " + std::to_string(1e9 / (time2 - time1)) + " (" + std::to_string(ImGui::GetIO().Framerate) + ")"; label(s, 0, 0, 300, 100); }); return app.run(); }
int main(int /*argc*/, char ** /*argv*/) { BaseApp app; ProgramObject programEnv, program; auto mainWindow = app.getMainWindow(); PerspectiveCamera cam; OrbitManipulator manipulator(&cam); manipulator.setupCallbacks(app); manipulator.setZoom(3); GLuint diffuseTexture; GLuint specularTexture; GLuint vao; GLuint vaoEmpty; GLuint vbo; int32_t sphereSizeX = 20; int32_t sphereSizeY = 20; app.addInitCallback([&]() { std::string prefix = app.getResourceDir() + "Shaders/Tutorial/"; auto vs = compileShader(GL_VERTEX_SHADER, "#version 450\n", Loader::text(prefix + "uv.vp")); auto fs = compileShader(GL_FRAGMENT_SHADER, "#version 450\n", Loader::text(prefix + "lighting.vp"), Loader::text(prefix + "uv.fp")); program = createProgram(vs, fs); std::string texPrefix = app.getResourceDir() + "Textures/Tutorial/"; diffuseTexture = Loader::texture(texPrefix + "earth.png"); specularTexture = Loader::texture(texPrefix + "earth_s.png"); glCreateBuffers(1, &vbo); const uint32_t floatsPerVertex = 6; const uint32_t vertiesPerFace = 6; float*vertices = new float[sphereSizeX*sphereSizeY*vertiesPerFace*floatsPerVertex]; for (int32_t y = 0; y<sphereSizeY; ++y) { for (int32_t x = 0; x<sphereSizeX; ++x) { for (uint32_t k = 0; k<vertiesPerFace; ++k) { const int32_t xOffset[] = { 0,1,0,0,1,1 }; const int32_t yOffset[] = { 0,0,1,1,0,1 }; float u = (float)(x + xOffset[k]) / sphereSizeX; float v = (float)(y + yOffset[k]) / sphereSizeY; float xAngle = -u*glm::two_pi<float>(); float yAngle = v*glm::pi<float>(); uint32_t faceId = y*sphereSizeX + x; uint32_t faceVertex = faceId*vertiesPerFace + k; vertices[faceVertex*floatsPerVertex + 0] = glm::cos(xAngle)*glm::sin(yAngle); vertices[faceVertex*floatsPerVertex + 1] = -glm::cos(yAngle); vertices[faceVertex*floatsPerVertex + 2] = glm::sin(xAngle)*glm::sin(yAngle); vertices[faceVertex*floatsPerVertex + 3] = 1; vertices[faceVertex*floatsPerVertex + 4] = u; vertices[faceVertex*floatsPerVertex + 5] = v; } } } glNamedBufferData(vbo, sizeof(float)*sphereSizeX*sphereSizeY*vertiesPerFace*floatsPerVertex, vertices, GL_STATIC_DRAW); delete[]vertices; glCreateVertexArrays(1, &vao); glEnableVertexArrayAttrib(vao, 0); glVertexArrayAttribFormat(vao, 0, 4, GL_FLOAT, 0, 0); glVertexArrayVertexBuffer(vao, 0, vbo, 0, sizeof(float)*floatsPerVertex); glEnableVertexArrayAttrib(vao, 1); glVertexArrayAttribFormat(vao, 1, 2, GL_FLOAT, 0, 0); glVertexArrayVertexBuffer(vao, 1, vbo, sizeof(float) * 4, sizeof(float)*floatsPerVertex); glClearColor(0, 0, 0, 1); glDisable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); }); app.addResizeCallback([&](int w, int h) { glViewport(0, 0, w, h); cam.setAspect(float(w) / float(h)); }); app.addDrawCallback([&]() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); program.use(); glBindTextureUnit(0, diffuseTexture); glBindTextureUnit(1, specularTexture); program.setMatrix4fv("p", value_ptr(cam.getProjection())); program.setMatrix4fv("v", value_ptr(cam.getView())); glBindVertexArray(vao); glDrawArrays(GL_TRIANGLES, 0, sphereSizeX*sphereSizeY * 6); glBindVertexArray(0); }); return app.run(); }
int main(int /*argc*/, char ** /*argv*/) { BaseApp app; GLuint program; GLuint vao; GLuint vbo; GLuint ebo; mat4 p; int z = 4; auto window0 = app.getMainWindow(); window0->setSize(200, 200); window0->move(100, 100); auto window1 = app.addWindow(200, 200); window1->move(100, 300); auto window2 = app.addWindow(200, 200); window2->move(300, 100); auto window3 = app.addWindow(200, 200); window3->move(300, 300); std::string prefix = app.getResourceDir() + "Shaders/Examples/e03_MultipleWindows/"; app.addInitCallback([&]() { auto vs = compileShader(GL_VERTEX_SHADER, Loader::text(prefix+"lambert.vert")); auto fs = compileShader(GL_FRAGMENT_SHADER, Loader::text(prefix + "lambert.frag")); program = createProgram(vs, fs); bunnyInit(vao, vbo, ebo); }); app.addDrawCallback([&]() { glClearColor(0.2, 0.2, 0.2, 1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glUseProgram(program); int w = window0->getWidth(); int h = window0->getHeight(); glViewport(0, 0, w, h); p = perspective(radians(45.0f),float(w)/float(h), 0.1f, 1000.0f); glUniformMatrix4fv(glGetUniformLocation(program, "p"), 1, 0, value_ptr(p)); int z = 4; mat4 v = lookAt(vec3(z,z,z), vec3(0, 0, 0), vec3(0, 1, 0)); glUniformMatrix4fv(glGetUniformLocation(program, "v"), 1, 0, value_ptr(v)); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); bunnyDraw(); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); }); app.addDrawCallback([&]() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); int w = window1->getWidth(); int h = window1->getHeight(); glViewport(0, 0, w, h); mat4 v = lookAt(vec3(z, 0, 0), vec3(0, 0, 0), vec3(0, 1, 0)); glUniformMatrix4fv(glGetUniformLocation(program, "v"), 1, 0, value_ptr(v)); bunnyDraw(); }, window1); app.addDrawCallback([&]() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); int w = window2->getWidth(); int h = window2->getHeight(); glViewport(0, 0, w, h); mat4 v = lookAt(vec3(0, z, 0), vec3(0, 0, 0), vec3(1, 0, 0)); glUniformMatrix4fv(glGetUniformLocation(program, "v"), 1, 0, value_ptr(v)); bunnyDraw(); }, window2); app.addDrawCallback([&]() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); int w = window3->getWidth(); int h = window3->getHeight(); glViewport(0, 0, w, h); mat4 v = lookAt(vec3(0, 0, z), vec3(0, 0, 0), vec3(0, 1, 0)); glUniformMatrix4fv(glGetUniformLocation(program, "v"), 1, 0, value_ptr(v)); bunnyDraw(); }, window3); return app.run(); }
int main(int /*argc*/, char ** /*argv*/) { BaseApp app; ProgramObject programPlanet; ProgramObject programAtmosphere; ProgramObject programStars; auto mainWindow = app.getMainWindow(); PerspectiveCamera cam; OrbitManipulator manipulator(&cam); manipulator.setupCallbacks(app); GLuint vao; GLuint vbo; bool wireframe = false; int starCount = 20000; int seed = 0; app.addInitCallback([&]() { string prefix = app.getResourceDir() + "shaders/Nei/n01_Planet/"; auto vert = compileShader(GL_VERTEX_SHADER, Loader::text(prefix + "empty.vert")); auto tesc = compileShader(GL_TESS_CONTROL_SHADER, Loader::text(prefix + "planet.tesc")); auto tese = compileShader(GL_TESS_EVALUATION_SHADER, Loader::text(prefix + "planet.tese")); auto frag = compileShader(GL_FRAGMENT_SHADER, Loader::text(prefix + "planet.frag")); programPlanet = createProgram(vert, tesc, tese, frag); vert = compileShader(GL_VERTEX_SHADER, Loader::text(prefix + "empty.vert")); tesc = compileShader(GL_TESS_CONTROL_SHADER, Loader::text(prefix + "atmosphere.tesc")); tese = compileShader(GL_TESS_EVALUATION_SHADER, Loader::text(prefix + "atmosphere.tese")); frag = compileShader(GL_FRAGMENT_SHADER, Loader::text(prefix + "atmosphere.frag")); programAtmosphere = createProgram(vert, tesc, tese, frag); vert = compileShader(GL_VERTEX_SHADER, Loader::text(prefix + "stars.vert")); frag = compileShader(GL_FRAGMENT_SHADER, Loader::text(prefix + "stars.frag")); programStars = createProgram(vert, frag); glCreateVertexArrays(1, &vao); float distance = 400; vector<vec4> vec; vec.reserve(starCount); for (int i = 0; i<starCount; i++) { float a = ((float)rand() / RAND_MAX - 0.5); float b = ((float)rand() / RAND_MAX - 0.5); float c = ((float)rand() / RAND_MAX - 0.5); float d = (float)rand() / RAND_MAX * 5 + 1; vec4 v(a, b, c, 0); v = normalize(v); v *= distance; v.w = d; vec.push_back(v); } glCreateBuffers(1, &vbo); glNamedBufferData(vbo, sizeof(vec4)*vec.size(), vec.data(), GL_STATIC_DRAW); glVertexArrayVertexBuffer(vao, 0, vbo, 0, sizeof(vec4)); glVertexArrayAttribFormat(vao, 0, 4, GL_FLOAT, 0, 0); glEnableVertexArrayAttrib(vao, 0); glBindVertexArray(vao); }); app.addUpdateCallback([&](float dt) { manipulator.update(dt); }); app.addDrawCallback([&]() { int w = mainWindow->getWidth(); int h = mainWindow->getHeight(); glViewport(0, 0, w, h); glClearColor(0, 0, 0, 1); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL); programStars.use(); programStars.setMatrix4fv("v", value_ptr(cam.getView())); programStars.setMatrix4fv("p", value_ptr(cam.getProjection())); glEnable(GL_PROGRAM_POINT_SIZE); glDrawArrays(GL_POINTS, 0, starCount); programPlanet.use(); programPlanet.setMatrix4fv("v", value_ptr(cam.getView())); programPlanet.setMatrix4fv("p", value_ptr(cam.getProjection())); programPlanet.set3fv("camPos", value_ptr(cam.getEye())); programPlanet.set1i("seed", seed); programPlanet.set1f("time", app.getTimeFromStart()); glPatchParameteri(GL_PATCH_VERTICES, 1); glDrawArraysInstanced(GL_PATCHES, 0, 1, 16); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); programAtmosphere.use(); programAtmosphere.setMatrix4fv("v", value_ptr(cam.getView())); programAtmosphere.setMatrix4fv("p", value_ptr(cam.getProjection())); programAtmosphere.set3fv("camPos", value_ptr(cam.getEye())); programAtmosphere.set1ui("seed", seed); programAtmosphere.set1f("time", app.getTimeFromStart()); glPatchParameteri(GL_PATCH_VERTICES, 1); glDrawArrays(GL_PATCHES, 0, 1); }); return app.run(); }