ParallaxExample()
      : prog(make_prog())
      , projection_matrix(prog, "ProjectionMatrix")
      , camera_matrix(prog, "CameraMatrix")
      , camera_position(prog, "CameraPosition")
      , light_position(prog, "LightPosition")
      , shape(
          List("Position")("TexCoord").Get(),
          shapes::Plane(
            Vec3f(),
            Vec3f(1.0f, 0.0f, 0.0f),
            Vec3f(0.0f, 0.0f, -1.0f),
            32,
            32)) {
        shape.UseInProgram(prog);

        auto tex_image = images::LoadTexture("stones_color_hmap");

        Texture::Active(0);
        try {
            UniformSampler(prog, "ColorMap").Set(0);
            gl.Bound(Texture::Target::_2D, color_tex)
              .MinFilter(TextureMinFilter::LinearMipmapLinear)
              .MagFilter(TextureMagFilter::Linear)
              .WrapS(TextureWrap::Repeat)
              .WrapT(TextureWrap::Repeat)
              .Image2D(tex_image)
              .GenerateMipmap();
        } catch(Error&) {
        }

        Texture::Active(1);
        try {
            UniformSampler(prog, "BumpMap").Set(1);
            gl.Bound(Texture::Target::_2D, bump_tex)
              .MinFilter(TextureMinFilter::LinearMipmapLinear)
              .MagFilter(TextureMagFilter::Linear)
              .WrapS(TextureWrap::Repeat)
              .WrapT(TextureWrap::Repeat)
              .Image2D(
                images::NormalMap(tex_image, images::NormalMap::FromAlpha()))
              .GenerateMipmap();
        } catch(Error&) {
        }

        gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
        gl.ClearDepth(1.0f);

        (Capability::DepthTest) << true;
        (Capability::CullFace) << false;

        (Functionality::ClipDistance | 0) << true;
        (Functionality::ClipDistance | 1) << true;
        (Functionality::ClipDistance | 2) << true;
    }
    ParallaxMapExample()
      : prog(make())
      , projection_matrix(prog, "ProjectionMatrix")
      , camera_matrix(prog, "CameraMatrix")
      , model_matrix(prog, "ModelMatrix")
      , camera_position(prog, "CameraPosition")
      , light_position(prog, "LightPosition")
      , shape(
          List("Position")("Normal")("Tangent")("TexCoord").Get(),
          shapes::Torus(1.0f, 0.5, 72, 48)) {
        shape.UseInProgram(prog);

        auto tex_image = images::LoadTexture("bricks_color_hmap");

        Texture::Active(0);
        try {
            UniformSampler(prog, "ColorMap").Set(0);
            gl.Bound(Texture::Target::_2D, color_tex)
              .MinFilter(TextureMinFilter::LinearMipmapLinear)
              .MagFilter(TextureMagFilter::Linear)
              .WrapS(TextureWrap::Repeat)
              .WrapT(TextureWrap::Repeat)
              .Image2D(tex_image)
              .GenerateMipmap();
        } catch(Error&) {
        }

        Texture::Active(1);
        try {
            UniformSampler(prog, "BumpMap").Set(1);
            gl.Bound(Texture::Target::_2D, bump_tex)
              .MinFilter(TextureMinFilter::LinearMipmapLinear)
              .MagFilter(TextureMagFilter::Linear)
              .WrapS(TextureWrap::Repeat)
              .WrapT(TextureWrap::Repeat)
              .Image2D(
                images::NormalMap(tex_image, images::NormalMap::FromAlpha()))
              .GenerateMipmap();
        } catch(Error&) {
        }

        gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
        gl.ClearDepth(1.0f);
        gl.Enable(Capability::DepthTest);
        gl.Disable(Capability::CullFace);

        gl.Enable(Functionality::ClipDistance, 0);
        gl.Enable(Functionality::ClipDistance, 1);
        gl.Enable(Functionality::ClipDistance, 2);
    }
示例#3
0
	TexProgram(void)
	 : Program(make())
	 , offset(self(), "Offset")
	 , scale(self(), "Scale")
	{
		UniformSampler(self(), "Tex").Set(0);
	}
	ObjMeshExample(void)
	 : gl()
	 , objects(load_objects())
	 , depth_prog()
	 , draw_prog()
	 , depth_vao(objects.VAOForProgram(depth_prog))
	 , draw_vao(objects.VAOForProgram(draw_prog))
	{
		UniformSampler(draw_prog, "DepthTex").Set(0);
		Texture::Active(0);
		depth_tex.Bind(Texture::Target::Rectangle);

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
	}
	FBTexExample(void)
	 : gl()
	 , vertex_shader(ObjectDesc("Vertex"))
	 , prog(make_prog())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , cube(List("Position")("Normal")("TexCoord").Get(), shapes::Cube(), prog)
	 , width(800)
	 , height(600)
	{
		UniformSampler(prog, "TexUnit").Set(0);
		Uniform<Vec3f>(prog, "LightPos").Set(40.0f, 40.0f, -80.0f);

		Texture::Active(0);
		tex.Bind(Texture::Target::_2D);

		Use();
	}
示例#6
0
	void SetupLightMask(void)
	{
		Texture::Active(light_tex_unit);
		Texture::Target tex_tgt = Texture::Target::Rectangle;
		light_mask.Bind(tex_tgt);

		draw_prog.Use();
		UniformSampler(draw_prog, "LightMap").Set(GLuint(light_tex_unit));

		Texture::MinFilter(tex_tgt, TextureMinFilter::Linear);
		Texture::MagFilter(tex_tgt, TextureMagFilter::Linear);
		Texture::WrapS(tex_tgt, TextureWrap::ClampToEdge);
		Texture::WrapT(tex_tgt, TextureWrap::ClampToEdge);

		Framebuffer::Target fbo_tgt = Framebuffer::Target::Draw;
		light_fbo.Bind(fbo_tgt);
		Framebuffer::AttachTexture(fbo_tgt, FramebufferAttachment::Color, light_mask, 0);

		Renderbuffer::Target rbo_tgt = Renderbuffer::Target::Renderbuffer;
		light_rbo.Bind(rbo_tgt);
		Framebuffer::AttachRenderbuffer(fbo_tgt, FramebufferAttachment::Depth, light_rbo);
	}
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , light_pos(prog, "LightPos")
	 , projection_matrix(prog, "ProjectionMatrix")
	 , tex_projection_matrix(prog, "TexProjectionMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform mat4 TexProjectionMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"out vec4 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vertNormal = ("
			"		ModelMatrix *"
			"		vec4(-Normal, 0.0)"
			"	).xyz;"
			"	vertLight = ("
			"		vec4(LightPos, 0.0)-"
			"		ModelMatrix * Position"
			"	).xyz;"
			"	vertTexCoord = "
			"		TexProjectionMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"uniform sampler2D TexUnit;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec4 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = length(vertLight);"
			"	float d = l != 0.0 ? dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	float i = 0.1 + 4.2*max(d, 0.0);"
			"	vec2 coord = vertTexCoord.st/vertTexCoord.q;"
			"	vec4 t  = texture(TexUnit, coord*0.5 + 0.5);"
			"	fragColor = vec4(t.rgb*i*sqrt(1.0-t.a), 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(Buffer::Target::Array, data);
			VertexArrayAttrib 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(Buffer::Target::Array, data);
			VertexArrayAttrib attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the texture
		gl.Direct(Texture::Target::_2D, tex)
			.Image2D(images::LoadTexture("flower_glass"))
			.GenerateMipmap()
			.BorderColor(Vec4f(1.0f, 1.0f, 1.0f, 0.0f))
			.MinFilter(TextureMinFilter::LinearMipmapLinear)
			.MagFilter(TextureMagFilter::Linear)
			.WrapS(TextureWrap::ClampToBorder)
			.WrapT(TextureWrap::ClampToBorder)
			.Bind();

		UniformSampler(prog, "TexUnit").Set(0);
		Uniform<Mat4f>(prog, "CameraMatrix").Set(
			CamMatrixf::LookingAt(Vec3f(0.0f, 1.0f, 2.0f), Vec3f())
		);

		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());
	}
示例#8
0
	Test01(void)
	{
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 projectionMatrix, cameraMatrix, modelMatrix;"
			"in vec4 vertex;"
			"in vec3 normal;"
			"in vec3 tangent;"
			"in vec2 texcoord;"
			"out vec3 fragLight;"
			"out vec2 fragTex;"
			"out mat3 normalMatrix;"
			"uniform vec3 lightPos;"
			"void main(void)"
			"{"
			"	vec3 fragNormal = ("
			"		modelMatrix *"
			"		vec4(normal, 0.0)"
			"	).xyz;"
			"	vec3 fragTangent = ("
			"		modelMatrix *"
			"		vec4(tangent, 0.0)"
			"	).xyz;"
			"	normalMatrix[0] = fragTangent;"
			"	normalMatrix[1] = cross(fragNormal, fragTangent);"
			"	normalMatrix[2] = fragNormal;"
			"	fragLight = ("
			"		vec4(lightPos, 0.0)-"
			"		modelMatrix*vertex"
			"	).xyz;"
			"	fragTex = texcoord;"
			"	gl_Position = "
			"		projectionMatrix *"
			"		cameraMatrix *"
			"		modelMatrix *"
			"		vertex;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"uniform sampler2D colorTex, normalTex;"
			"in vec3 fragLight;"
			"in vec2 fragTex;"
			"in mat3 normalMatrix;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float s = 5.0;"
			"	float l = length(fragLight);"
			"	vec3 n = texture2D(normalTex, fragTex*s).xyz;"
			"	vec3 finalNormal = normalMatrix * n;"
			"	float d = (l != 0.0)?"
			"		dot(fragLight, finalNormal)/l:"
			"		0.0;"
			"	float i = 0.1 + 2.5*clamp(d, 0.0, 1.0);"
			"	vec4 t  = texture2D(colorTex, fragTex*s);"
			"	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 shape
		vao.Bind();

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

		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = shape.Normals(data);
			Bind(normals, Buffer::Target::Array).Data(data);
			// setup the vertex attribs array for the normals
			VertexAttribArray attr(prog, "normal");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = shape.Tangents(data);
			Bind(tangents, Buffer::Target::Array).Data(data);
			VertexAttribArray attr(prog, "tangent");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		// bind the VBO for the shape tex-coords
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = shape.TexCoordinates(data);
			Bind(texcoords, Buffer::Target::Array).Data(data);
			//
			VertexAttribArray attr(prog, "texcoord");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		// setup the textures
		{
			Texture::Active(0);
			UniformSampler(prog, "colorTex").Set(0);
			auto bound_tex = Bind(color_tex, Texture::Target::_2D);
			bound_tex.Image2D(images::LoadTexture("stones"));
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::Repeat);
			bound_tex.WrapT(TextureWrap::Repeat);
		}
		{
			Texture::Active(1);
			UniformSampler(prog, "normalTex").Set(1);
			auto bound_tex = Bind(normal_tex, Texture::Target::_2D);
			bound_tex.Image2D(
				images::NormalMap(images::LoadTexture("stones-hmap"))
			);
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::Repeat);
			bound_tex.WrapT(TextureWrap::Repeat);
		}

		Uniform<Mat4f>(prog, "projectionMatrix").Set(
			CamMatrixf::Perspective(Degrees(24), 1.25, 1, 100)
		);
		//
		VertexArray::Unbind();
		gl.ClearColor(0.3f, 0.3f, 0.3f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		//
		gl.FrontFace(shape.FaceWinding());
		gl.CullFace(Face::Back);
		gl.Enable(Capability::CullFace);
	}
示例#9
0
	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);
	}
示例#10
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);
	}
示例#11
0
	GlassExample(void)
	 : make_plane(Vec3f(2.0f, 0.0f, 0.0f), Vec3f(0.0f, 0.0f, -2.0f))
	 , plane_instr(make_plane.Instructions())
	 , plane_indices(make_plane.Indices())
	 , make_shape()
	 , shape_instr(make_shape.Instructions())
	 , shape_indices(make_shape.Indices())
	 , plane_vs(ObjectDesc("Plane vertex"))
	 , shape_vs(ObjectDesc("Shape vertex"))
	 , plane_fs(ObjectDesc("Plane fragment"))
	 , shape_fs(ObjectDesc("Shape fragment"))
	 , plane_proj_matrix(plane_prog)
	 , plane_camera_matrix(plane_prog)
	 , plane_model_matrix(plane_prog)
	 , shape_proj_matrix(shape_prog)
	 , shape_camera_matrix(shape_prog)
	 , shape_model_matrix(shape_prog)
	 , shape_clip_plane(shape_prog)
	 , shape_clip_direction(shape_prog)
	 , width(512)
	 , height(512)
	 , tex_side(512)
	{
		plane_vs.Source(
			"#version 140\n"
			"uniform vec3 LightPosition;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec2 TexCoord;"
			"out vec3 vertLightDir;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		ModelMatrix* "
			"		Position;"
			"	vertLightDir = normalize("
			"		LightPosition - gl_Position.xyz"
			"	);"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		gl_Position;"
			"	vertTexCoord = TexCoord;"
			"}"
		);
		plane_vs.Compile();

		plane_fs.Source(
			"#version 140\n"
			"uniform vec3 Normal;"
			"in vec3 vertLightDir;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float checker = ("
			"		int(vertTexCoord.x*18) % 2+"
			"		int(vertTexCoord.y*18) % 2"
			"	) % 2;"
			"	vec3 color = mix("
			"		vec3(0.2, 0.4, 0.9),"
			"		vec3(0.2, 0.2, 0.7),"
			"		checker"
			"	);"
			"	float d = dot("
			"		Normal, "
			"		vertLightDir"
			"	);"
			"	float intensity = 0.5 + pow(1.4*d, 2.0);"
			"	fragColor = vec4(color*intensity, 1.0);"
			"}"
		);
		plane_fs.Compile();

		plane_prog.AttachShader(plane_vs);
		plane_prog.AttachShader(plane_fs);
		plane_prog.Link();
		plane_prog.Use();
		plane_proj_matrix.BindTo("ProjectionMatrix");
		plane_camera_matrix.BindTo("CameraMatrix");
		plane_model_matrix.BindTo("ModelMatrix");

		Vec3f lightPos(3.0f, 3.0f, 3.0f);
		Uniform<Vec3f>(plane_prog, "LightPosition").Set(lightPos);
		Uniform<Vec3f>(plane_prog, "Normal").Set(make_plane.Normal());

		gl.Bind(plane);

		gl.Bind(Buffer::Target::Array, plane_verts);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_plane.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(plane_prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, plane_texcoords);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_plane.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(plane_prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		shape_vs.Source(
			"#version 140\n"
			"uniform vec3 LightPosition;"
			"uniform mat4 ProjectionMatrix, ModelMatrix, CameraMatrix;"
			"uniform vec4 ClipPlane;"
			"uniform float ClipDirection;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"out vec3 vertLightDir;"
			"out vec3 vertLightRefl;"
			"out vec3 vertViewDir;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		ModelMatrix *"
			"		Position;"
			"	gl_ClipDistance[0] = "
			"		ClipDirection* "
			"		dot(ClipPlane, gl_Position);"
			"	vertLightDir = LightPosition - gl_Position.xyz;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLightRefl = reflect("
			"		-normalize(vertLightDir),"
			"		normalize(vertNormal)"
			"	);"
			"	vertViewDir = (vec4(0.0, 0.0, 1.0, 1.0)*CameraMatrix).xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"	vec3 TexOffs = mat3(CameraMatrix)*vertNormal*0.05;"
			"	vertTexCoord = "
			"		vec2(0.5, 0.5) +"
			"		(gl_Position.xy/gl_Position.w)*0.5 +"
			"		(TexOffs.z<0.0 ? TexOffs.xy : -TexOffs.xy);"
			"}"
		);
		shape_vs.Compile();

		shape_fs.Source(
			"#version 140\n"
			"uniform sampler2D RefractTex;"
			"in vec3 vertNormal;"
			"in vec3 vertLightDir;"
			"in vec3 vertLightRefl;"
			"in vec3 vertViewDir;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"

			"float adj_lt(float i)"
			"{"
			"	return i > 0.0 ? i : -0.7*i;"
			"}"

			"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 tex = texture(RefractTex, vertTexCoord).rgb;"
			"	fragColor = vec4("
			"		tex * 0.5 + "
			"		(lt + tex) * 1.5 * adj_lt(d) + "
			"		lt * pow(adj_lt(s), 64), "
			"		1.0"
			"	);"
			"}"
		);
		shape_fs.Compile();

		shape_prog.AttachShader(shape_vs);
		shape_prog.AttachShader(shape_fs);
		shape_prog.Link();
		shape_prog.Use();
		shape_proj_matrix.BindTo("ProjectionMatrix");
		shape_camera_matrix.BindTo("CameraMatrix");
		shape_model_matrix.BindTo("ModelMatrix");
		shape_clip_plane.BindTo("ClipPlane");
		shape_clip_direction.BindTo("ClipDirection");

		Uniform<Vec3f>(shape_prog, "LightPosition").Set(lightPos);

		gl.Bind(shape);

		gl.Bind(Buffer::Target::Array, shape_verts);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_shape.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(shape_prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, shape_normals);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_shape.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(shape_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}
		//
		Texture::Active(0);
		UniformSampler(shape_prog, "RefractTex").Set(0);
		{
			gl.Bound(Texture::Target::_2D, refract_tex)
				.MinFilter(TextureMinFilter::Linear)
				.MagFilter(TextureMagFilter::Linear)
				.WrapS(TextureWrap::MirroredRepeat)
				.WrapT(TextureWrap::MirroredRepeat)
				.Image2D(
					0,
					PixelDataInternalFormat::RGB,
					tex_side, tex_side,
					0,
					PixelDataFormat::RGB,
					PixelDataType::UnsignedByte,
					nullptr
				);
		}
		//
		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
	}
示例#12
0
	CubeMapExample(void)
	 : make_shape(4)
	 , shape_instr(make_shape.Instructions())
	 , shape_indices(make_shape.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"out vec3 vertNormal;"
			"out vec3 vertTexCoord;"
			"out vec3 vertLightDir;"
			"out vec3 vertViewDir;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vec3 Normal = Position.xyz;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertTexCoord = Normal;"
			"	vertLightDir = LightPos - gl_Position.xyz;"
			"	vertViewDir = (vec4(0.0, 0.0, 1.0, 1.0)*CameraMatrix).xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		vs.Compile();

		gs.Source(
			"#version 330\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices = 3) out;"

			"in vec3 vertNormal[3];"
			"in vec3 vertTexCoord[3];"
			"in vec3 vertLightDir[3];"
			"in vec3 vertViewDir[3];"

			"out vec3 geomNormal;"
			"out vec3 geomTexCoord;"
			"out vec3 geomLightDir;"
			"out vec3 geomLightRefl;"
			"out vec3 geomViewDir;"

			"void main(void)"
			"{"
			"	vec3 FaceNormal = 0.333333*("
			"		vertNormal[0]+"
			"		vertNormal[1]+"
			"		vertNormal[2] "
			"	);"
			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		gl_Position = gl_in[v].gl_Position;"
			"		geomNormal = 0.5*(vertNormal[v]+FaceNormal);"
			"		geomTexCoord = vertTexCoord[v];"
			"		geomLightDir = vertLightDir[v];"
			"		geomLightRefl = reflect("
			"			-normalize(geomLightDir),"
			"			normalize(FaceNormal)"
			"		);"
			"		geomViewDir = vertViewDir[v];"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		gs.Compile();

		fs.Source(
			"#version 330\n"
			"uniform samplerCube TexUnit;"
			"in vec3 geomNormal;"
			"in vec3 geomTexCoord;"
			"in vec3 geomLightDir;"
			"in vec3 geomLightRefl;"
			"in vec3 geomViewDir;"
			"out vec3 fragColor;"
			"void main(void)"
			"{"
			"	vec3 lt = vec3(1.0, 1.0, 1.0);"
			"	vec3 tex = texture(TexUnit, geomTexCoord).rgb;"
			"	float d = dot("
			"		normalize(geomNormal), "
			"		normalize(geomLightDir)"
			"	);"
			"	float s = dot("
			"		normalize(geomLightRefl),"
			"		normalize(geomViewDir)"
			"	);"
			"	float b = 1.0-sqrt(max(dot("
			"		normalize(geomNormal),"
			"		normalize(geomViewDir)"
			"	), 0.0));"
			"	float ea = clamp(tex.b*(-d+0.2), 0.0, 1.0);"
			"	float sr = 1.0-tex.b*0.8;"

			"	fragColor = "
			"		tex * (0.3*ea + 0.6*b + 0.8*max(d, 0.0)) + "
			"		(tex+lt) * 0.8*sr*pow(clamp(s+0.05, 0.0, 1.0), 32);"
			"}"
		);
		fs.Compile();

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

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

		positions.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<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the texture
		{
			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);

			const char* tex_name[6] = {
				"cube_0_right",
				"cube_1_left",
				"cube_2_top",
				"cube_3_bottom",
				"cube_4_front",
				"cube_5_back"
			};
			for(GLuint i=0; i!=6; ++i)
			{
				Texture::Image2D(
					Texture::CubeMapFace(i),
					images::LoadTexture(tex_name[i], false, true)
				);
			}
		}
		UniformSampler(prog, "TexUnit").Set(0);

		//
		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(3.0f, 5.0f, 4.0f));
		//
		gl.ClearColor(0.05f, 0.2f, 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);
	}
示例#13
0
	void RenderShadowMap(GLuint size)
	{
		// matrices
		auto lt_proj= CamMatrixf::PerspectiveX(Degrees(12), 1.0, 85.0, 110.0);
		auto light = CamMatrixf::LookingAt(light_position, Vec3f());
		// setup the texture
		Texture::Active(shadow_tex_unit);

		mask_prog.Use();
		Uniform<Mat4f>(mask_prog, "LightMatrix").Set(lt_proj*light);
		UniformSampler(mask_prog, "ShadowMap").Set(GLuint(shadow_tex_unit));

		draw_prog.Use();
		Uniform<Mat4f>(draw_prog, "LightMatrix").Set(lt_proj*light);
		UniformSampler(draw_prog, "ShadowMap").Set(GLuint(shadow_tex_unit));

		Texture::Target tex_tgt = Texture::Target::_2D;
		shadow_map.Bind(tex_tgt);
		Texture::MinFilter(tex_tgt, TextureMinFilter::Linear);
		Texture::MagFilter(tex_tgt, TextureMagFilter::Linear);
		Texture::WrapS(tex_tgt, TextureWrap::ClampToEdge);
		Texture::WrapT(tex_tgt, TextureWrap::ClampToEdge);
		Texture::CompareMode(tex_tgt, TextureCompareMode::CompareRefToTexture);
		Texture::Image2D(
			tex_tgt,
			0,
			PixelDataInternalFormat::DepthComponent32,
			size, size,
			0,
			PixelDataFormat::DepthComponent,
			PixelDataType::Float,
			nullptr
		);

		// create shadow program
		ShadowProgram shadow_prog(vert_shader);

		// VAO for the meshes in shadow program
		VertexArray vao = meshes.VAOForProgram(shadow_prog);
		vao.Bind();

		// FBO for offscreen rendering of the shadow map
		Framebuffer::Target fbo_tgt = Framebuffer::Target::Draw;
		Framebuffer fbo;
		fbo.Bind(fbo_tgt);
		Framebuffer::AttachTexture(fbo_tgt, FramebufferAttachment::Depth, shadow_map, 0);

		// RBO for offscreen rendering
		Renderbuffer::Target rbo_tgt = Renderbuffer::Target::Renderbuffer;
		Renderbuffer rbo;
		rbo.Bind(rbo_tgt);
		Renderbuffer::Storage(rbo_tgt, PixelDataInternalFormat::RGBA, size, size);
		Framebuffer::AttachRenderbuffer(fbo_tgt, FramebufferAttachment::Color, rbo);

		// setup the matrices
		shadow_prog.projection_matrix.Set(lt_proj);
		shadow_prog.camera_matrix.Set(light);

		// setup and clear the viewport
		gl.Viewport(size, size);
		gl.Clear().DepthBuffer();

		// draw the meshes
		gl.PolygonOffset(1.0, 1.0);
		gl.Enable(Capability::PolygonOffsetFill);
		meshes.Draw();
		gl.Disable(Capability::PolygonOffsetFill);
		gl.Finish();

		// bind the default framebuffer
		DefaultFramebuffer().Bind(Framebuffer::Target::Draw);
	}
示例#14
0
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.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 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 * 6.0;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		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 = dot(vertLight, vertLight);"
			"	float d = l != 0.0 ? dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	vec3 c = vec3(0.9, 0.8, 0.2);"
			"	vec4 t  = texture(TexUnit, vertTexCoord);"
			"	float a = 1.0 - sqrt(abs(d)), e;"
			"	if(gl_FrontFacing)"
			"	{"
			"		e = d >= 0.0 ?"
			"		d * mix(0.5, 1.0, t.a):"
			"		(-0.9*d) * (1.0 - t.a);"
			"	}"
			"	else"
			"	{"
			"		e = d >= 0.0 ?"
			"		(0.6*d) * (1.0 - t.a):"
			"		(-0.7*d) * mix(0.5, 1.0, t.a);"
			"	}"
			"	float i = 0.1 + 9.0*e;"
			"	fragColor = vec4("
			"		t.r*c.r*i, "
			"		t.g*c.g*i, "
			"		t.b*c.b*i, "
			"		clamp(pow(t.a,2) + a*0.4, 0.0, 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(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_cube.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(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_cube.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		// setup the texture
		{
			auto bound_tex = Bind(tex, Texture::Target::_2D);
			bound_tex.Image2D(images::LoadTexture("honeycomb"));
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::MirroredRepeat);
			bound_tex.WrapT(TextureWrap::MirroredRepeat);
		}
		//
		UniformSampler(prog, "TexUnit").Set(0);
		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(1.0f, 2.0f, 3.0f));
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::Blend);
		gl.BlendFunc(
			BlendFn::SrcAlpha,
			BlendFn::OneMinusSrcAlpha
		);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_cube.FaceWinding());
	}
示例#15
0
	DOFExample(const ExampleParams& params)
	 : face_instr(make_cube.Instructions())
	 , edge_instr(make_cube.EdgeInstructions())
	 , face_indices(make_cube.Indices())
	 , edge_indices(make_cube.EdgeIndices())
	 , cube_matrices(MakeCubeMatrices(100, 10.0))
	 , viewport_width(dof_prog, "ViewportWidth")
	 , viewport_height(dof_prog, "ViewportHeight")
	 , projection_matrix(main_prog, "ProjectionMatrix")
	 , camera_matrix(main_prog, "CameraMatrix")
	 , model_matrix(main_prog, "ModelMatrix")
	 , ambient_color(main_prog, "AmbientColor")
	 , diffuse_color(main_prog, "DiffuseColor")
	 , focus_depth(dof_prog, "FocusDepth")
	 , color_tex(Texture::Target::Rectangle)
	 , depth_tex(Texture::Target::Rectangle)
	 , width(800)
	 , height(600)
	{
		main_vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertLightDir;"
			"out vec3 vertNormal;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLightDir = normalize(LightPos - gl_Position.xyz);"
			"	vertNormal = normalize(mat3(ModelMatrix)*Normal);"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		main_vs.Compile();

		// set the fragment shader source
		main_fs.Source(
			"#version 330\n"
			"uniform vec3 AmbientColor, DiffuseColor;"
			"in vec3 vertLightDir;"
			"in vec3 vertNormal;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float d = max(dot(vertLightDir,vertNormal),0.0);"
			"	float e = sin("
			"		10.0*vertLightDir.x + "
			"		20.0*vertLightDir.y + "
			"		25.0*vertLightDir.z   "
			"	)*0.9;"
			"	fragColor = vec4("
			"		mix(AmbientColor, DiffuseColor, d+e),"
			"		1.0"
			"	);"
			"}"
		);
		// compile it
		main_fs.Compile();

		// attach the shaders to the program
		main_prog.AttachShader(main_vs);
		main_prog.AttachShader(main_fs);
		// link and use it
		main_prog.Link();
		main_prog.Use();

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

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

		// bind the VBO for the cube normals
		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(main_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		Uniform<Vec3f>(main_prog, "LightPos").Set(30.0, 50.0, 20.0);

		dof_vs.Source(
			"#version 330\n"
			"uniform uint ViewportWidth, ViewportHeight;"
			"in vec4 Position;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = Position;"
			"	vertTexCoord = vec2("
			"		(Position.x*0.5 + 0.5)*ViewportWidth,"
			"		(Position.y*0.5 + 0.5)*ViewportHeight"
			"	);"
			"}"
		);
		dof_vs.Compile();

		dof_fs.Source(
			"#version 330\n"
			"uniform sampler2DRect ColorTex;"
			"uniform sampler2DRect DepthTex;"
			"uniform float FocusDepth;"
			"uniform uint SampleMult;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"const float strength = 16.0;"
			"void main(void)"
			"{"
			"	float fragDepth = texture(DepthTex, vertTexCoord).r;"
			"	vec3 color = texture(ColorTex, vertTexCoord).rgb;"
			"	float of = abs(fragDepth - FocusDepth);"
			"	int nsam = int(of*SampleMult);"
			"	float inv_nsam = 1.0 / (1.0 + nsam);"
			"	float astep = (3.14151*4.0)/nsam;"
			"	for(int i=0; i!=nsam; ++i)"
			"	{"
			"		float a = i*astep;"
			"		float d = sqrt(i*inv_nsam);"
			"		float sx = cos(a)*of*strength*d;"
			"		float sy = sin(a)*of*strength*d;"
			"		vec2 samTexCoord = vertTexCoord + vec2(sx, sy) + noise2(vec2(sx, sy));"
			"		color += texture(ColorTex, samTexCoord).rgb;"
			"	}"
			"	fragColor = vec4(color * inv_nsam , 1.0);"
			"}"
		);
		dof_fs.Compile();

		dof_prog.AttachShader(dof_vs);
		dof_prog.AttachShader(dof_fs);
		dof_prog.Link();
		dof_prog.Use();

		GLuint sample_mult = params.HighQuality()?512:128;
		Uniform<GLuint>(dof_prog, "SampleMult") = sample_mult;

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

		corners.Bind(Buffer::Target::Array);
		{
			GLfloat screen_verts[8] = {
				-1.0f, -1.0f,
				-1.0f,  1.0f,
				 1.0f, -1.0f,
				 1.0f,  1.0f
			};
			Buffer::Data(Buffer::Target::Array, 8, screen_verts);
			VertexAttribArray attr(dof_prog, "Position");
			attr.Setup<Vec2f>();
			attr.Enable();
		}

		Texture::Active(0);
		UniformSampler(dof_prog, "ColorTex").Set(0);
		{
			auto bound_tex = Bind(color_tex, Texture::Target::Rectangle);
			bound_tex.MinFilter(TextureMinFilter::Linear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::ClampToEdge);
			bound_tex.WrapT(TextureWrap::ClampToEdge);
			bound_tex.Image2D(
				0,
				PixelDataInternalFormat::RGB,
				width, height,
				0,
				PixelDataFormat::RGB,
				PixelDataType::UnsignedByte,
				nullptr
			);
		}

		Texture::Active(1);
		UniformSampler(dof_prog, "DepthTex").Set(1);
		{
			auto bound_tex = Bind(depth_tex, Texture::Target::Rectangle);
			bound_tex.MinFilter(TextureMinFilter::Linear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::ClampToEdge);
			bound_tex.WrapT(TextureWrap::ClampToEdge);
			bound_tex.Image2D(
				0,
				PixelDataInternalFormat::DepthComponent,
				width, height,
				0,
				PixelDataFormat::DepthComponent,
				PixelDataType::Float,
				nullptr
			);
		}

		{
			auto bound_fbo = Bind(
				fbo,
				Framebuffer::Target::Draw
			);
			bound_fbo.AttachTexture(
				FramebufferAttachment::Color,
				color_tex,
				0
			);
			bound_fbo.AttachTexture(
				FramebufferAttachment::Depth,
				depth_tex,
				0
			);
		}

		//
		gl.ClearColor(0.9f, 0.9f, 0.9f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.DepthFunc(CompareFn::LEqual);
		gl.Enable(Capability::LineSmooth);
		gl.BlendFunc(BlendFn::SrcAlpha, BlendFn::OneMinusSrcAlpha);
	}
	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")
	{

		// 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);
			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);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(prog, "Normal");
			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);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the texture
		gl.Bound(Texture::Target::_2D, tex)
			.Image2D(images::LoadTexture("honeycomb"))
			.GenerateMipmap()
			.MinFilter(TextureMinFilter::LinearMipmapLinear)
			.MagFilter(TextureMagFilter::Linear)
			.WrapS(TextureWrap::MirroredRepeat)
			.WrapT(TextureWrap::MirroredRepeat)
			.Anisotropy(2);
		//
		UniformSampler(prog, "TexUnit").Set(0);
		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(1.0f, 2.0f, 3.0f));
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::Blend);
		gl.BlendFunc(
			BlendFn::SrcAlpha,
			BlendFn::OneMinusSrcAlpha
		);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_cube.FaceWinding());
	}
示例#17
0
	PoolTilesExample(void)
	 : make_plane(
		Vec3f(),
		Vec3f(7.0f, 0.0f, 0.0f),
		Vec3f(0.0f, 0.0f,-7.0f),
		48,
		48
	), plane_instr(make_plane.Instructions())
	 , plane_indices(make_plane.Indices())
	 , make_shape()
	 , shape_instr(make_shape.Instructions())
	 , shape_indices(make_shape.Indices())
	 , plane_vs(ObjectDesc("Plane vertex"))
	 , shape_vs(ObjectDesc("Shape vertex"))
	 , plane_fs(ObjectDesc("Plane fragment"))
	 , shape_fs(ObjectDesc("Shape fragment"))
	 , plane_camera_matrix(plane_prog, "CameraMatrix")
	 , shape_camera_matrix(shape_prog, "CameraMatrix")
	 , plane_camera_position(plane_prog, "CameraPosition")
	 , width(800)
	 , height(600)
	 , refl_tex_side(width > height ? height : width)
	 , tile_tex_side(64)
	{
		gl.RequireAtLeast(LimitQuery::MaxCombinedTextureImageUnits, 5);

		plane_vs.Source(
			"#version 140\n"
			"uniform vec3 LightPosition;"
			"uniform vec3 CameraPosition;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec2 TexCoord;"
			"out vec3 vertLightDir;"
			"out vec3 vertViewDir;"
			"out vec4 vertReflTexCoord;"
			"out vec2 vertTileTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix* Position;"
			"	vertLightDir = normalize(LightPosition - gl_Position.xyz);"
			"	vertViewDir = normalize(CameraPosition - gl_Position.xyz);"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"	vertReflTexCoord = gl_Position;"
			"	vertTileTexCoord = TexCoord;"
			"}"
		);
		plane_vs.Compile();

		plane_fs.Source(
			"#version 140\n"
			"uniform sampler2D RandTex, PictTex, TileTex, NormTex;"
			"uniform sampler2D ReflectTex;"
			"uniform uint TileCount;"
			"uniform float Aspect;"
			"in vec3 vertLightDir;"
			"in vec3 vertViewDir;"
			"in vec4 vertReflTexCoord;"
			"in vec2 vertTileTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	vec3 Normal = texture("
			"		NormTex, "
			"		vertTileTexCoord * TileCount"
			"	).rgb;"
			"	vec3 LightRefl = reflect("
			"		-normalize(vertLightDir),"
			"		normalize(Normal)"
			"	);"
			"	float Diffuse = max(dot("
			"		Normal, "
			"		vertLightDir"
			"	), 0.0);"
			"	float Specular = max(dot("
			"		LightRefl,"
			"		vertViewDir"
			"	), 0.0);"
			"	float PlasterLight = 0.3 + max(Diffuse, 0.0);"
			"	float TileLight = 0.3 + pow(Diffuse, 2.0)*0.9 + pow(Specular, 4.0)*2.5;"
			"	vec2 ReflCoord = vertReflTexCoord.xy;"
			"	ReflCoord /= vertReflTexCoord.w;"
			"	ReflCoord *= 0.5;"
			"	ReflCoord += vec2(Aspect*0.5, 0.5);"
			"	ReflCoord += vec2(Normal.x, Normal.z)*0.5;"
			"	vec3 ReflColor = texture("
			"		ReflectTex, "
			"		ReflCoord"
			"	).rgb;"
			"	vec3 TileProps = texture("
			"		TileTex, "
			"		vertTileTexCoord * TileCount"
			"	).rgb;"
			"	float Pict = texture(PictTex, vertTileTexCoord).r;"
			"	float Rand = texture(RandTex, vertTileTexCoord).r;"
			"	float LightVsDark = "
			"		mix( 0.1, 0.9, Pict)+"
			"		mix(-0.1, 0.1, Rand);"
			"	vec3 TileColor = mix("
			"		vec3(0.1, 0.1, 0.5),"
			"		vec3(0.4, 0.4, 0.9),"
			"		LightVsDark "
			"	);"
			"	vec3 PlasterColor = vec3(0.9, 0.9, 0.9);"
			"	fragColor = vec4("
			"		mix("
			"			PlasterColor * PlasterLight,"
			"			TileColor * TileLight, "
			"			TileProps.b"
			"		) +"
			"		ReflColor * TileProps.g * 0.6,"
			"		1.0"
			"	);"
			"}"
		);
		plane_fs.Compile();

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

		Vec3f lightPos(3.0f, 2.5f, 2.0f);
		Uniform<Vec3f>(plane_prog, "LightPosition").Set(lightPos);
		Uniform<GLuint>(plane_prog, "TileCount").Set(tile_tex_side);
		Uniform<Mat4f>(plane_prog, "ModelMatrix").Set(
			ModelMatrixf::Translation(0.0f, -0.5f, 0.0f)
		);

		std::vector<GLfloat> data;
		GLuint n_per_vertex;

		n_per_vertex = make_plane.Positions(data);
		plane_verts.Data(data);
		DSAVertexArrayAttribEXT(plane, plane_prog, "Position")
			.Setup<GLfloat>(plane_verts, n_per_vertex)
			.Enable();

		n_per_vertex = make_plane.TexCoordinates(data);
		plane_texcoords.Data(data);
		DSAVertexArrayAttribEXT(plane, plane_prog, "TexCoord")
			.Setup<GLfloat>(plane_texcoords, n_per_vertex)
			.Enable();

		//
		rand_tex.target = Texture::Target::_2D;
		rand_tex.Image2D(
			images::RandomRedUByte(
				tile_tex_side,
				tile_tex_side
			)
		);
		rand_tex.Filter(TextureFilter::Nearest);
		rand_tex.Wrap(TextureWrap::Repeat);
		Texture::Active(0);
		UniformSampler(plane_prog, "RandTex").Set(0);
		rand_tex.Bind();

		//
		pict_tex.target = Texture::Target::_2D;
		pict_tex.Image2D(images::LoadTexture("pool_pictogram"));
		pict_tex.Filter(TextureFilter::Linear);
		pict_tex.Wrap(TextureWrap::Repeat);
		Texture::Active(1);
		UniformSampler(plane_prog, "PictTex").Set(1);
		pict_tex.Bind();
		//
		auto tile_image = images::LoadTexture("small_tile");
		//
		tile_tex.target = Texture::Target::_2D;
		tile_tex.Image2D(tile_image);
		tile_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
		tile_tex.MagFilter(TextureMagFilter::Linear);
		tile_tex.Wrap(TextureWrap::Repeat);
		tile_tex.GenerateMipmap();
		Texture::Active(2);
		UniformSampler(plane_prog, "TileTex").Set(2);
		tile_tex.Bind();
		//
		norm_tex.target =  Texture::Target::_2D;
		norm_tex.Image2D(
			images::TransformComponents<GLfloat, 3>(
				images::NormalMap(tile_image),
				Mat4d(
					Vec4d(1.0, 0.0, 0.0, 0.0),
					Vec4d(0.0, 0.0, 1.0, 0.0),
					Vec4d(0.0,-1.0, 0.0, 0.0),
					Vec4d(0.0, 0.0, 0.0, 1.0)
				)
			)
		);
		norm_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
		norm_tex.MagFilter(TextureMagFilter::Linear);
		norm_tex.Wrap(TextureWrap::Repeat);
		norm_tex.GenerateMipmap();
		Texture::Active(3);
		UniformSampler(plane_prog, "NormTex").Set(3);
		norm_tex.Bind();
		//
		reflect_tex.target = Texture::Target::_2D;
		reflect_tex.Image2D(
			0,
			PixelDataInternalFormat::RGB,
			refl_tex_side, refl_tex_side,
			0,
			PixelDataFormat::RGB,
			PixelDataType::UnsignedByte,
			nullptr
		);
		reflect_tex.Filter(TextureFilter::Linear);
		reflect_tex.Wrap(TextureWrap::ClampToEdge);
		Texture::Active(4);
		UniformSampler(plane_prog, "ReflectTex").Set(4);
		reflect_tex.Bind();

		rbo.Storage(
			PixelDataInternalFormat::DepthComponent,
			refl_tex_side,
			refl_tex_side
		);
		fbo.target = Framebuffer::Target::Draw;
		fbo.AttachTexture(
			FramebufferAttachment::Color,
			reflect_tex,
			0
		);
		fbo.AttachRenderbuffer(
			FramebufferAttachment::Depth,
			rbo
		);

		shape_vs.Source(
			"#version 140\n"
			"uniform vec3 LightPosition;"
			"uniform mat4 ProjectionMatrix, ModelMatrix, CameraMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"out vec3 vertLightDir;"
			"out vec3 vertLightRefl;"
			"out vec3 vertViewDir;"
			"out vec3 vertViewRefl;"
			"out vec3 vertColor;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		ModelMatrix *"
			"		Position;"
			"	vertLightDir = LightPosition - gl_Position.xyz;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLightRefl = reflect("
			"		-normalize(vertLightDir),"
			"		normalize(vertNormal)"
			"	);"
			"	vertViewDir = ("
			"		vec4(0.0, 0.0, 1.0, 1.0)*"
			"		CameraMatrix"
			"	).xyz;"
			"	vertViewRefl = reflect("
			"		-normalize(vertViewDir),"
			"		normalize(vertNormal)"
			"	);"
			"	vertColor = vec3(0.3, 0.3, 0.7);"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		gl_Position;"
			"}"
		);
		shape_vs.Compile();

		shape_fs.Source(
			"#version 140\n"
			"uniform sampler2D PictTex, TileTex;"
			"uniform uint TileCount;"
			"in vec3 vertNormal;"
			"in vec3 vertLightDir;"
			"in vec3 vertLightRefl;"
			"in vec3 vertViewDir;"
			"in vec3 vertViewRefl;"
			"in vec3 vertColor;"
			"out vec4 fragColor;"

			"void main(void)"
			"{"
			"	float LtDist = length(vertLightDir);"
			"	float Diffuse = dot("
			"		normalize(vertNormal), "
			"		normalize(vertLightDir)"
			"	) / LtDist;"
			"	float Specular = dot("
			"		normalize(vertLightRefl),"
			"		normalize(vertViewDir)"
			"	);"
			"	vec3 LightColor = vec3(1.0, 1.0, 1.0);"
			"	vec2 ReflTexCoord = -vec2("
			"		vertViewRefl.x,"
			"		vertViewRefl.z "
			"	);"
			"	ReflTexCoord *= 0.25;"
			"	ReflTexCoord += vec2(0.5, 0.5);"
			"	float Pict = texture(PictTex, ReflTexCoord).r;"
			"	float LightVsDark = mix( 0.1, 0.9, Pict);"
			"	vec3 TileColor = mix("
			"		vec3(0.2, 0.2, 0.6),"
			"		vec3(0.5, 0.5, 0.9),"
			"		LightVsDark"
			"	);"
			"	vec3 PlasterColor = vec3(0.7, 0.7, 0.7);"
			"	vec3 FloorColor = mix("
			"		PlasterColor, "
			"		TileColor, "
			"		texture(TileTex, ReflTexCoord*TileCount).b"
			"	);"
			"	vec3 ReflColor = mix("
			"		vec3(0.5, 0.5, 0.4), "
			"		FloorColor, "
			"		pow(max((-vertViewRefl.y-0.5)*2.0, 0.0), 2.0)"
			"	);"
			"	fragColor = vec4("
			"		vertColor * 0.4 + "
			"		ReflColor * 0.3 + "
			"		(LightColor + vertColor)*pow(max(2.5*Diffuse, 0.0), 3) + "
			"		LightColor * pow(max(Specular, 0.0), 64), "
			"		1.0"
			"	);"
			"}"
		);
		shape_fs.Compile();

		shape_prog.AttachShader(shape_vs);
		shape_prog.AttachShader(shape_fs);
		shape_prog.Link();
		shape_prog.Use();

		Uniform<Vec3f>(shape_prog, "LightPosition").Set(lightPos);
		Uniform<Mat4f>(shape_prog, "ModelMatrix").Set(
			ModelMatrixf::Translation(0.0f, 0.6f, 0.0f)
		);
		UniformSampler(shape_prog, "PictTex").Set(0);
		UniformSampler(shape_prog, "TileTex").Set(1);
		Uniform<GLuint>(shape_prog, "TileCount").Set(tile_tex_side);


		n_per_vertex = make_shape.Positions(data);
		shape_verts.Data(data);
		DSAVertexArrayAttribEXT(shape, shape_prog, "Position")
			.Setup<GLfloat>(shape_verts, n_per_vertex)
			.Enable();

		n_per_vertex = make_shape.Normals(data);
		shape_normals.Data(data);
		DSAVertexArrayAttribEXT(shape, shape_prog, "Normal")
			.Setup<GLfloat>(shape_normals, n_per_vertex)
			.Enable();
		//
		gl.ClearColor(0.5f, 0.5f, 0.4f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
	}
	SmokeExample(void)
	 : emitters(
		{
			{
				{
					{-20.0f, -10.0f,  10.0f},
					{ 20.0f,   0.0f, -20.0f},
					{ 20.0f,  10.0f,  20.0f},
					{-20.0f,   0.0f, -10.0f}
				}, 15.0, 200.0
			},
			{
				{
					{ 30.0f,   0.0f,   5.0f},
					{-30.0f,   0.0f,  -5.0f},
					{-20.0f,  20.0f,   5.0f},
					{ 20.0f, -10.0f,  -5.0f}
				}, 17.0, 200.0
			},
		}
	), vs(ShaderType::Vertex, "Vertex")
	 , gs(ShaderType::Geometry, "Geometry")
	 , fs(ShaderType::Fragment, "Fragment")
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , light_cam_pos(prog, "LightCamPos")
	{
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 CameraMatrix;"
			"in vec4 Position;"
			"in float Age;"
			"in int Id;"
			"out float vertAge;"
			"out int vertId;"
			"void main(void)"
			"{"
			"	gl_Position = CameraMatrix * Position;"
			"	vertAge = Age;"
			"	vertId = Id;"
			"}"
		);
		// compile it
		vs.Compile();

		// Set the geometry shader source
		gs.Source(
			"#version 330\n"
			"layout(points) in;"
			"layout(triangle_strip, max_vertices = 4) out;"
			"uniform vec3 LightCamPos;"
			"uniform mat4 ProjectionMatrix;"
			"in float vertAge[];"
			"in int vertId[];"
			"out vec2 geomTexCoord;"
			"out float geomAge;"
			"out float geomLightVal;"
			"out float geomLightBias;"
			"void main(void)"
			"{"
			"	if(vertAge[0] > 1.0) return;"
			"	vec3 pos = gl_in[0].gl_Position.xyz;"
			"	vec3 lightDir = normalize(LightCamPos - pos);"
			"	float s = 0.8, g = 3.0;"
			"	float yo[2] = float[2](-1.0, 1.0);"
			"	float xo[2] = float[2](-1.0, 1.0);"
			"	float angle = vertId[0];"
			"	float cx = cos(angle), sx = sin(angle);"
			"	mat2 rot = mat2(cx, sx, -sx, cx);"
			"	for(int j=0;j!=2;++j)"
			"	for(int i=0;i!=2;++i)"
			"	{"
			"		float xoffs = xo[i]*(1.0+vertAge[0]*g)*s;"
			"		float yoffs = yo[j]*(1.0+vertAge[0]*g)*s;"
			"		vec2 offs = rot*vec2(xoffs, yoffs);"
			"		gl_Position = ProjectionMatrix * vec4("
			"			pos.x-offs.x,"
			"			pos.y-offs.y,"
			"			pos.z,"
			"			1.0"
			"		);"
			"		geomTexCoord = vec2(float(i), float(j));"
			"		geomAge = vertAge[0];"
			"		geomLightVal = lightDir.z;"
			"		geomLightBias = -dot("
			"			normalize(vec3(offs, 0.0)),"
			"			lightDir"
			"		);"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		// compile it
		gs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"uniform sampler2D SmokeTex;"
			"in vec2 geomTexCoord;"
			"in float geomAge;"
			"in float geomLightVal;"
			"in float geomLightBias;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	vec3 c = texture(SmokeTex, geomTexCoord).rgb;"
			"	float depth = c.g - c.r;"
			"	if(depth == 0.0) discard;"
			"	float density = min(depth * c.b * 2.0, 1.0);"
			"	float intensity = min("
			"		max("
			"			geomLightVal*0.5+"
			"			geomLightBias,"
			"			0.0"
			"		)+max("
			"			-geomLightVal*"
			"			(1.0 - density)*"
			"			geomLightBias * 5.0,"
			"			0.0"
			"		),"
			"		1.0"
			"	) + 0.1;"
			"	fragColor = vec4("
			"		intensity,"
			"		intensity,"
			"		intensity,"
			"		(1.0 - geomAge)*density"
			"	);"
			"}"
		);
		// compile it
		fs.Compile();

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

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

		// bind the VBO for the particle positions
		pos_buf.Bind(Buffer::Target::Array);
		{
			Buffer::Data(Buffer::Target::Array, positions);
			VertexAttribArray attr(prog, "Position");
			attr.Setup<Vec3f>();
			attr.Enable();
		}

		// bind the VBO for the particle ages
		age_buf.Bind(Buffer::Target::Array);
		{
			Buffer::Data(Buffer::Target::Array, ages);
			VertexAttribArray attr(prog, "Age");
			attr.Setup<GLfloat>();
			attr.Enable();
		}

		// bind the VBO for the particle identifiers
		id_buf.Bind(Buffer::Target::Array);
		{
			Buffer::Data(Buffer::Target::Array, ids);
			VertexAttribArray attr(prog, "Id");
			attr.Setup<GLint>();
			attr.Enable();
		}

		Texture::Active(0);
		UniformSampler(prog, "SmokeTex").Set(0);
		{
			auto bound_tex = Bind(smoke_tex, Texture::Target::_2D);
			bound_tex.Image2D(
				images::Cloud2D(
					images::Cloud(
						128, 128, 128,
						Vec3f(0.1f, -0.5f, 0.3f),
						0.5f
					)
				)
			);
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.BorderColor(Vec4f(0.0f, 0.0f, 0.0f, 0.0f));
			bound_tex.WrapS(TextureWrap::ClampToBorder);
			bound_tex.WrapT(TextureWrap::ClampToBorder);
		}
		//
		gl.ClearColor(0.0f, 0.1f, 0.2f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::Blend);
		gl.BlendFunc(BlendFn::SrcAlpha, BlendFn::OneMinusSrcAlpha);
	}
示例#19
0
	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());
	}
示例#20
0
	CloudExample(void)
	 : projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	{
		// Set the vertex shader source

		vs.Source(
			"#version 330\n"
			"in vec4 Position;"
			"uniform mat4 CameraMatrix;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		CameraMatrix *"
			"		Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// Set the geometry shader source
		gs.Source(
			"#version 330\n"
			"layout(points) in;"
			"layout(triangle_strip, max_vertices = 100) out;"
			"const int p = 25;"
			"const float hp = (p-1)*0.5;"
			"uniform vec3 LightPos;"
			"uniform mat4 CameraMatrix, ProjectionMatrix;"
			"out vec3 geomTexCoord;"
			"out vec3 geomLightDir;"
			"void main(void)"
			"{"
			"	float s = 0.6;"
			"	float yo[2] = float[2](-1.0, 1.0);"
			"	float xo[2] = float[2](-1.0, 1.0);"
			"	vec3 cx = vec3("
			"		CameraMatrix[0][0],"
			"		CameraMatrix[1][0],"
			"		CameraMatrix[2][0] "
			"	);"
			"	vec3 cy = vec3("
			"		CameraMatrix[0][1],"
			"		CameraMatrix[1][1],"
			"		CameraMatrix[2][1] "
			"	);"
			"	vec3 cz = vec3("
			"		CameraMatrix[0][2],"
			"		CameraMatrix[1][2],"
			"		CameraMatrix[2][2] "
			"	);"
			"	for(int k=0;k!=p;++k)"
			"	{"
			"		for(int j=0;j!=2;++j)"
			"		for(int i=0;i!=2;++i)"
			"		{"
			"			float zo = ((k - hp) / hp);"
			"			float xoffs = xo[i]*s;"
			"			float yoffs = yo[j]*s;"
			"			float zoffs = zo   *s;"
			"			vec4 v = vec4("
			"				gl_in[0].gl_Position.x+xoffs,"
			"				gl_in[0].gl_Position.y+yoffs,"
			"				gl_in[0].gl_Position.z+zoffs,"
			"				1.0"
			"			);"
			"			gl_Position = ProjectionMatrix * v;"
			"			geomLightDir = LightPos - v.xyz;"
			"			geomTexCoord = "
			"				vec3(0.5, 0.5, 0.5)+"
			"				cx*(xo[i])*0.707+"
			"				cy*(yo[j])*0.707+"
			"				cz*(zo   )*0.707;"
			"			EmitVertex();"
			"		}"
			"		EndPrimitive();"
			"	}"
			"}"
		);
		// compile it
		gs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"uniform sampler3D cloudTex;"
			"in vec3 geomTexCoord;"
			"in vec3 geomLightDir;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float d = texture(cloudTex, geomTexCoord).r;"
			"	float o = 1.0;"
			"	float s = 2.0/128.0;"
			"	float r = s * 8.0;"
			"	vec3 sampleOffs = normalize(geomLightDir) * s;"
			"	vec3 samplePos = geomTexCoord;"
			"	if(d > 0.01) while(o > 0.0)"
			"	{"
			"		if(samplePos.x<0.0 || samplePos.x>1.0)"
			"			break;"
			"		if(samplePos.y<0.0 || samplePos.y>1.0)"
			"			break;"
			"		if(samplePos.z<0.0 || samplePos.z>1.0)"
			"			break;"
			"		o -= texture(cloudTex, samplePos).r*r;"
			"		samplePos += sampleOffs;"
			"	}"
			"	float a = 0.2 * d;"
			"	float i = mix(0.4, 1.0, o);"
			"	fragColor = vec4(i, i, i, a);"
			"}"
		);
		// compile it
		fs.Compile();

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

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

		// bind the VBO for the cloud positions
		buffer.Bind(Buffer::Target::Array);
		{
			GLfloat positions[3] = {0.5f, 0.1f, 0.2f};
			Buffer::Data(Buffer::Target::Array, 3, positions);
			VertexAttribArray attr(prog, "Position");
			attr.Setup(3, DataType::Float);
			attr.Enable();
		}

		{
			Texture::Active(0);
			UniformSampler(prog, "cloudTex").Set(0);
			auto bound_tex = Bind(cloud_tex, Texture::Target::_3D);
			bound_tex.Image3D(images::Cloud(128, 128, 128));
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.BorderColor(Vec4f(0.0f, 0.0f, 0.0f, 0.0f));
			bound_tex.WrapS(TextureWrap::ClampToBorder);
			bound_tex.WrapT(TextureWrap::ClampToBorder);
			bound_tex.WrapR(TextureWrap::ClampToBorder);
		}

		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(10.0f, 1.0f, 5.0f));

		gl.ClearColor(0.2f, 0.3f, 0.4f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::Blend);
		gl.BlendFunc(BlendFn::SrcAlpha, BlendFn::OneMinusSrcAlpha);
	}
示例#21
0
	SkyBoxExample(void)
	 : prog()
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	{
		VertexShader vs;
		vs.Source(StrLit(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"mat4 Matrix = ProjectionMatrix*CameraMatrix;"

			"in vec3 Corner;"
			"out vec3 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = Matrix * vec4(Corner * 10.0, 1.0);"
			"	vertTexCoord = Corner;"
			"}"
		));
		vs.Compile();
		prog.AttachShader(vs);

		FragmentShader fs;
		fs.Source(StrLit(
			"#version 330\n"
			"uniform samplerCube EnvMap;"
			"in vec3 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	fragColor = vec4(texture(EnvMap, normalize(vertTexCoord)).rgb, 1.0);"
			"}"
		));
		fs.Compile();
		prog.AttachShader(fs);

		prog.Link();
		prog.Use();

		sky_box.Bind();

		GLfloat sky_box_corners[8*3] = {
			-1.0f,-1.0f,-1.0f,
			+1.0f,-1.0f,-1.0f,
			-1.0f,+1.0f,-1.0f,
			+1.0f,+1.0f,-1.0f,
			-1.0f,-1.0f,+1.0f,
			+1.0f,-1.0f,+1.0f,
			-1.0f,+1.0f,+1.0f,
			+1.0f,+1.0f,+1.0f
		};
		corners.Bind(Buffer::Target::Array);
		Buffer::Data(Buffer::Target::Array, sky_box_corners);
		VertexAttribArray vert_attr(prog, "Corner");
		vert_attr.Setup(3, DataType::Float).Enable();

		GLuint sky_box_indices[6*5] = {
			1, 3, 5, 7, 9,
			4, 6, 0, 2, 9,
			2, 6, 3, 7, 9,
			4, 0, 5, 1, 9,
			5, 7, 4, 6, 9,
			0, 2, 1, 3, 9
		};
		indices.Bind(Buffer::Target::ElementArray);
		Buffer::Data(Buffer::Target::ElementArray, 6*5, sky_box_indices);

		gl.Enable(Capability::PrimitiveRestart);
		gl.PrimitiveRestartIndex(9);

		{
			UniformSampler(prog, "EnvMap").Set(0);
			Texture::Active(0);

			auto bound_tex = oglplus::Bind(env_map, 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);

			Texture::Image2D(
				Texture::CubeMapFace(0),
				images::LoadTexture("cloudy_day-cm_0", false, false)
			);
			Texture::Image2D(
				Texture::CubeMapFace(1),
				images::LoadTexture("cloudy_day-cm_1", false, false)
			);
			Texture::Image2D(
				Texture::CubeMapFace(2),
				images::LoadTexture("cloudy_day-cm_2", false, false)
			);
			Texture::Image2D(
				Texture::CubeMapFace(3),
				images::LoadTexture("cloudy_day-cm_3", false, false)
			);
			Texture::Image2D(
				Texture::CubeMapFace(4),
				images::LoadTexture("cloudy_day-cm_4", false, false)
			);
			Texture::Image2D(
				Texture::CubeMapFace(5),
				images::LoadTexture("cloudy_day-cm_5", false, false)
			);
		}

		gl.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
		gl.ClearDepth(1.0f);
	}
示例#22
0
	LandscapeExample(void)
	 : grid_side(128)
	 , make_plane(
		Vec3f(0.0f, 0.0f, 0.0f),
		Vec3f(9.0f, 0.0f, 0.0f),
		Vec3f(0.0f, 0.0f,-9.0f),
		grid_side*3, grid_side*3
	), plane_instr(make_plane.Instructions())
	 , plane_indices(make_plane.Indices())
	 , light_pos(prog, "LightPos")
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , light_path(
		ListOf<Vec3f>
			(Vec3f(-3.0f,  2.0f, -3.5f))
			(Vec3f( 0.0f,  5.0f,  0.5f))
			(Vec3f( 3.0f,  3.0f,  3.0f))
			(Vec3f( 3.0f,  3.0f, -3.0f))
			(Vec3f( 0.0f,  5.0f,  0.5f))
			(Vec3f(-3.2f,  2.0f,  3.0f))
		.Get()
	)
	{
		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"uniform sampler2D TexUnit;"
			"in vec4 Position;"
			"in vec2 TexCoord;"
			"out vec3 vertLight;"
			"out vec3 vertNormal;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	gl_Position = Position;"
			"	float o = 0.0;"
			"	float s[9];"
			"	int k=0;"
			"	for(int y=-1; y!=2; ++y)"
			"	for(int x=-1; x!=2; ++x)"
			"	{"
			"		s[k] = sqrt(texture("
			"			TexUnit, "
			"			TexCoord*3.0+"
			"			vec2(x, y)/128.0"
			"		).r);"
			"		o += s[k++];"
			"	}"
			"	gl_Position.y += o*0.5;"
			"	vec3 c = vec3( 0.0, s[4], 0.0);"
			"	float d = 1.0/32.0;"
			"	vertNormal = normalize("
			"		cross("
			"			vec3( 0.0, s[1],  -d) - c,"
			"			vec3(  -d, s[3], 0.0) - c"
			"		)+"
			"		cross("
			"			vec3(   d, s[5], 0.0) - c,"
			"			vec3( 0.0, s[1],  -d) - c"
			"		)+"
			"		cross("
			"			vec3( 0.0, s[7],   d) - c,"
			"			vec3(   d, s[5], 0.0) - c"
			"		)+"
			"		cross("
			"			vec3(  -d, s[3], 0.0) - c,"
			"			vec3( 0.0, s[7],   d) - c"
			"		)"
			"	);"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		gl_Position;"
			"}"
		);
		vs.Compile();

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = length(vertLight);"
			"	float d = l > 0? dot("
			"		normalize(vertNormal), "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	float i = 0.1 + 1.2*max(d, 0.0) + 4.2*pow(d, 2.0);"
			"	fragColor = vec4(i*0.7, i*0.7, i*0.3, 1.0);"
			"}"
		);
		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 plane
		plane.Bind();

		// bind the VBO for the plane vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_plane.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 plane texture coordinates
		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_plane.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);
		{
			auto image = images::NewtonFractal(
				grid_side, grid_side,
				Vec3f(0.0f, 0.1f, 0.2f),
				Vec3f(1.0f, 0.8f, 0.9f),
				Vec2f(-1.0f, -1.0f),
				Vec2f( 1.0f,  1.0f),
				images::NewtonFractal::X3Minus1(),
				images::NewtonFractal::DefaultMixer()
			);
			Texture::Image2D(tex_tgt, image);
			Texture::MinFilter(tex_tgt, TextureMinFilter::Linear);
			Texture::MagFilter(tex_tgt, TextureMagFilter::Linear);
			Texture::WrapS(tex_tgt, TextureWrap::MirroredRepeat);
			Texture::WrapT(tex_tgt, TextureWrap::MirroredRepeat);
		}
		//
		UniformSampler(prog, "TexUnit").Set(0);

		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_plane.FaceWinding());
		gl.CullFace(Face::Back);
	}
	MultiViewportExample(void)
	 : make_shape(1.0, 0.1, 8, 4, 48)
	 , shape_instr(make_shape.Instructions())
	 , shape_indices(make_shape.Indices())
	 , camera_position_3(prog, "CameraPosition[3]")
	 , camera_matrix_0(prog, "CameraMatrix[0]")
	 , camera_matrix_1(prog, "CameraMatrix[1]")
	 , camera_matrix_2(prog, "CameraMatrix[2]")
	 , camera_matrix_3(prog, "CameraMatrix[3]")
	 , model_matrix(prog, "ModelMatrix")
	{
		VertexShader vs;
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ModelMatrix;"
			"uniform vec3 LightPos;"

			"in vec4 Position;"
			"in vec3 Normal;"

			"out vec3 vertNormal;"
			"out vec3 vertTexCoord;"
			"out vec3 vertLightDir;"
			"out vec3 vertLightRefl;"

			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertTexCoord = Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLightDir = LightPos-gl_Position.xyz;"
			"	vertLightRefl = reflect(-vertLightDir, vertNormal);"
			"}"
		);
		vs.Compile();

		GeometryShader gs;
		// Set the geometry shader source
		gs.Source(
			"#version 330\n"
			"#extension GL_ARB_viewport_array : enable\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 12) out;"

			"uniform mat4 CameraMatrix[4];"
			"uniform vec3 CameraPosition[4];"

			"in vec3 vertNormal[];"
			"in vec3 vertTexCoord[];"
			"in vec3 vertLightDir[];"
			"in vec3 vertLightRefl[];"

			"out vec3 geomNormal;"
			"out vec3 geomTexCoord;"
			"out vec3 geomLightDir;"
			"out vec3 geomLightRefl;"
			"out vec3 geomViewDir;"
			"out vec3 geomViewRefl;"

			"void main(void)"
			"{"
			"	for(int vp=0; vp!=4; ++vp)"
			"	{"
			"		gl_ViewportIndex = vp;"
			"		for(int v=0; v!=3; ++v)"
			"		{"
			"			geomNormal = vertNormal[v];"
			"			geomTexCoord = vertTexCoord[v];"
			"			geomLightDir = vertLightDir[v];"
			"			geomLightRefl = vertLightRefl[v];"
			"			geomViewDir = "
			"				CameraPosition[vp] - "
			"				gl_in[v].gl_Position.xyz;"
			"			geomViewRefl = reflect("
			"				-geomViewDir,"
			"				geomNormal"
			"			);"
			"			gl_Position = "
			"				CameraMatrix[vp] *"
			"				gl_in[v].gl_Position;"
			"			EmitVertex();"
			"		}"
			"		EndPrimitive();"
			"	}"
			"}"
		);
		gs.Compile();

		FragmentShader fs;
		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"uniform samplerCube TexUnit;"
			"in vec3 geomNormal;"
			"in vec3 geomTexCoord;"
			"in vec3 geomLightDir;"
			"in vec3 geomLightRefl;"
			"in vec3 geomViewDir;"
			"in vec3 geomViewRefl;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = length(geomLightDir);"
			"	float d = dot("
			"		normalize(geomNormal), "
			"		normalize(geomLightDir)"
			"	) / l;"
			"	float s = dot("
			"		normalize(geomLightRefl),"
			"		normalize(geomViewDir)"
			"	);"
			"	vec3 lt = vec3(1.0, 1.0, 1.0);"
			"	vec3 tex = texture(TexUnit, geomTexCoord).rgb;"
			"	fragColor = vec4("
			"		tex * 0.4 + "
			"		(lt + tex) * 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(gs);
		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<GLfloat>(n_per_vertex);
			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<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the texture
		{
			GLuint tex_side = 512;
			auto image = images::NewtonFractal(
				tex_side, tex_side,
				Vec3f(0.8f, 0.8f, 1.0f),
				Vec3f(0.1f, 0.0f, 0.2f),
				Vec2f(-0.707f, -0.707f),
				Vec2f( 0.707f,  0.707f),
				images::NewtonFractal::X4Minus1(),
				[](double x) -> double
				{
					return pow(SineWave(pow(x,0.5)), 4.0);
				}
			);
			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);
		}
		//
		UniformSampler(prog, "TexUnit").Set(0);
		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(3.0f, 5.0f, 4.0f));
		//
		gl.ClearColor(0.1f, 0.05f, 0.2f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_shape.FaceWinding());
		gl.CullFace(Face::Back);

		Uniform<Vec3f> camera_position(prog, "CameraPosition");
		camera_position[0].Set(Vec3f(2, 0, 0));
		camera_position[1].Set(Vec3f(0, 2, 0));
		camera_position[2].Set(Vec3f(0, 0, 2));
	}
示例#24
0
	FlareExample(void)
	 : shape(shape_prog, shapes::SpiralSphere())
	 , n_flares(32)
	 , queries(n_flares)
	{
		std::vector<Vec3f> light_positions(n_flares);
		for(GLuint i=0; i!=n_flares; ++i)
		{
			const float rand_max = float(RAND_MAX);
			auto angle = FullCircles(std::rand()/rand_max);

			light_positions[i] = Vec3f(
				7.0f*Cos(angle),
				0.2f*(std::rand()/rand_max)-0.1f,
				7.0f*Sin(angle)
			);
		}

		shape_prog.light_position.Set(light_positions);
		shape_prog.color_1 = Vec3f(0.3f, 0.3f, 0.5f);
		shape_prog.color_2 = Vec3f(0.8f, 0.8f, 1.0f);

		Texture::Active(0);
		shape_prog.metal_tex.Set(0);
		metal_texture
			<< TextureTarget::_2D
			<< TextureMinFilter::LinearMipmapLinear
			<< TextureMagFilter::Linear
			<< TextureWrap::Repeat
			<< images::BrushedMetalUByte(
				512, 512,
				5120,
				-12, +12,
				32, 64
			)
			<< TextureMipmap();

		Texture::Active(1);
		UniformSampler(flare_prog, "FlareTex").Set(1);
		flare_texture
			<< TextureTarget::_2D
			<< TextureMinFilter::LinearMipmapLinear
			<< TextureMagFilter::Linear
			<< images::LoadTexture("flare_1")
			<< TextureMipmap();

		(TextureTarget::_2D|0) << TextureWrap::MirroredRepeat;
		(TextureTarget::_2D|1) << TextureWrap::Repeat;

		lights.Bind();
		try
		{
			light_pos.Bind(Buffer::Target::Array);
			Buffer::Data(Buffer::Target::Array, light_positions);

			light_prog.Use();
			VertexArrayAttrib light_attr(light_prog, "Position");
			light_attr.Setup<Vec3f>();
			light_attr.Enable();

			flare_prog.Use();
			VertexArrayAttrib flare_attr(flare_prog, "Position");
			flare_attr.Setup<Vec3f>();
			flare_attr.Enable();
		}
		catch(Error&)
		{ }

		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::ProgramPointSize);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);
		gl.BlendFunc(BlendFn::SrcAlpha, BlendFn::One);
	}
示例#25
0
	WavesExample(void)
	 : make_plane(
		Vec3f(  0.0f,   0.0f,   0.0f),
		Vec3f(100.0f,   0.0f,   0.0f),
		Vec3f(  0.0f,   0.0f,-100.0f),
		50, 50
	), plane_instr(make_plane.PatchInstructions())
	 , plane_indices(make_plane.PatchIndices())
	 , camera_matrix(prog, "CameraMatrix")
	 , camera_position(prog, "CameraPosition")
	 , anim_time(prog, "Time")
	 , prev_period(-1)
	{
		VertexShader vs(ObjectDesc("Vertex"));
		vs.Source(StrLit(
			"#version 410\n"

			"uniform vec3 CameraPosition;"

			"in vec3 Position;"

			"out vec3 vertPosition;"
			"out float vertDistance;"

			"void main(void)"
			"{"
			"	vertPosition = Position;"
			"	vertDistance = distance(CameraPosition, Position);"
			"}"
		));
		vs.Compile();
		prog.AttachShader(vs);

		TessControlShader cs(ObjectDesc("TessControl"));
		cs.Source(
			"#version 410\n"

			"layout(vertices = 3) out;"

			"in vec3 vertPosition[];"
			"in float vertDistance[];"

			"out vec3 tecoPosition[];"

			"int tessLevel(float dist)"
			"{"
			"	return clamp(int(150.0 / (dist+0.1)), 1, 10);"
			"}"

			"void main(void)"
			"{"
			"	tecoPosition[gl_InvocationID] ="
			"		vertPosition[gl_InvocationID];"

			"	if(gl_InvocationID == 0)"
			"	{"
			"		gl_TessLevelInner[0] = tessLevel(("
			"			vertDistance[0]+"
			"			vertDistance[1]+"
			"			vertDistance[2] "
			"		)*0.333);"
			"		gl_TessLevelOuter[0] = tessLevel(("
			"			vertDistance[1]+"
			"			vertDistance[2] "
			"		)*0.5);"
			"		gl_TessLevelOuter[1] = tessLevel(("
			"			vertDistance[2]+"
			"			vertDistance[0] "
			"		)*0.5);"
			"		gl_TessLevelOuter[2] = tessLevel(("
			"			vertDistance[0]+"
			"			vertDistance[1] "
			"		)*0.5);"
			"	}"
			"}"
		);
		cs.Compile();
		prog.AttachShader(cs);

		TessEvaluationShader es(ObjectDesc("TessEvaluation"));
		es.Source(
			"#version 410\n"
			"#define MaxWaves 5\n"

			"layout(triangles, equal_spacing, ccw) in;"

			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"uniform vec3 LightPosition;"
			"uniform vec3 CameraPosition;"

			"uniform float Time;"

			"uniform int WaveCount;"
			"uniform vec3 WaveDirections[MaxWaves];"
			"uniform vec3 WaveDimensions[MaxWaves];"

			"in vec3 tecoPosition[];"

			"out vec3 teevNormal;"
			"out vec3 teevLightDir;"
			"out vec3 teevViewDir;"

			"out float teevDistance;"

			"void main(void)"
			"{"
			"	const vec3 Up = vec3(0.0, 1.0, 0.0);"
			"	vec3 Position ="
			"		gl_TessCoord.x * tecoPosition[0]+"
			"		gl_TessCoord.y * tecoPosition[1]+"
			"		gl_TessCoord.z * tecoPosition[2];"

			"	vec3 Pos = Position;"
			"	vec3 Nml = Up;"
			"	for(int w=0; w!=WaveCount; ++w)"
			"	{"
			"		vec3 Dir = WaveDirections[w];"
			"		vec3 Dim = WaveDimensions[w];"
			"		float Dist = dot(Position, Dir);"

			"		float u = Dim.y*sin(Dist/Dim.x + Time*Dim.z);"
			"		Pos += Up * u;"

			"		float w = (Dim.y/Dim.x)*cos(Dist/Dim.x + Time*Dim.z);"
			"		Nml -= Dir * w;"

			"		float d = -0.125*Dim.x*sin(2.0*Dist/Dim.x + Time*Dim.z);"
			"		Pos += Dir * d;"
			"	}"

			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		vec4(Pos, 1.0);"

			"	teevNormal = normalize(Nml);"
			"	teevLightDir = normalize(LightPosition - Pos);"
			"	teevViewDir = normalize(CameraPosition - Pos);"
			"	teevDistance = distance(CameraPosition, Pos);"
			"}"
		);
		es.Compile();
		prog.AttachShader(es);

		FragmentShader fs(ObjectDesc("Fragment"));
		fs.Source(StrLit(
			"#version 410\n"

			"uniform samplerCube EnvMap;"

			"in vec3 teevNormal;"
			"in vec3 teevLightDir;"
			"in vec3 teevViewDir;"
			"in float teevDistance;"

			"out vec3 fragColor;"

			"void main(void)"
			"{"
			"	float Dim = clamp(30.0/teevDistance, 0.0, 1.0);"
			"	float LightRefl = dot(reflect(-teevLightDir, teevNormal), teevViewDir);"
			"	float LightHit = dot(teevNormal, teevLightDir);"

			"	float Diffuse = clamp(LightHit+0.1, 0.0, 1.0);"
			"	float Specular = pow(clamp(LightRefl, 0.0, 0.91), 32);"

			"	vec3 Environ=texture(EnvMap,reflect(-teevViewDir, teevNormal)).rgb;"
			"	vec3 WaterColor = vec3(0.4, 0.5, 0.5);"
			"	vec3 LightColor = vec3(1.0, 1.0, 1.0);"
			"	vec3 FogColor = vec3(0.9, 0.9, 0.9);"

			"	vec3 WaveColor ="
			"		LightColor*Specular+"
			"		WaterColor*Diffuse+"
			"		Environ*0.02;"

			"	fragColor = mix(WaveColor, FogColor, 1.0-Dim);"
			"}"
		));
		fs.Compile();
		prog.AttachShader(fs);

		prog.Link();
		prog.Use();

		plane.Bind();
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_plane.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog, "Position");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		Uniform<Vec3f>(prog, "LightPosition").Set(-100.0, 100.0, 20.0);

		Uniform<Vec3f> wave_directions(prog, "WaveDirections");
		Uniform<Vec3f> wave_dimensions(prog, "WaveDimensions");
		Uniform<GLint>(prog, "WaveCount").Set(5);

		wave_directions[0] = Normalized(Vec3f(1.0f, 0.0f, 1.0f));
		wave_dimensions[0] = Vec3f(5.0f, 1.5f, 1.2f);

		wave_directions[1] = Normalized(Vec3f(1.0f, 0.0f, 0.5f));
		wave_dimensions[1] = Vec3f(4.0f, 0.8f, 1.2f);

		wave_directions[2] = Normalized(Vec3f(1.0f, 0.0f, 0.1f));
		wave_dimensions[2] = Vec3f(2.0f, 0.5f, 2.4f);

		wave_directions[3] = Normalized(Vec3f(1.0f, 0.0f,-0.1f));
		wave_dimensions[3] = Vec3f(1.5f, 0.2f, 3.7f);

		wave_directions[4] = Normalized(Vec3f(1.0f, 0.0f, 0.4f));
		wave_dimensions[4] = Vec3f(1.1f, 0.2f, 4.7f);

		Texture::Active(0);
		{
			auto image = images::Squares(512, 512, 0.9f, 16, 16);
			auto bound_tex = Bind(env_map, Texture::Target::CubeMap);
			for(int i=0; i!=6; ++i)
				Texture::Image2D(Texture::CubeMapFace(i), image);
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::ClampToEdge);
			bound_tex.WrapT(TextureWrap::ClampToEdge);
			bound_tex.WrapR(TextureWrap::ClampToEdge);
			bound_tex.SwizzleG(TextureSwizzle::Red);
			bound_tex.SwizzleB(TextureSwizzle::Red);
		}
		UniformSampler(prog, "EnvMap").Set(0);

		gl.ClearColor(0.9f, 0.9f, 0.9f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
	}
示例#26
0
	MetaballExample(void)
	{
		for(GLuint i=0; i!=64; ++i)
		{
			GLuint j = 0, n = 3+std::rand()%3;
			std::vector<Vec4f> points(n);
			while(j != n)
			{
				points[j] = Vec4f(
					1.4*std::rand()/GLdouble(RAND_MAX) - 0.7,
					1.4*std::rand()/GLdouble(RAND_MAX) - 0.7,
					0.0,
					0.1*std::rand()/GLdouble(RAND_MAX) + 0.1
				);
				++j;
			}
			ball_paths.push_back(CubicBezierLoop<Vec4f, double>(points));
			++i;
		}

		// Set the vertex shader source
		vs.Source(StrLit(
			"#version 330\n"
			"in vec2 Position;"
			"out vec3 vertPosition;"
			"void main(void)"
			"{"
			"	vertPosition = vec3(Position, 0.0);"
			"	gl_Position = vec4(vertPosition, 1.0);"
			"}"
		));
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(StrLit(
			"#version 330\n"
			"uniform sampler1D Metaballs;"
			"in vec3 vertPosition;"
			"out vec3 fragColor;"

			"const vec3 AmbientColor = vec3(0.3, 0.4, 0.9);"
			"const vec3 DiffuseColor = vec3(0.5, 0.6, 1.0);"
			"const vec3 LightDir = normalize(vec3(1.0, 1.0, 1.0));"

			"void main(void)"
			"{"
			"	int i = 0, n = textureSize(Metaballs, 0);"

			"	float InvN = 1.0/n;"
			"	float Value = 0.0;"
			"	vec3 Normal = vec3(0.0, 0.0, 0.0);"
			"	while(i != n)"
			"	{"
			"		vec4 Metaball = texelFetch(Metaballs, i, 0);"
			"		float Radius = Metaball.w;"
			"		vec3 Vect = vertPosition - Metaball.xyz;"
			"		float Tmp = pow(Radius,2.0)/dot(Vect, Vect)-0.25;"
			"		Value += Tmp;"
			"		float Mul = max(Tmp, 0.0);"
			"		Normal += Mul*vec3(Vect.xy, Mul*InvN/Radius);"
			"		++i;"
			"	}"
			"	if(Value > 0.0)"
			"	{"
			"		float Diffuse = 1.4*max(dot("
			"			LightDir,"
			"			normalize(Normal)"
			"		), 0.0);"
			"		float Ambient = 0.3;"
			"		fragColor = "
			"			Ambient*AmbientColor+"
			"			Diffuse*DiffuseColor;"
			"	}"
			"	else fragColor = vec3(0.4, 0.4, 0.4);"
			"}"
		));
		// compile it
		fs.Compile();

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

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

		GLfloat rectangle_verts[8] = {
			-1.0f, -1.0f,
			-1.0f,  1.0f,
			 1.0f, -1.0f,
			 1.0f,  1.0f
		};
		// bind the VBO for the rectangle vertices
		verts.Bind(Buffer::Target::Array);
		// upload the data
		Buffer::Data(Buffer::Target::Array, rectangle_verts);
		// setup the vertex attribs array for the vertices
		VertexAttribArray vert_attr(prog, "Position");
		vert_attr.Setup(2, DataType::Float).Enable();
		//
		Texture::Active(0);
		UniformSampler(prog, "Metaballs").Set(0);

		{
			auto bound_tex = Bind(metaballs_tex, Texture::Target::_1D);
			bound_tex.Image1D(
				0,
				PixelDataInternalFormat::RGBA32F,
				ball_paths.size(),
				0,
				PixelDataFormat::RGBA,
				PixelDataType::Float,
				nullptr
			);
			bound_tex.MinFilter(TextureMinFilter::Nearest);
			bound_tex.MagFilter(TextureMagFilter::Nearest);
			bound_tex.WrapS(TextureWrap::MirroredRepeat);
		}

		gl.ClearDepth(1.0f);
	}
示例#27
0
	TriangleExample(void)
	 : projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , camera_position(prog, "CameraPosition")
	 , light_position(prog, "LightPosition")
	 , shape(
		List("Position")("TexCoord").Get(),
		shapes::Plane(
			Vec3f(),
			Vec3f(1.0f, 0.0f, 0.0f),
			Vec3f(0.0f, 0.0f,-1.0f),
			32, 32
		)
	)
	{
		VertexShader vs;
		vs.Source(StrLit(
			"#version 330\n"
			"in vec3 Position;"
			"in vec2 TexCoord;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = vec4(Position, 1.0);"
			"	vertTexCoord = TexCoord;"
			"}"
		)).Compile();
		prog.AttachShader(vs);

		GeometryShader gs;
		gs.Source(StrLit(
			"#version 330\n"
			"#extension GL_ARB_gpu_shader5 : enable\n"
			"layout(triangles, invocations = 7) in;"
			"layout(triangle_strip, max_vertices = 21) out;"

			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"mat4 Matrix = ProjectionMatrix * CameraMatrix;"
			"uniform vec3 CameraPosition;"

			"in vec2 vertTexCoord[3];"

			"out gl_PerVertex {"
			"	vec4 gl_Position;"
			"	float gl_ClipDistance[3];"
			"};"
			"flat out mat3 geomPositionFront;"
			"flat out mat3 geomTexCoordFront;"
			"flat out vec3 geomWFront;"
			"noperspective out vec3 geomBarycentric;"
			"out vec3 geomPosition;"
			"out vec3 geomTexCoord;"

			"void main(void)"
			"{"
			"	vec4 world_pos[8*3];"
			"	vec3 tex_coord[8*3];"

			"	vec4 view_pos[8*3];"
			"	vec3 screen_pos[8*3];"
			"	bool front_facing[8];"

			"	int ft = gl_InvocationID+1;"

			"	for(int pass=0; pass!=2; ++pass)"
			"	{"
			"		bool first = pass == 0;"
			"		if(((ft == 0) && first) || (((ft != 0) && !first)))"
			"		{"
			"			for(int v=0; v!=3; ++v)"
			"			{"
			"				int w = 2-v;"
			"				world_pos[0+v] = gl_in[w].gl_Position;"
			"				tex_coord[0+v] = vec3(vertTexCoord[w], 0.0);"
			"			}"
			"		}"

			"		vec4 n = vec4(-0.15 * normalize(cross("
			"			gl_in[1].gl_Position.xyz-gl_in[0].gl_Position.xyz,"
			"			gl_in[2].gl_Position.xyz-gl_in[0].gl_Position.xyz "
			"		)), 0.0);"

			"		if(((ft == 1) && first) || (((ft != 1) && !first)))"
			"		{"
			"			for(int v=0; v!=3; ++v)"
			"			{"
			"				world_pos[3+v] = gl_in[v].gl_Position + n;"
			"				tex_coord[3+v] = vec3(vertTexCoord[v], 1.0);"
			"			}"
			"		}"

			"		for(int v=0; v!=3; ++v)"
			"		{"
			"			int w = (v+1)%3;"
			"			int k = 2+2*v;"
			"			if(((ft == k) && first) || (((ft != k) && !first)))"
			"			{"
			"				world_pos[6+0+v*6] = gl_in[v].gl_Position;"
			"				tex_coord[6+0+v*6] = vec3(vertTexCoord[v], 0.0);"
			"				world_pos[6+1+v*6] = gl_in[w].gl_Position;"
			"				tex_coord[6+1+v*6] = vec3(vertTexCoord[w], 0.0);"
			"				world_pos[6+2+v*6] = gl_in[v].gl_Position + n;"
			"				tex_coord[6+2+v*6] = vec3(vertTexCoord[v], 1.0);"
			"			}"

			"			k = 3+2*v;"
			"			if(((ft == k) && first) || (((ft != k) && !first)))"
			"			{"
			"				world_pos[6+3+v*6] = gl_in[w].gl_Position;"
			"				tex_coord[6+3+v*6] = vec3(vertTexCoord[w], 0.0);"
			"				world_pos[6+4+v*6] = gl_in[w].gl_Position + n;"
			"				tex_coord[6+4+v*6] = vec3(vertTexCoord[w], 1.0);"
			"				world_pos[6+5+v*6] = gl_in[v].gl_Position + n;"
			"				tex_coord[6+5+v*6] = vec3(vertTexCoord[v], 1.0);"
			"			}"
			"		}"

			"		for(int t=first?ft:0; t!=8; ++t)"
			"		{"
			"			if(!first && (t == ft)) continue;"
			"			int o = t*3;"
			"			for(int v=0; v!=3; ++v)"
			"			{"
			"				int w = o+v;"
			"				view_pos[w] = Matrix * world_pos[w];"
			"				screen_pos[w] = view_pos[w].xyz/view_pos[w].w;"
			"			}"
			"			front_facing[t] = cross("
			"				screen_pos[o+1]-screen_pos[o+0],"
			"				screen_pos[o+2]-screen_pos[o+0] "
			"			).z < 0.0;"
			"			if(first) break;"
			"		}"
			"		if(first && !front_facing[ft]) return;"
			"	}"

			"	int o = ft*3;"
			"	vec4 clip_plane[3];"
			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		int w = (v+1)%3;"
			"		vec3 p0 = world_pos[o+v].xyz;"
			"		vec3 p1 = world_pos[o+w].xyz;"
			"		vec3 p2 = CameraPosition;"
			"		vec3 pv = normalize(cross(p1-p0, p2-p0));"
			"		clip_plane[v] = vec4(pv, -dot(pv, p0));"
			"	}"
			"	vec3 lo = CameraPosition;"
			"	vec3 p0 = world_pos[o+0].xyz;"
			"	vec3 pu = world_pos[o+1].xyz-p0;"
			"	vec3 pv = world_pos[o+2].xyz-p0;"
			"	vec3 lp = lo-p0;"

			"	float w0 = view_pos[o+0].w;"
			"	float wu = view_pos[o+1].w-w0;"
			"	float wv = view_pos[o+2].w-w0;"

			"	vec3 t0 = tex_coord[o+0];"
			"	vec3 tu = tex_coord[o+1]-t0;"
			"	vec3 tv = tex_coord[o+2]-t0;"

			"	for(int bt=0; bt!=8; ++bt)"
			"	{"
			"		int k = bt*3;"
			"		if((ft != bt) && !front_facing[bt])"
			"		{"
			"			for(int v=0; v!=3; ++v)"
			"			{"
			"				vec3 lt = world_pos[k+v].xyz;"
			"				mat3 im = mat3(lo-lt, pu, pv);"
			"				vec3 ic = inverse(im)*lp;"
			"				float s = ic.y;"
			"				float t = ic.z;"

			"				geomPositionFront[v] = p0+pu*s+pv*t;"
			"				geomTexCoordFront[v] = t0+tu*s+tv*t;"
			"				geomWFront[v] = w0+wu*s+wv*t;"
			"			}"
			"			for(int v=0; v!=3; ++v)"
			"			{"
			"				int w = k+v;"
			"				gl_Position = view_pos[w];"
			"				for(int c=0; c!=3; ++c)"
			"				{"
			"					gl_ClipDistance[c] = dot("
			"						clip_plane[c],"
			"						world_pos[w]"
			"					);"
			"				}"
			"				geomPosition = world_pos[w].xyz;"
			"				geomTexCoord = tex_coord[w];"
			"				geomBarycentric = vec3(0.0);"
			"				geomBarycentric[v] = 1.0;"

			"				EmitVertex();"
			"			}"
			"			EndPrimitive();"
			"		}"
			"	}"
			"}"
		)).Compile();
		prog.AttachShader(gs);

		FragmentShader fs;
		fs.Source(StrLit(
			"#version 330\n"

			"uniform float Time;"
			"uniform sampler2D ColorMap;"
			"uniform sampler2D BumpMap;"
			"uniform vec3 LightPosition;"

			"flat in mat3 geomPositionFront;"
			"flat in mat3 geomTexCoordFront;"
			"flat in vec3 geomWFront;"
			"noperspective in vec3 geomBarycentric;"
			"in vec3 geomPosition;"
			"in vec3 geomTexCoord;"

			"out vec3 fragColor;"

			"vec3 vcdiv(vec3 a, vec3 b)"
			"{"
			"	return vec3(a.x/b.x, a.y/b.y, a.z/b.z);"
			"}"

			"void main(void)"
			"{"
			"	const vec3 one = vec3(1.0, 1.0, 1.0);"

			"	vec3 bzfv = vcdiv(geomBarycentric,geomWFront);"

			"	vec3 p0 = geomPosition;"
			"	vec3 p1 = (geomPositionFront*bzfv)/dot(one,bzfv);"
			"	vec3 tc0 = geomTexCoord;"
			"	vec3 tc1 = (geomTexCoordFront*bzfv)/dot(one,bzfv);"
			"	ivec2 ts = textureSize(BumpMap, 0);"
			"	int mts = max(ts.x, ts.y);"
			"	vec2 dtc = tc1.xy - tc0.xy;"
			"	float mdtc = max(abs(dtc.x), abs(dtc.y));"

			"	int nsam = max(min(int(mdtc*mts), mts/2), 1);"
			"	float step = 1.0 / nsam;"
			"	for(int s=0; s<=nsam; ++s)"
			"	{"
			"		vec3 tc = mix(tc1, tc0, s*step);"
			"		vec4 bm = texture(BumpMap, tc.xy);"
			"		if(tc.z <= bm.w)"
			"		{"
			"			vec3 p = mix(p1, p0, s*step);"
			"			vec3 ldir = normalize(LightPosition - p);"
			"			float l = max(dot(ldir, bm.xzy), 0.0)*1.3;"
			"			fragColor = texture(ColorMap, tc.xy).rgb*l;"
			"			return;"
			"		}"
			"	}"
			"	discard;"
			"}"
		)).Compile();
		prog.AttachShader(fs);

		prog.Link();
		prog.Use();

		shape.UseInProgram(prog);

		auto tex_image = images::LoadTexture("stones_color_hmap");

		Texture::Active(0);
		try
		{
			UniformSampler(prog, "ColorMap").Set(0);
			auto bound_tex = Bind(color_tex, Texture::Target::_2D);
			bound_tex.Image2D(tex_image);
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::Repeat);
			bound_tex.WrapT(TextureWrap::Repeat);
		}
		catch(Error&){ }

		Texture::Active(1);
		try
		{
			UniformSampler(prog, "BumpMap").Set(1);
			auto bound_tex = Bind(bump_tex, Texture::Target::_2D);
			bound_tex.Image2D(
				images::NormalMap(
					tex_image,
					images::NormalMap::FromAlpha()
				)
			);
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::Repeat);
			bound_tex.WrapT(TextureWrap::Repeat);
		}
		catch(Error&){ }

		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Disable(Capability::CullFace);

		gl.Enable(Functionality::ClipDistance, 0);
		gl.Enable(Functionality::ClipDistance, 1);
		gl.Enable(Functionality::ClipDistance, 2);
	}
示例#28
0
    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());
    }
示例#29
0
	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());
	}