示例#1
0
	void Render(double time)
	{
		static const Mat4f reflection(
			Vec4f( 1.0, 0.0, 0.0, 0.0),
			Vec4f( 0.0,-1.0, 0.0, 0.0),
			Vec4f( 0.0, 0.0, 1.0, 0.0),
			Vec4f( 0.0, 0.0, 0.0, 1.0)
		);

		auto camera = CamMatrixf::Orbiting(
			Vec3f(),
			GLfloat(7.0 + SineWave(time / 12.0)*2.5),
			FullCircles(time / 10.0),
			Degrees(45.0 - SineWave(time / 7.0)*35.0)
		);

		shape_prog.Use();
		shape.Bind();

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

		// render into the off-screen framebuffer
		fbo.Bind(Framebuffer::Target::Draw);
		gl.Viewport(
			(width - refl_tex_side) / 2,
			(height - refl_tex_side) / 2,
			refl_tex_side, refl_tex_side
		);
		gl.Clear().ColorBuffer().DepthBuffer();

		shape_camera_matrix.Set(
			camera *
			ModelMatrixf::Translation(0.0f, -1.0f, 0.0f) *
			reflection
		);

		gl.CullFace(Face::Front);
		shape_instr.Draw(shape_indices);

		gl.Bind(Framebuffer::Target::Draw, DefaultFramebuffer());
		gl.Viewport(width, height);
		gl.Clear().ColorBuffer().DepthBuffer();

		shape_camera_matrix.Set(camera);

		gl.CullFace(Face::Back);
		shape_instr.Draw(shape_indices);

		gl.Disable(Capability::CullFace);

		// Render the plane
		plane_prog.Use();
		plane.Bind();

		plane_camera_matrix.Set(camera);
		plane_camera_position.Set(camera.Position());

		plane_instr.Draw(plane_indices);
	}
示例#2
0
	void Render(double time)
	{
		gl.Clear().ColorBuffer().DepthBuffer();
		//
		camera_matrix.Set(
			CamMatrixf::Orbiting(
				Vec3f(),
				3.0f,
				Degrees(time * 50),
				Degrees(SineWave(time / 16.0) * 80)
			)
		);
		// the model matrix
		model_matrix.Set(
			ModelMatrixf::RotationY(Degrees(time * 25))
		);
		// draw 36 instances of the cube
		// first the back faces
		gl.CullFace(Face::Front);
		front_facing.Set(0);
		cube_instr.Draw(cube_indices, inst_count);
		// then the front faces
		gl.CullFace(Face::Back);
		front_facing.Set(1);
		cube_instr.Draw(cube_indices, inst_count);
	}
示例#3
0
	void Render(double time)
	{
		gl.Clear().ColorBuffer().DepthBuffer();
		//
		// set the matrix for camera orbiting the origin
		camera_matrix.Set(
			CamMatrixf::Orbiting(
				Vec3f(),
				3.5,
				Degrees(time * 35),
				Degrees(SineWave(time / 20.0) * 60)
			)
		);
		// set the model matrix
		model_matrix.Set(
			ModelMatrixf::RotationY(FullCircles(time * 0.25)) *
			ModelMatrixf::RotationX(FullCircles(0.25))
		);

		gl.PolygonMode(PolygonMode::Line);
		gl.CullFace(Face::Front);
		torus_instr.Draw(torus_indices);
		//
		gl.PolygonMode(PolygonMode::Fill);
		gl.CullFace(Face::Back);
		torus_instr.Draw(torus_indices);
	}
示例#4
0
	void Render(double time)
	{
		gl.Clear().ColorBuffer().DepthBuffer();
		//
		// set the matrix for camera orbiting the origin
		camera_matrix.Set(
			CamMatrixf::Orbiting(
				Vec3f(),
				4.0 - SineWave(time / 6.0) * 2.0,
				FullCircles(time * 0.4),
				Degrees(SineWave(time / 30.0) * 90)
			)
		);

		// set the model matrix
		model_matrix.Set(
			ModelMatrixf::RotationZ(FullCircles(time * 0.1))
		);

		cube.Bind();
		gl.CullFace(Face::Front);
		cube_instr.Draw(cube_indices);
		gl.CullFace(Face::Back);
		cube_instr.Draw(cube_indices);
	}
	void RenderGlassShadowMap(
		const Vec3f& light_position,
		const Vec3f& torus_center,
		const Mat4f& torus_matrix,
		const Mat4f& light_proj_matrix
	)
	{
		glass_shadow_fbo.Bind(Framebuffer::Target::Draw);

		gl.Viewport(shadow_tex_side, shadow_tex_side);
		const GLfloat clear_color[4] = {1.0f, 1.0f, 1.0f, 0.0f};
		gl.ClearColorBuffer(0, clear_color);

		transf_prog.camera_matrix.Set(light_proj_matrix);
		transf_prog.camera_position.Set(light_position);
		transf_prog.light_proj_matrix.Set(light_proj_matrix);
		transf_prog.light_position.Set(light_position);

		// Render the torus' frame
		transf_prog.model_matrix.Set(torus_matrix);

		// setup the view clipping plane
		Planef clip_plane = Planef::FromPointAndNormal(
			torus_center,
			Normalized(light_position-torus_center)
		);
		transf_prog.clip_plane.Set(clip_plane.Equation());

		light_pp.Bind();

		light_prog.color = Vec3f(0.6f, 0.4f, 0.1f);

		gl.Disable(Capability::DepthTest);
		gl.Enable(Functionality::ClipDistance, 0);
		gl.Enable(Capability::Blend);

		for(int c=0; c!=2; ++c)
		{
			transf_prog.clip_direction.Set((c == 0)?1:-1);

			for(int p=3; p>=0; --p)
			{
				if(p % 2 == 0) gl.CullFace(Face::Front);
				else gl.CullFace(Face::Back);
				torus.Draw(
					[&p](GLuint phase) -> bool
					{
						if(p == 0 || p == 3)
						{
							return (phase == 4);
						}
						else return (phase > 4);
					}
				);
			}
		}
		gl.Disable(Capability::Blend);
		gl.Disable(Functionality::ClipDistance, 0);
		gl.Enable(Capability::DepthTest);
	}
示例#6
0
	LiquidExample(const ExampleParams& params)
	 : liquid_prog()
	 , grid(liquid_prog, params.quality)
	 , grid_repeat(int(1 + params.quality*2))
	{
		Texture::Active(1);
		{
			auto image = images::Squares(512, 512, 0.9f, 8, 8);
			auto bound_tex = gl.Bound(Texture::Target::CubeMap, env_map);
			for(int i=0; i!=6; ++i)
				Texture::ImageCM(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);
		}
		ProgramUniformSampler(liquid_prog, "EnvMap").Set(1);

		const Vec3f light_position(12.0, 1.0, 8.0);
		liquid_prog.light_position.Set(light_position);

		gl.ClearColor(0.7f, 0.65f, 0.55f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(FaceOrientation::CW);
		gl.CullFace(Face::Back);
	}
示例#7
0
	CubeExample(void)
	 : gl()
	 , prog()
	 , field(
		images::FlipImageAxes<GLubyte, 1>(
			images::LoadTexture("suzanne_vol"),
			0, 2,-1
		),
		prog
	), shadowmaps(
		images::LoadTexture("oglcraft_ao"),
		prog
	)
	{
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(FaceOrientation::CCW);
		gl.CullFace(Face::Back);

		prog.Use();
		field.Use();
	}
示例#8
0
	void Render(double time)
	{
		gl.Clear().ColorBuffer().DepthBuffer();
		//
		auto lightAzimuth = FullCircles(time * -0.5);
		light_pos.Set(
			Vec3f(
				Cos(lightAzimuth),
				1.0f,
				Sin(lightAzimuth)
			) * 2.0f
		);
		//
		camera_matrix.Set(
			CamMatrixf::Orbiting(
				Vec3f(),
				3.0f,
				Degrees(-45),
				Degrees(SineWave(time / 30.0) * 70)
			)
		);

		// set the model matrix
		model_matrix.Set(
			ModelMatrixf::RotationY(FullCircles(time * 0.05))
		);

		cube.Bind();
		gl.CullFace(Face::Back);
		cube_instr.Draw(cube_indices);
	}
	void RenderFrameShadowMap(
		const Vec3f& light_position,
		const Mat4f& torus_matrix,
		const Mat4f& light_proj_matrix
	)
	{
		frame_shadow_fbo.Bind(Framebuffer::Target::Draw);

		gl.Viewport(shadow_tex_side, shadow_tex_side);
		gl.ClearDepthBuffer(1.0f);
		gl.CullFace(Face::Back);

		transf_prog.camera_matrix.Set(light_proj_matrix);
		transf_prog.camera_position.Set(light_position);

		// Render the torus' frame
		transf_prog.model_matrix.Set(torus_matrix);

		shadow_pp.Bind();

		gl.Enable(Capability::PolygonOffsetFill);
		torus.Draw(
			[](GLuint phase) -> bool
			{
				return (phase <= 3);
			}
		);
		gl.Disable(Capability::PolygonOffsetFill);
	}
示例#10
0
    BlobExample(const ExampleParams& params)
      : blob_prog()
      , metal_prog()
      , grid(blob_prog, params.quality)
      , plane(metal_prog) {
        std::srand(234);
        for(GLuint i = 0; i != 24; ++i) {
            GLuint j = 0, n = 3 + std::rand() % 3;
            std::vector<Vec4f> points(n);
            GLfloat ball_size = 0.15f * std::rand() / GLfloat(RAND_MAX) + 0.25f;

            while(j != n) {
                points[j] = Vec4f(
                  1.2f * std::rand() / GLfloat(RAND_MAX) - 0.6f,
                  1.2f * std::rand() / GLfloat(RAND_MAX) - 0.6f,
                  1.2f * std::rand() / GLfloat(RAND_MAX) - 0.6f,
                  ball_size);
                ++j;
            }
            ball_paths.push_back(CubicBezierLoop<Vec4f, double>(points));
        }
        //
        Texture::Active(1);
        blob_prog.metaballs.Set(1);
        gl.Bound(Texture::Target::_1D, metaballs_tex)
          .Filter(TextureFilter::Nearest)
          .Wrap(TextureWrap::ClampToEdge)
          .Image1D(
            0,
            PixelDataInternalFormat::RGBA32F,
            ball_paths.size(),
            0,
            PixelDataFormat::RGBA,
            PixelDataType::Float,
            nullptr);

        Texture::Active(2);
        metal_prog.metal_tex.Set(2);
        gl.Bound(Texture::Target::_2D, metal_tex)
          .MinFilter(TextureMinFilter::LinearMipmapLinear)
          .MagFilter(TextureMagFilter::Linear)
          .Wrap(TextureWrap::Repeat)
          .Image2D(images::BrushedMetalUByte(512, 512, 5120, -3, +3, 32, 128))
          .GenerateMipmap();

        const Vec3f light_position(12.0, 1.0, 8.0);
        blob_prog.light_position.Set(light_position);
        metal_prog.light_position.Set(light_position);

        gl.ClearColor(0.8f, 0.7f, 0.6f, 0.0f);
        gl.ClearDepth(1.0f);
        gl.Enable(Capability::DepthTest);

        gl.Enable(Capability::CullFace);
        gl.FrontFace(FaceOrientation::CW);
        gl.CullFace(Face::Back);
    }
	void Render(double time)
	{
		gl.ClearDepth(0.0f);
		gl.Clear().DepthBuffer();

		auto camera =
			CamMatrixf::Orbiting(
				objects.BoundingSphere().Center(),
				objects.BoundingSphere().Radius()*2.8,
				FullCircles(time / 19.0),
				Degrees(SineWave(time / 17.0) * 90)
			);



		depth_prog.Use();
		gl.DepthFunc(CompareFn::Greater);
		gl.CullFace(Face::Front);
		depth_prog.camera_matrix.Set(camera);
		depth_prog.model_matrix.Set(Mat4f());
		objects.Draw();

		Texture::CopyImage2D(
			Texture::Target::Rectangle,
			0,
			PixelDataInternalFormat::DepthComponent,
			0, 0,
			width,
			height,
			0
		);

		gl.ClearDepth(1.0f);
		gl.Clear().ColorBuffer().DepthBuffer();

		draw_prog.Use();
		gl.DepthFunc(CompareFn::Less);
		gl.CullFace(Face::Back);
		draw_prog.camera_matrix.Set(camera);
		draw_prog.model_matrix.Set(Mat4f());

		objects.Draw();
	}
示例#12
0
	SubsurfExample(void)
	 : gl()
	 , shape("stanford_dragon", data_prog)
	 , screen(List("Position").Get(), shapes::Screen(), draw_prog)
	 , data_buffer(draw_prog, 0, 800, 600)
	{
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);
		gl.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
		gl.ClearDepth(1.0f);
	}
示例#13
0
	SubsurfExample(void)
	 : gl()
	 , shape("stanford_dragon")
	 , depth_prog()
	 , draw_prog()
	 , depth_vao(shape.VAOForProgram(depth_prog))
	 , draw_vao(shape.VAOForProgram(draw_prog))
	 , depth_buffer(draw_prog, 0, 1024)
	{
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);
		gl.PolygonOffset(1.0f, 1.0f);
	}
	void Use(void)
	{
		gl.ClearDepth(1.0f);
		gl.ClearColor(0.9f, 0.4f, 0.4f, 1.0f);

		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);

		fbo.Bind(Framebuffer::Target::Draw);
		gl.Viewport(tex_side, tex_side);

		prog.Use();
		shape.Use();

		projection_matrix.Set(CamMatrixf::PerspectiveX(Degrees(48), 1.0, 1, 100));
	}
示例#15
0
	void Use(void)
	{
		gl.ClearDepth(1.0f);
		gl.ClearColor(0.8f, 0.8f, 0.8f, 0.0f);

		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);

		dfb.Bind(Framebuffer::Target::Draw);
		gl.Viewport(width, height);

		prog.Use();
		cube.Use();

		SetProjection();
	}
void GIDeferredRenderer::Render()
{
    using namespace oglplus;
    static Context gl;
    static auto &camera = Camera::Active();
    static auto &scene = Scene::Active();
    static auto &info = Window().Info();

    if (!camera || !scene || !scene->IsLoaded() || VoxelizerRenderer::ShowVoxels)
    {
        return;
    }

    SetAsActive();
    // bind g buffer for writing
    geometryBuffer.Bind(FramebufferTarget::Draw);
    gl.ColorMask(true, true, true, true);
    gl.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    gl.Viewport(info.framebufferWidth, info.framebufferHeight);
    gl.Clear().ColorBuffer().DepthBuffer();
    // activate geometry pass shader program
    CurrentProgram<GeometryProgram>(GeometryPass());
    // rendering and GL flags
    gl.ClearDepth(1.0f);
    gl.Enable(Capability::DepthTest);
    gl.Disable(Capability::Blend);
    gl.Enable(Capability::CullFace);
    gl.FrontFace(FaceOrientation::CCW);
    gl.CullFace(Face::Back);
    camera->DoFrustumCulling(true);
    // draw whole scene tree from root node
    scene->rootNode->DrawList();
    // start light pass
    DefaultFramebuffer().Bind(FramebufferTarget::Draw);
    gl.ColorMask(true, true, true, true);
    gl.Viewport(info.framebufferWidth, info.framebufferHeight);
    gl.Clear().ColorBuffer().DepthBuffer();
    CurrentProgram<LightingProgram>(LightingPass());
    // pass light info and texture locations for final light pass
    SetLightPassUniforms();
    // draw the result onto a fullscreen quad
    fsQuad.DrawElements();
}
示例#17
0
	LiquidExample(const ExampleParams& params)
	 : liquid_prog()
	 , grid(liquid_prog, params.quality)
	 , grid_repeat(1 + params.quality*2)
	{
		Texture::Active(0);
		{
			auto image = images::NewtonFractal(
				256, 256,
				Vec3f(0.1f, 0.1f, 0.1f),
				Vec3f(1.0f, 1.0f, 1.0f),
				Vec2f(-1.0f, -1.0f),
				Vec2f( 1.0f,  1.0f),
				images::NewtonFractal::X4Minus1(),
				images::NewtonFractal::DefaultMixer()
			);
			auto bound_tex = oglplus::Context::Bound(
				Texture::Target::CubeMap,
				env_map
			);
			for(int i=0; i!=6; ++i)
				Texture::ImageCM(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);
		}
		ProgramUniformSampler(liquid_prog, "EnvMap").Set(0);

		const Vec3f light_position(12.0, 1.0, 8.0);
		liquid_prog.light_position.Set(light_position);

		gl.ClearColor(0.7f, 0.65f, 0.55f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(FaceOrientation::CW);
		gl.CullFace(Face::Back);
	}
示例#18
0
	CubeExample(void)
	 : cube(
		List("Position")("Normal")("TexCoord").Get(),
		shapes::Cube(),
		cube_prog
	)
	{
		// setup the texture
		{
			GLuint tex_side = 512;
			auto image = images::NewtonFractal(
				tex_side, tex_side,
				Vec3f(0.2f, 0.1f, 0.4f),
				Vec3f(0.8f, 0.8f, 1.0f),
				Vec2f(-1.0f, -1.0f),
				Vec2f( 1.0f,  1.0f),
				images::NewtonFractal::X4Minus1(),
				images::NewtonFractal::DefaultMixer()
			);

			gl.Bound(Texture::Target::_2D, cube_tex)
				.Image2D(image)
				.GenerateMipmap()
				.BorderColor(Vec4f(0.8f, 0.8f, 1.0f, 1.0f))
				.MinFilter(TextureMinFilter::LinearMipmapLinear)
				.MagFilter(TextureMagFilter::Linear)
				.WrapS(TextureWrap::Repeat)
				.WrapT(TextureWrap::Repeat);
		}

		cube_prog.cube_tex = 0;
		cube_prog.light_position.Set(4.0f, 4.0f, -8.0f);

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);
	}
	void Render(double time)
	{
		gl.Clear().ColorBuffer().DepthBuffer();
		//
		Vec3f lightPos(-1.0f, 2.0f, 2.0f);
		lightPos *= (1.0f - SineWave(time/5.0f)*0.4f);
		light_pos.Set(lightPos);

		tex_projection_matrix.Set(
			CamMatrixf::PerspectiveX(Degrees(15), 1.0, 1, 20) *
			CamMatrixf::LookingAt(lightPos, Vec3f())
		);

		// set the model matrix
		model_matrix.Set(
			ModelMatrixf::RotationY(FullCircles(time * 0.1))
		);

		cube.Bind();
		gl.CullFace(Face::Front);
		cube_instr.Draw(cube_indices);
	}
	TorusExample(void)
	 : make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source and compile it
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"out vec2 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		).Compile();

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

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

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

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

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

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

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

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

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_torus.FaceWinding());
		gl.CullFace(Face::Back);
	}
示例#21
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#22
0
	void Render(double time)
	{
		gl.Clear().ColorBuffer().DepthBuffer();
		//
		auto camera = CamMatrixf::Orbiting(
			Vec3f(),
			5.5,
			FullCircles(time / 10.0),
			Degrees(45.0 + SineWave(time / 7.0)*30.0)
		);

		// Render the plane
		plane_prog.Use();
		plane_camera_matrix.Set(camera);

		plane_model_matrix.Set(
			ModelMatrixf::Translation(0.0f, -1.1f, 0.0f)
		);

		gl.Bind(plane);
		plane_instr.Draw(plane_indices);


		// Render the shape
		shape_prog.Use();

		auto clip_plane = Planef::FromNormal(Vec3f(Data(camera.Row(2)), 3));

		shape_clip_plane.Set(clip_plane.Equation());

		shape_camera_matrix.Set(camera);

		shape_model_matrix.Set(
			ModelMatrixf::RotationX(FullCircles(time / 12.0))
		);

		gl.Bind(shape);

		gl.Enable(Capability::CullFace);
		gl.Enable(Functionality::ClipDistance, 0);

		gl.FrontFace(make_shape.FaceWinding());

		GLfloat clip_dirs[2] = {-1.0f, 1.0f};
		Face facing_dirs[2] = {Face::Front, Face::Back};

		for(int c=0; c!=2; ++c)
		{
			shape_clip_direction.Set(clip_dirs[c]);
			for(int f=0; f!=2; ++f)
			{
				Texture::CopyImage2D(
					Texture::Target::_2D,
					0,
					PixelDataInternalFormat::RGB,
					tex_side == width ? 0 : (width - tex_side) / 2,
					tex_side == height? 0 : (height- tex_side) / 2,
					tex_side, tex_side,
					0
				);
				gl.CullFace(facing_dirs[f]);
				shape_instr.Draw(shape_indices);
			}
		}

		gl.Disable(Functionality::ClipDistance, 0);
		gl.Disable(Capability::CullFace);
	}
示例#23
0
	TorusExample(void)
	 : make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source and compile it
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(CameraMatrix)*mat3(ModelMatrix)*Normal;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"}"
		).Compile();

		// set the fragment shader source and compile it
		fs.Source(
			"#version 330\n"
			"uniform int ColorCount;"
			"uniform vec4 Color[8];"
			"in vec3 vertNormal;"
			"vec3 ViewDir = vec3(0.0, 0.0, 1.0);"
			"vec3 TopDir = vec3(0.0, 1.0, 0.0);"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float k = dot(vertNormal, ViewDir);"
			"	vec3 reflDir = 2.0*k*vertNormal - ViewDir;"
			"	float a = dot(reflDir, TopDir);"
			"	vec3 reflColor;"
			"	for(int i = 0; i != (ColorCount - 1); ++i)"
			"	{"
			"		if(a<Color[i].a && a>=Color[i+1].a)"
			"		{"
			"			float m = "
			"				(a - Color[i].a)/"
			"				(Color[i+1].a-Color[i].a);"
			"			reflColor = mix("
			"				Color[i].rgb,"
			"				Color[i+1].rgb,"
			"				m"
			"			);"
			"			break;"
			"		}"
			"	}"
			"	float i = max(dot(vertNormal, TopDir), 0.0);"
			"	vec3 diffColor = vec3(i, i, i);"
			"	fragColor = vec4("
			"		mix(reflColor, diffColor, 0.3 + i*0.7),"
			"		1.0"
			"	);"
			"}"
		).Compile();

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

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

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

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

		// setup the color gradient
		Uniform<GLint>(prog, "ColorCount").Set(8);
		Uniform<Vec4f> color(prog, "Color");
		color[0].Set(1.0f, 1.0f, 0.9f, 1.00f);
		color[1].Set(1.0f, 0.9f, 0.8f, 0.97f);
		color[2].Set(0.9f, 0.7f, 0.5f, 0.95f);
		color[3].Set(0.5f, 0.5f, 1.0f, 0.95f);
		color[4].Set(0.2f, 0.2f, 0.7f, 0.00f);
		color[5].Set(0.1f, 0.1f, 0.1f, 0.00f);
		color[6].Set(0.2f, 0.2f, 0.2f,-0.10f);
		color[7].Set(0.5f, 0.5f, 0.5f,-1.00f);

		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_torus.FaceWinding());
		gl.CullFace(Face::Back);
	}
    void Render(double time) {
        gl.Clear().ColorBuffer().DepthBuffer().StencilBuffer();

        auto camera = CamMatrixf::Orbiting(
          Vec3f(),
          9.0,
          FullCircles(time * 0.1),
          Degrees(15 + (-SineWave(0.25 + time / 12.5) + 1.0) * 0.5 * 75));
        ModelMatrixf identity;
        ModelMatrixf model =
          ModelMatrixf::Translation(0.0f, 2.5f, 0.0) *
          ModelMatrixf::RotationA(
            Vec3f(1.0f, 1.0f, 1.0f), FullCircles(time * 0.2));

        gl.CullFace(Face::Back);
        gl.ColorMask(true, true, true, true);
        gl.DepthMask(true);
        gl.Disable(Capability::StencilTest);

        object_prog.Use();
        object_camera_matrix.Set(camera);
        object_light_mult.Set(0.2f);

        object_model_matrix.Set(identity);
        plane.Bind();
        gl.DrawArrays(PrimitiveType::TriangleStrip, 0, 4);

        object_model_matrix.Set(model);
        torus.Bind();
        torus_instr.Draw(torus_indices);

        gl.ColorMask(false, false, false, false);
        gl.DepthMask(false);
        gl.Enable(Capability::StencilTest);
        gl.StencilFunc(CompareFunction::Always, 0);
        gl.StencilOpSeparate(
          Face::Front, StencilOp::Keep, StencilOp::Keep, StencilOp::Incr);
        gl.StencilOpSeparate(
          Face::Back, StencilOp::Keep, StencilOp::Keep, StencilOp::Decr);

        shadow_prog.Use();
        shadow_camera_matrix.Set(camera);
        shadow_model_matrix.Set(model);

        gl.CullFace(Face::Back);
        torus_instr.Draw(torus_indices);
        gl.CullFace(Face::Front);
        torus_instr.Draw(torus_indices);
        gl.CullFace(Face::Back);

        gl.ColorMask(true, true, true, true);
        gl.DepthMask(true);
        gl.Clear().DepthBuffer();
        gl.StencilFunc(CompareFunction::Equal, 0);
        gl.StencilOp(StencilOp::Keep, StencilOp::Keep, StencilOp::Keep);

        object_prog.Use();
        object_light_mult.Set(2.5);

        object_model_matrix.Set(identity);
        object_color.Set(0.8f, 0.7f, 0.4f);
        plane.Bind();
        gl.DrawArrays(PrimitiveType::TriangleStrip, 0, 4);

        object_model_matrix.Set(model);
        object_color.Set(0.9f, 0.8f, 0.1f);
        torus.Bind();
        torus_instr.Draw(torus_indices);
    }
示例#25
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#26
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);
	}
示例#27
0
	void RenderImage(
		double time,
		const Vec3f& torus_center,
		const Mat4f& torus_matrix,
		const Mat4f& light_proj_matrix
	)
	{
		// this is going into the on-screen framebuffer
		DefaultFramebuffer().Bind(Framebuffer::Target::Draw);

		gl.ClearColor(0.6f, 0.6f, 0.5f, 0.0f);
		gl.Viewport(width, height);
		gl.Clear().ColorBuffer().DepthBuffer();
		gl.CullFace(Face::Back);
		//
		transf_prog.light_proj_matrix.Set(light_proj_matrix);

		Mat4f perspective = CamMatrixf::PerspectiveX(
			Degrees(60),
			float(width)/height,
			1, 60
		);

		// setup the camera
		Vec3f camera_target(0.0f, 0.8f, 0.0f);
		auto camera = CamMatrixf::Orbiting(
			camera_target,
			GLfloat(8.0 - SineWave(time / 15.0)*3.0),
			FullCircles(time / 24.0),
			Degrees(45 + SineWave(time / 20.0) * 40)
		);
		Vec3f camera_position = camera.Position();
		transf_prog.camera_matrix.Set(perspective*camera);
		transf_prog.camera_position.Set(camera_position);

		// setup the view clipping plane
		Planef clip_plane = Planef::FromPointAndNormal(
			torus_center,
			Normalized(camera_position-torus_center)
		);

		metal_pp.Bind();

		// Render the plane
		transf_prog.model_matrix = ModelMatrixf();
		transf_prog.texture_matrix.Set(Mat2f(Vec2f(9.0f,0.0f), Vec2f(0.0f,9.0f)));
		metal_prog.color_1 = Vec3f(1.0f, 0.9f, 0.8f);
		metal_prog.color_2 = Vec3f(0.9f, 0.8f, 0.6f);
		metal_prog.with_glass_shadow = 1;

		plane.Draw([](GLuint) -> bool {return true;});

		// Render the torus
		transf_prog.model_matrix.Set(torus_matrix);
		transf_prog.texture_matrix.Set(Mat2f(Vec2f(16.0f,0.0f), Vec2f(0.0f, 4.0f)));
		metal_prog.metal_tex.Set(0);
		metal_prog.color_1 = Vec3f(0.9f, 0.9f, 0.9f);
		metal_prog.color_2 = Vec3f(0.3f, 0.3f, 0.3f);
		metal_prog.with_glass_shadow = 0;

		// the metal-part
		torus.Draw(
			[](GLuint phase) -> bool
			{
				return (phase <= 3);
			}
		);

		// now the glass part
		glass_pp.Bind();

		glass_prog.color = Vec3f(0.6f, 0.4f, 0.1f);

		gl.Enable(Functionality::ClipDistance, 0);
		gl.Enable(Capability::Blend);
		transf_prog.clip_plane.Set(clip_plane.Equation());

		for(int c=0; c!=2; ++c)
		{
			transf_prog.clip_direction.Set((c == 0)?-1:1);

			for(int p=0; p!=4; ++p)
			{
				if(p % 2 == 0) gl.CullFace(Face::Front);
				else gl.CullFace(Face::Back);
				torus.Draw(
					[&p](GLuint phase) -> bool
					{
						if(p == 0 || p == 3)
							return (phase == 4);
						else return (phase > 4);
					}
				);
			}
		}
		gl.Disable(Capability::Blend);
		gl.Disable(Functionality::ClipDistance, 0);
	}
示例#28
0
	void RenderImage(
		double time,
		const Mat4f& torus_matrix,
		const Mat4f& light_proj_matrix
	)
	{
		// this is going into the on-screen framebuffer
		DefaultFramebuffer().Bind(Framebuffer::Target::Draw);

		gl.ClearColor(1.0f, 0.9f, 0.8f, 0.0f);
		gl.Viewport(width, height);
		gl.Clear().ColorBuffer().DepthBuffer();
		gl.CullFace(Face::Back);
		//
		transf_prog.light_proj_matrix.Set(light_proj_matrix);

		Mat4f perspective = CamMatrixf::PerspectiveX(
			Degrees(60),
			float(width)/height,
			1, 60
		);

		// setup the camera
		Vec3f camera_target(0.0f, 0.8f, 0.0f);
		auto camera = CamMatrixf::Orbiting(
			camera_target,
			GLfloat(7.0 - SineWave(time / 14.0)*3.0),
			FullCircles(time / 26.0),
			Degrees(45 + SineWave(time / 17.0) * 40)
		);
		Vec3f camera_position = camera.Position();
		transf_prog.camera_matrix.Set(perspective*camera);
		transf_prog.camera_position.Set(camera_position);

		// render into the depth buffer
		shadow_pp.Bind();

		gl.Enable(Capability::PolygonOffsetFill);
		gl.ColorMask(false, false, false, false);

		transf_prog.model_matrix = ModelMatrixf();
		plane.Draw();

		transf_prog.model_matrix.Set(torus_matrix);
		torus.Draw();

		gl.ColorMask(true, true, true, true);
		gl.Disable(Capability::PolygonOffsetFill);

		gl.Enable(Capability::Blend);
		gl.Disable(Capability::Blend);

		// render into the color buffer
		sketch_pp.Bind();

		gl.Enable(Capability::Blend);

		transf_prog.model_matrix = ModelMatrixf();
		transf_prog.texture_matrix.Set(Mat2f(Vec2f(3.0, 0.0), Vec2f(0.0, 3.0)));
		plane.Draw();

		transf_prog.model_matrix.Set(torus_matrix);
		transf_prog.texture_matrix.Set(Mat2f(Vec2f(8.0, 0.0), Vec2f(0.0, 2.0)));
		torus.Draw([](GLuint phase) -> bool { return phase <  4; });
		transf_prog.texture_matrix.Set(Mat2f(Vec2f(0.0, 2.0), Vec2f(8.0, 0.0)));
		torus.Draw([](GLuint phase) -> bool { return phase >= 4; });

		// render the edges
		line_pp.Bind();

		transf_prog.model_matrix = ModelMatrixf();
		plane.DrawEdges();

		transf_prog.model_matrix.Set(torus_matrix);
		torus.DrawEdges();

		gl.Disable(Capability::Blend);
	}
示例#29
0
	TorusExample(void)
	 : make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source and compile it
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"}"
		).Compile();

		// set the fragment shader source and compile it
		fs.Source(
			"#version 330\n"
			"in vec3 vertNormal;"
			"out vec4 fragColor;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	float intensity = 2.0 * max("
			"		dot(vertNormal,  LightPos)/"
			"		length(LightPos),"
			"		0.0"
			"	);"
			"	if(!gl_FrontFacing)"
			"		fragColor = vec4(0.0, 0.0, 0.0, 1.0);"
			"	else if(intensity > 0.9)"
			"		fragColor = vec4(1.0, 0.9, 0.8, 1.0);"
			"	else if(intensity > 0.1)"
			"		fragColor = vec4(0.7, 0.6, 0.4, 1.0);"
			"	else"
			"		fragColor = vec4(0.3, 0.2, 0.1, 1.0);"
			"}"
		).Compile();

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

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

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

		// bind the VBO for the torus normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			(prog|"Normal").Setup(n_per_vertex, DataType::Float).Enable();
		}
		//
		// set the light position
		(prog/"LightPos").Set(Vec3f(4.0f, 4.0f, -8.0f));

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_torus.FaceWinding());
		gl.CullFace(Face::Back);
		glLineWidth(4.0f);
	}
示例#30
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);
	}