rendered_textures(GLsizei tex_side)
	{

		for(GLuint i=0; i<2u; ++i)
		{
			texture_name tex = texs[i];

			gl.active_texture(GL.texture0+i);
			gl.bind(GL.texture_2d, tex);
			gl.texture_min_filter(GL.texture_2d, GL.linear);
			gl.texture_mag_filter(GL.texture_2d, GL.linear);
			gl.texture_image_2d(
				GL.texture_2d,
				0,
				GL.rgb, 
				tex_side, tex_side,
				0,
				GL.rgb,
				GL.unsigned_byte,
				const_memory_block()
			);

			renderbuffer_name rbo = rbos[i];

			gl.bind(GL.renderbuffer, rbo);
			gl.renderbuffer_storage(
				GL.renderbuffer,
				GL.depth_component,
				tex_side, tex_side
			);

			framebuffer_name fbo = fbos[i];

			gl.bind(GL.draw_framebuffer, fbo);
			gl.framebuffer_texture_2d(
				GL.draw_framebuffer,
				GL.color_attachment0,
				GL.texture_2d,
				tex, 0
			);
			gl.framebuffer_renderbuffer(
				GL.draw_framebuffer,
				GL.depth_attachment,
				GL.renderbuffer,
				rbo
			);

			gl.viewport(tex_side, tex_side);
			gl.clear(GL.color_buffer_bit);
		}

		gl.bind(GL.draw_framebuffer, default_framebuffer);
		gl.bind(GL.renderbuffer, no_renderbuffer);
	}
	void render(const example_state_view& state)
	override
	{
		rad += radians_(0.5f*state.frame_duration().value());

		current_buf = (current_buf+1)%2;

		gl.uniform(
			prog.light_pos,
			vec3(cos(rad)*4, sin(rad)*4, 8)
		);

		gl.uniform(
			prog.modelview,
			matrix_rotation_x(rad*1)*
			matrix_rotation_y(rad*2)*
			matrix_rotation_z(rad*3)
		);

		// draw into the texture
		gl.bind(GL.draw_framebuffer, rnd_tex.fbos[current_buf]);
		gl.viewport(tex_side, tex_side);

		GLfloat s = 0.5f;

		gl.uniform(
			prog.projection,
			oglplus::matrix_perspective(-s,+s, -s,+s, 1.0f, 5)*
			oglplus::matrix_translation(0,0,-2)
		);

		gl.clear(GL.color_buffer_bit|GL.depth_buffer_bit);
		gl.draw_arrays(GL.triangles, 0, 6 * 2 * 3);

		// draw on screen
		gl.bind(GL.draw_framebuffer, default_framebuffer);
		gl.viewport(state.width(), state.height());

		gl.uniform(prog.cube_tex, GLint(current_buf));

		GLfloat h = 0.55f;
		GLfloat w = h*state.aspect();

		gl.uniform(
			prog.projection,
			oglplus::matrix_perspective(-w,+w, -h,+h, 1, 3)*
			oglplus::matrix_translation(0,0,-2)
		);

		gl.clear(GL.color_buffer_bit|GL.depth_buffer_bit);
		gl.draw_arrays(GL.triangles, 0, 6 * 2 * 3);

	}
示例#3
0
	screen_shape(const program& prog)
	{
		gl.bind(vao);

		GLfloat position_data[4*2] = {
			-1.0f, -1.0f,
			-1.0f,  1.0f,
			 1.0f, -1.0f,
			 1.0f,  1.0f
		};

		gl.bind(GL.array_buffer, positions);
		gl.buffer_data(GL.array_buffer, position_data, GL.static_draw);

		vertex_attrib_location va_p;
		gl.query_location(va_p, prog, "Position");
		gl.vertex_array_attrib_pointer(
			va_p,
			2, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(va_p);

		GLfloat coord_data[4*2] = {
			-1.0f, -1.0f,
			-1.0f,  1.0f,
			 1.0f, -1.0f,
			 1.0f,  1.0f
		};

		gl.bind(GL.array_buffer, coords);
		gl.buffer_data(GL.array_buffer, coord_data, GL.static_draw);

		vertex_attrib_location va_c;
		gl.query_location(va_c, prog, "TexCoord");
		gl.vertex_array_attrib_pointer(
			va_c,
			2, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(va_c);
	}
示例#4
0
	void init(const texture_image_file& image_data)
	{
		gl.bind(GL.texture_2d, *this);
		gl.texture_min_filter(GL.texture_2d, GL.nearest);
		gl.texture_mag_filter(GL.texture_2d, GL.nearest);
		gl.texture_wrap(
			GL.texture_2d,
			GL.texture_wrap_s,
			GL.repeat
		);
		gl.texture_image_2d(GL.texture_2d, image_data.spec());
	}
	cube_model(const program& prog)
	{
		const GLfloat v[8][3] = {
			{-0.5f, -0.5f, -0.5f},
			{+0.5f, -0.5f, -0.5f},
			{-0.5f, +0.5f, -0.5f},
			{+0.5f, +0.5f, -0.5f},
			{-0.5f, -0.5f, +0.5f},
			{+0.5f, -0.5f, +0.5f},
			{-0.5f, +0.5f, +0.5f},
			{+0.5f, +0.5f, +0.5f}
		};

		const GLint f[6][2][3] = {
			{{0, 4, 2}, {2, 4, 6}},
			{{5, 1, 7}, {7, 1, 3}},
			{{0, 1, 4}, {4, 1, 5}},
			{{6, 7, 2}, {2, 7, 3}},
			{{1, 0, 3}, {3, 0, 2}},
			{{4, 5, 6}, {6, 5, 7}}
		};

		gl.bind(vao);
	
		const GLuint vertex_count = 6 * 2 * 3;

		// positions
		GLfloat vertex_data[vertex_count * 3];

		for(GLuint fi=0;fi!=6;++fi)
		for(GLuint ti=0;ti!=2;++ti)
		for(GLuint vi=0;vi!=3;++vi)
		{
			for(GLuint ci=0;ci!=3;++ci)
			{
				vertex_data[fi*2*3*3+ti*3*3+vi*3+ci] =
					v[f[fi][ti][vi]][ci];
			}
		}

		gl.bind(GL.array_buffer, positions);
		gl.buffer_data(GL.array_buffer, vertex_data, GL.static_draw);

		gl.vertex_array_attrib_pointer(
			vertex_attrib_location(0),
			3, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(vertex_attrib_location(0));

		vertex_attrib_location va_p;
		gl.query_location(va_p, prog, "Position");
		gl.vertex_array_attrib_pointer(
			va_p, 3, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(va_p);

		// normals
		const GLfloat n[6][3] = {
			{-1.0f,  0.0f,  0.0f},
			{ 1.0f,  0.0f,  0.0f},
			{ 0.0f, -1.0f,  0.0f},
			{ 0.0f,  1.0f,  0.0f},
			{ 0.0f,  0.0f, -1.0f},
			{ 0.0f,  0.0f,  1.0f}
		};
		for(GLuint fi=0;fi!=6;++fi)
		for(GLuint vi=0;vi!=6;++vi)
		{
			for(GLuint ci=0;ci!=3;++ci)
			{
				vertex_data[(fi*6+vi)*3+ci] = n[fi][ci];
			}
		}

		gl.bind(GL.array_buffer, normals);
		gl.buffer_data(GL.array_buffer, vertex_data, GL.static_draw);

		vertex_attrib_location va_n;
		gl.query_location(va_n, prog, "Normal");
		gl.vertex_array_attrib_pointer(
			va_n, 3, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(va_n);

		// tex-coords
		const GLfloat c[6][2] = {
			{0.0f, 0.0f},
			{1.0f, 0.0f},
			{0.0f, 1.0f},
			{0.0f, 1.0f},
			{1.0f, 0.0f},
			{1.0f, 1.0f}
		};

		for(GLuint fi=0;fi!=6;++fi)
		{
			for(GLuint vi=0;vi!=6;++vi)
			{
				for(GLuint ci=0;ci!=2;++ci)
				{
					vertex_data[(fi*6+vi)*2+ci] = c[vi][ci];
				}
			}
		}

		gl.bind(GL.array_buffer, texcoords);
		gl.buffer_data(
			GL.array_buffer,
			buffer_data_spec{vertex_data, vertex_count * 2},
			GL.static_draw
		);

		vertex_attrib_location va_c;
		gl.query_location(va_c, prog, "TexCoord");
		gl.vertex_array_attrib_pointer(
			va_c, 2, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(va_c);
	}
示例#6
0
	example_mandelbrot(void)
	 : offset_x(-0.5f)
	 , offset_y(0.0f)
	 , scale(1.0f)
	 , aspect(1.0f)
	{
		shader vs(GL.vertex_shader);
		vs.source(glsl_literal(
			"#version 130\n"
			"uniform vec2 Offset;\n"
			"uniform vec2 Scale;\n"
			"in vec2 Position;\n"
			"in vec2 Coord;\n"
			"out vec2 vertCoord;\n"
			"void main(void)\n"
			"{\n"
			"	vertCoord = Coord*Scale+Offset;\n"
			"	gl_Position = vec4(Position, 0.0, 1.0);\n"
			"}\n"
		));
		vs.compile();

		shader fs(GL.fragment_shader);
		fs.source(glsl_literal(
		"#version 130\n"
		"uniform sampler1D gradient;\n"
		"in vec2 vertCoord;\n"
		"out vec4 fragColor;\n"
		"void main(void)\n"
		"{\n"
		"	vec2 z = vec2(0.0, 0.0);\n"
		"	vec2 c = vertCoord;\n"
		"	int i = 0, max = 256;\n"
		"	while((i != max) && (distance(z, c) < 2.0))\n"
		"	{\n"
		"		vec2 zn = vec2(\n"
		"			z.x * z.x - z.y * z.y + c.x,\n"
		"			2.0 * z.x * z.y + c.y\n"
		"		);\n"
		"		z = zn;\n"
		"		++i;\n"
		"	}\n"
		"	float a = float(i)/float(max);\n"
		"	fragColor = texture(gradient, a+sqrt(length(c))*0.1);\n"
		"} \n"
		));
		fs.compile();

		prog.attach(vs);
		prog.attach(fs);
		prog.link();

		gl.use(prog);

		gl.query_location(offset_loc, prog, "Offset");
		gl.query_location(scale_loc, prog, "Scale");
		gl.uniform(offset_loc, offset_x, offset_y);


		gl.bind(vao);

		GLfloat position_data[4*2] = {
			-1.0f, -1.0f,
			-1.0f,  1.0f,
			 1.0f, -1.0f,
			 1.0f,  1.0f
		};

		gl.bind(GL.array_buffer, positions);
		gl.buffer_data(GL.array_buffer, position_data, GL.static_draw);

		vertex_attrib_location va_p;
		gl.query_location(va_p, prog, "Position");
		gl.vertex_array_attrib_pointer(
			va_p,
			2, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(va_p);


		GLfloat coord_data[4*2] = {
			-1.0f, -1.0f,
			-1.0f,  1.0f,
			 1.0f, -1.0f,
			 1.0f,  1.0f
		};

		gl.bind(GL.array_buffer, coords);
		gl.buffer_data(GL.array_buffer, coord_data, GL.static_draw);

		vertex_attrib_location va_c;
		gl.query_location(va_c, prog, "Coord");
		gl.vertex_array_attrib_pointer(
			va_c,
			2, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(va_c);

		GLfloat gradient_data[8*3];

		for(int i=0; i<8*3; ++i)
		{
			gradient_data[i] = (std::rand() % 10000) / 10000.f;
		}

		gl.bind(GL.texture_1d, gradient);
		gl.texture_min_filter(GL.texture_1d, GL.linear);
		gl.texture_mag_filter(GL.texture_1d, GL.linear);
		gl.texture_wrap(
			GL.texture_1d,
			GL.texture_wrap_s,
			GL.repeat
		);
		gl.texture_image_1d(
			GL.texture_1d,
			0, GL.rgb,
			8,
			0, GL.rgb,
			GL.float_,
			const_memory_block{gradient_data}
		);

		gl.disable(GL.depth_test);
	}