CubeExample(void) : cube_instr(make_cube.Instructions()) , cube_indices(make_cube.Indices()) { // Set the vertex shader source vs.Source( "#version 330\n" "uniform mat4 ProjectionMatrix, CameraMatrix;" "in vec4 Position;" "in vec2 TexCoord;" "out vec2 vertTexCoord;" "void main(void)" "{" " vertTexCoord = TexCoord;" " gl_Position = " " ProjectionMatrix *" " CameraMatrix *" " Position;" "}" ); // compile it vs.Compile(); // set the fragment shader source fs.Source( "#version 330\n" "in vec2 vertTexCoord;" "out vec4 fragColor;" "void main(void)" "{" " float i = (" " 1 +" " int(vertTexCoord.x*8) % 2+" " int(vertTexCoord.y*8) % 2" " ) % 2;" " fragColor = vec4(i, i, 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(); // bind the VBO for the cube vertices verts.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(prog, "Position"); attr.Setup(n_per_vertex, DataType::Float); attr.Enable(); } // bind the VBO for the cube texture-coordinates texcoords.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_cube.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(n_per_vertex, DataType::Float); attr.Enable(); } // gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f); gl.ClearDepth(1.0f); gl.Enable(Capability::DepthTest); }
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 and compile it vs.Source( "#version 330\n" "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;" "in vec4 Position;" "in vec2 TexCoord;" "out vec2 vertTexCoord;" "void main(void)" "{" " vertTexCoord = TexCoord;" " gl_Position = " " ProjectionMatrix *" " CameraMatrix *" " ModelMatrix *" " Position;" "}" ).Compile(); // set the fragment shader source and compile it fs.Source( "#version 330\n" "in vec2 vertTexCoord;" "out vec4 fragColor;" "void main(void)" "{" " float i = int((" " vertTexCoord.x+" " vertTexCoord.y " " )*8) % 2;" " fragColor = mix(" " vec4(0, 0, 0, 1)," " vec4(1, 1, 0, 1)," " 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 cube cube.Bind(); // bind the VBO for the cube vertices verts.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(prog, "Position"); attr.Setup<GLfloat>(n_per_vertex).Enable(); } // bind the VBO for the cube UV-coordinates texcoords.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_cube.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).Enable(); } +Capability::DepthTest; }
CubeExample(void) : cube_instr(make_cube.Instructions()) , cube_indices(make_cube.Indices()) , projection_matrix(prog, "ProjectionMatrix") , camera_matrix(prog, "CameraMatrix") , model_matrix(prog, "ModelMatrix") { namespace se = oglplus::smart_enums; VertexShader vs; vs.Source( "#version 120\n" "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;" "attribute vec4 Position;" "attribute vec3 Normal;" "attribute vec2 TexCoord;" "varying vec3 vertNormal;" "varying vec3 vertLight;" "varying 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;" "}" ).Compile(); FragmentShader fs; fs.Source( "#version 120\n" "uniform sampler2D TexUnit;" "varying vec3 vertNormal;" "varying vec3 vertLight;" "varying vec2 vertTexCoord;" "void main(void)" "{" " float l = length(vertLight);" " float d = l > 0 ? dot(vertNormal, normalize(vertLight)) / l : 0.0;" " float i = 0.3 + 2.0*max(d, 0.0);" " vec4 t = texture2D(TexUnit, vertTexCoord);" " gl_FragColor = vec4(t.rgb*i, 1.0);" "}" ).Compile(); prog.AttachShader(vs).AttachShader(fs).Link().Use(); // bind the VAO for the cube cube.Bind(); verts.Bind(se::Array()); { std::vector<GLfloat> data; GLuint n_per_vertex = make_cube.Positions(data); Buffer::Data(se::Array(), data); (prog|"Position").Setup(n_per_vertex, se::Float()).Enable(); } normals.Bind(se::Array()); { std::vector<GLfloat> data; GLuint n_per_vertex = make_cube.Normals(data); Buffer::Data(se::Array(), data); (prog|"Normal").Setup(n_per_vertex, se::Float()).Enable(); } texcoords.Bind(se::Array()); { std::vector<GLfloat> data; GLuint n_per_vertex = make_cube.TexCoordinates(data); Buffer::Data(se::Array(), data); (prog|"TexCoord").Setup(n_per_vertex, se::Float()).Enable(); } // setup the texture { auto bound_tex = Bind(tex, se::_2D()); auto image = images::NewtonFractal( 512, 512, Vec3f(1.0f, 1.4f, 1.3f), Vec3f(0.2f, 0.3f, 0.1f), Vec2f(-1.0f, -1.0f), Vec2f( 1.0f, 1.0f), images::NewtonFractal::X4Minus1(), [](double x) -> double { return pow(SineWave(pow(x,0.5)), 4.0); } ); bound_tex.Image2D(image); bound_tex.GenerateMipmap(); bound_tex.MinFilter(se::LinearMipmapLinear()); bound_tex.MagFilter(se::Linear()); bound_tex.WrapS(se::Repeat()); bound_tex.WrapT(se::Repeat()); } // set the uniform values (prog/"TexUnit") = 0; (prog/"LightPos") = Vec3f(1.0f, 2.0f, 3.0f); // 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()); }
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); }
CubeExample(void) : cube_instr(make_cube.Instructions()) , cube_indices(make_cube.Indices()) , projection_matrix(prog, "ProjectionMatrix") , camera_matrix(prog, "CameraMatrix") , model_matrix(prog, "ModelMatrix") { 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 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;" "}" ); // 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 = length(vertLight);" " float d = l > 0 ? dot(vertNormal, normalize(vertLight)) / l : 0.0;" " float i = 0.3 + 2.0*max(d, 0.0);" " vec4 t = texture(TexUnit, 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(se::Array()); { std::vector<GLfloat> data; GLuint n_per_vertex = make_cube.Positions(data); Buffer::Data(se::Array(), data); (prog|"Position").Setup(n_per_vertex, se::Float()).Enable(); } normals.Bind(se::Array()); { std::vector<GLfloat> data; GLuint n_per_vertex = make_cube.Normals(data); Buffer::Data(se::Array(), data); (prog|"Normal").Setup(n_per_vertex, se::Float()).Enable(); } texcoords.Bind(se::Array()); { std::vector<GLfloat> data; GLuint n_per_vertex = make_cube.TexCoordinates(data); Buffer::Data(se::Array(), data); (prog|"TexCoord").Setup(n_per_vertex, se::Float()).Enable(); } // setup the texture { auto bound_tex = Bind(tex, se::_2D()); bound_tex.Image2D(images::LoadTexture("concrete_block")); bound_tex.MinFilter(se::Linear()); bound_tex.MagFilter(se::Linear()); bound_tex.WrapS(se::Repeat()); bound_tex.WrapT(se::Repeat()); } // set the uniform values (prog/"TexUnit") = 0; (prog/"LightPos") = Vec3f(1.0f, 2.0f, 3.0f); // 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()); }
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()); }
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()); }
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()); }
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()); }
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()); }