示例#1
0
	SphereExample(void)
	 : sphere_instr(make_sphere.Instructions())
	 , sphere_indices(make_sphere.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	{
		// Vertex shader
		VertexShader vs;
		// Set the vertex shader source and compile it
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"layout(location = 0) in vec4 Position;"
			"layout(location = 1) in vec2 TexCoord;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		Position;"
			"}"
		).Compile();

		// Fragment shader
		FragmentShader fs;
		// 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*18) % 2+"
			"		int(vertTexCoord.y*14) % 2"
			"	) % 2;"
			"	fragColor = vec4(1-i/2, 1-i/2, 1-i/2, 1.0);"
			"}"
		).Compile();

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

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

		// bind the VBO for the sphere vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_sphere.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			// (prog|0) is equivalent to VertexAttribArray(prog, VertexAtribSlot(0))
			(prog|0).Setup<GLfloat>(n_per_vertex).Enable();
		}

		// bind the VBO for the sphere UV-coordinates
		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_sphere.TexCoordinates(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			// (prog|1) is equivalent to VertexAttribArray(prog, VertexAtribSlot(1))
			(prog|1).Setup<GLfloat>(n_per_vertex).Enable();
		}
		//
		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		Capability::DepthTest << true;
	}
示例#2
0
	SphereExample(void)
	 : sphere_instr(make_sphere.Instructions())
	 , sphere_indices(make_sphere.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 vec2 TexCoord;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		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 = int(("
			"		vertTexCoord.x+"
			"		vertTexCoord.y "
			"	)*16) % 2;"
			"	fragColor = mix("
			"		vec4(0.9, 0.9, 0.9, 1.0),"
			"		vec4(1.0, 0.3, 0.4, 1.0),"
			"		i"
			"	);"
			"}"
		);
		// 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 sphere
		sphere.Bind();

		// bind the VBO for the sphere vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_sphere.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 sphere UV-coordinates
		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_sphere.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);
	}