Copyright 2008-2013 Matus Chochlik. Distributed under the Boost Software License, Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
namespace oglplus {
class CubeExample : public Example
{
private:
Context gl;
public:
CubeExample(void)
{
vs.Source(
"#version 330\n"
"uniform mat4 ProjectionMatrix, CameraMatrix;"
"in vec4 Position;"
"in vec3 Normal;"
"out vec3 vertNormal;"
"void main(void)"
"{"
" vertNormal = Normal;"
" gl_Position = ProjectionMatrix *"
" CameraMatrix *"
" Position;"
"}"
);
vs.Compile();
fs.Source(
"#version 330\n"
"in vec3 vertNormal;"
"out vec4 fragColor;"
"void main(void)"
"{"
" fragColor = vec4(abs(vertNormal), 1.0);"
"}"
);
fs.Compile();
prog.AttachShader(vs);
prog.AttachShader(fs);
prog.Link();
prog.Use();
cube.Bind();
const GLfloat c[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 GLuint vertex_count = 6 * 2 * 3;
const GLfloat cube_vertices[vertex_count * 3] = {
c[0][0], c[0][1], c[0][2],
c[2][0], c[2][1], c[2][2],
c[1][0], c[1][1], c[1][2],
c[0][0], c[0][1], c[0][2],
c[3][0], c[3][1], c[3][2],
c[2][0], c[2][1], c[2][2],
c[0][0], c[0][1], c[0][2],
c[1][0], c[1][1], c[1][2],
c[4][0], c[4][1], c[4][2],
c[1][0], c[1][1], c[1][2],
c[5][0], c[5][1], c[5][2],
c[4][0], c[4][1], c[4][2],
c[1][0], c[1][1], c[1][2],
c[2][0], c[2][1], c[2][2],
c[5][0], c[5][1], c[5][2],
c[2][0], c[2][1], c[2][2],
c[6][0], c[6][1], c[6][2],
c[5][0], c[5][1], c[5][2],
c[4][0], c[4][1], c[4][2],
c[5][0], c[5][1], c[5][2],
c[6][0], c[6][1], c[6][2],
c[4][0], c[4][1], c[4][2],
c[6][0], c[6][1], c[6][2],
c[7][0], c[7][1], c[7][2],
c[2][0], c[2][1], c[2][2],
c[3][0], c[3][1], c[3][2],
c[7][0], c[7][1], c[7][2],
c[2][0], c[2][1], c[2][2],
c[7][0], c[7][1], c[7][2],
c[6][0], c[6][1], c[6][2],
c[0][0], c[0][1], c[0][2],
c[4][0], c[4][1], c[4][2],
c[3][0], c[3][1], c[3][2],
c[3][0], c[3][1], c[3][2],
c[4][0], c[4][1], c[4][2],
c[7][0], c[7][1], c[7][2]
};
verts.Bind(Buffer::Target::Array);
Buffer::Data(
Buffer::Target::Array,
vertex_count * 3,
cube_vertices
);
VertexArrayAttrib vert_attr(prog, "Position");
vert_attr.Setup<
Vec3f>();
vert_attr.Enable();
const GLfloat n[6][3] = {
{-1.0f, 0.0f, 0.0f},
{ 0.0f, -1.0f, 0.0f},
{ 0.0f, 0.0f, -1.0f},
{ 1.0f, 0.0f, 0.0f},
{ 0.0f, 1.0f, 0.0f},
{ 0.0f, 0.0f, 1.0f}
};
GLfloat cube_normals[vertex_count * 3];
for(GLuint f=0;f!=6;++f)
for(GLuint v=0;v!=6;++v)
for(GLuint ci=0;ci!=3;++ci)
cube_normals[(f*6+v)*3+ci] = n[f][ci];
normals.Bind(Buffer::Target::Array);
Buffer::Data(
Buffer::Target::Array,
vertex_count * 3,
cube_normals
);
VertexArrayAttrib normal_attr(prog, "Normal");
normal_attr.Setup<
Vec3f>();
normal_attr.Enable();
Uniform<Mat4f>(prog,
"CameraMatrix").
Set(
)
);
gl.ClearColor(1.0f, 1.0f, 1.0f, 0.0f);
gl.ClearDepth(1.0f);
}
void Reshape(GLuint width, GLuint height)
{
gl.Viewport(width, height);
prog.Use();
Uniform<Mat4f>(prog,
"ProjectionMatrix").
Set(
Degrees(48),
GLfloat(width)/height,
1, 100
)
);
}
{
gl.Clear().ColorBuffer().DepthBuffer();
}
};
void setupExample(ExampleParams& ){ }
std::unique_ptr<ExampleThread> makeExampleThread(
Example& ,
unsigned ,
const ExampleParams&
){ return std::unique_ptr<ExampleThread>(); }
std::unique_ptr<Example> makeExample(const ExampleParams& )
{
return std::unique_ptr<Example>(new CubeExample);
}
}