Copyright 2008-2014 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)
#include <cmath>
namespace oglplus {
class CubeExample : public Example
{
private:
shapes::Cube make_cube;
shapes::DrawingInstructions cube_instr;
Context gl;
{
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;"
"}"
);
vs.Compile();
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);"
"}"
);
fs.Compile();
prog.AttachShader(vs);
prog.AttachShader(fs);
prog.Link();
prog.Use();
return prog;
}
Uniform<Mat4f> projection_matrix, camera_matrix, model_matrix;
Uniform<Vec3f> light_pos;
Buffer verts, normals, tangents, texcoords;
public:
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();
}
{
Texture::Active(0);
UniformSampler(prog, "ColorTex").Set(0);
gl.Bind(Texture::Target::_2D, colorTex);
gl.Current(Texture::Target::_2D)
.GenerateMipmap();
}
{
Texture::Active(1);
UniformSampler(prog, "NormalTex").Set(1);
gl.Bind(Texture::Target::_2D, normalTex);
gl.Current(Texture::Target::_2D)
.Image2D(
images::NormalMap(
)
).GenerateMipmap();
}
gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
gl.ClearDepth(1.0f);
gl.FrontFace(make_cube.FaceWinding());
}
void Reshape(GLuint width, GLuint height)
{
gl.Viewport(width, height);
prog.Use();
projection_matrix.Set(
Degrees(70),
double(width)/height,
1, 15
)
);
}
{
gl.Clear().ColorBuffer().DepthBuffer();
light_pos.Set(
Cos(lightAzimuth),
1.0f,
Sin(lightAzimuth)
) * 2.0f
);
camera_matrix.Set(
3.0f,
Degrees(-45),
)
);
model_matrix.Set(
);
cube.Bind();
cube_instr.Draw(cube_indices);
}
{
return time < 30.0;
}
double ScreenshotTime(void) const
{
return 2.0;
}
};
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);
}
}