本文整理汇总了C++中shapes::Cube::TexCoordinates方法的典型用法代码示例。如果您正苦于以下问题:C++ Cube::TexCoordinates方法的具体用法?C++ Cube::TexCoordinates怎么用?C++ Cube::TexCoordinates使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类shapes::Cube
的用法示例。
在下文中一共展示了Cube::TexCoordinates方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: attr
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);
}
示例2: attr
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;
}
示例3: pow
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);
//.........这里部分代码省略.........
示例4: attr
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;"
//.........这里部分代码省略.........
示例5: main
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);
//.........这里部分代码省略.........
示例6: attr
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());
}
示例7: attr
//.........这里部分代码省略.........
" 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());
}
示例8: attr
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());
}
示例9: attr
//.........这里部分代码省略.........
"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());
}
示例10: CubeExample
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());
}