1 #include <msp/gl/box.h>
2 #include <msp/gl/framebuffer.h>
3 #include <msp/gl/light.h>
4 #include <msp/gl/lighting.h>
5 #include <msp/gl/material.h>
6 #include <msp/gl/mesh.h>
7 #include <msp/gl/meshbuilder.h>
8 #include <msp/gl/renderer.h>
9 #include <msp/gl/tests.h>
10 #include <msp/gl/texturecube.h>
11 #include <msp/graphics/simplewindow.h>
15 void create_face_texture(GL::TextureCube &texture, GL::TextureCubeFace face)
17 unsigned char *pixels = new unsigned char[128*128*3];
18 for(unsigned y=0; y<128; ++y)
19 for(unsigned x=0; x<128; ++x)
21 unsigned i = (x+y*128)*3;
22 pixels[i] = (face==GL::NEGATIVE_X ? 0 : face==GL::POSITIVE_X ? 255 : face==GL::NEGATIVE_Z ? 255-x*2 : x*2);
23 pixels[i+1] = (face==GL::NEGATIVE_Y ? 0 : face==GL::POSITIVE_Y ? 255 : 255-y*2);
24 pixels[i+2] = (face==GL::NEGATIVE_Z ? 0 : face==GL::POSITIVE_Z ? 255 : face==GL::POSITIVE_X ? 255-x*2 : face==GL::NEGATIVE_X ? x*2 : face==GL::NEGATIVE_Y ? 255-y*2 : y*2);
26 texture.image(face, 0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
32 Graphics::SimpleGLWindow window(400, 400);
34 GL::TextureCube texture;
35 texture.storage(GL::RGB, 128);
36 texture.set_min_filter(GL::LINEAR);
37 texture.set_wrap(GL::CLAMP_TO_EDGE);
38 create_face_texture(texture, GL::NEGATIVE_Z);
39 create_face_texture(texture, GL::POSITIVE_Z);
40 create_face_texture(texture, GL::NEGATIVE_Y);
41 create_face_texture(texture, GL::POSITIVE_Y);
42 create_face_texture(texture, GL::NEGATIVE_X);
43 create_face_texture(texture, GL::POSITIVE_X);
45 GL::Mesh box((GL::VERTEX3, GL::TEXCOORD3, GL::NORMAL3));
46 GL::MeshBuilder builder(box);
47 GL::BoxBuilder(2, 2, 2).build(builder);
48 for(unsigned i=0; i<box.get_n_vertices(); ++i)
50 float *v = box.modify_vertex(i);
51 for(unsigned j=0; j<3; ++j)
55 GL::Lighting lighting;
56 lighting.set_ambient(GL::Color(0.3));
58 light0.set_diffuse(GL::Color(0.6));
59 light0.set_position(GL::Vector4(-1, 1, 1, 0));
60 lighting.attach(0, light0);
62 light1.set_diffuse(GL::Color(0.2));
63 light1.set_position(GL::Vector4(1, 1, 0, 0));
64 lighting.attach(1, light1);
66 GL::Material material;
67 material.set_diffuse(GL::Color(1.0));
68 material.set_ambient(GL::Color(1.0));
70 GL::Bind bind_light(lighting);
71 GL::Bind bind_depth(GL::DepthTest::lequal());
73 GL::MatrixStack::projection() = GL::Matrix::frustum(-0.05, 0.05, -0.05, 0.05, 0.1, 10);
80 GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
81 GL::Renderer renderer(0);
82 renderer.matrix_stack() *= GL::Matrix::translation(0, 0, -5);
83 renderer.matrix_stack() *= GL::Matrix::rotation(angle/2.3, 0, 1, 0);
84 renderer.matrix_stack() *= GL::Matrix::rotation(angle, 1, 0.25, 0);
85 renderer.set_material(&material);
86 renderer.set_texture(&texture);
88 window.swap_buffers();