- Creating a mesh and then modifying it
- Shadow mapping
- Environment mapped reflections
-- Skybox
+- Skybox using a cube map texture
- Nested scenes and pipelines
- Complex multitexturing
- Shader-based deformations
std::vector<ObjectData> pillar_data;
std::vector<GL::AnimatedObject *> pillars;
- GL::VertexShader cube_transform;
GL::Program cube_shprog;
GL::Program cube_shadow_shprog;
GL::Material cube_material;
static const char texture_fragment_src[];
static const char skybox_vertex_src[];
static const char skybox_fragment_src[];
- static const char ground_transform_src[];
- static const char ground_colorify_src[];
- static const char cube_transform_src[];
+ static const char ground_variables[];
+ static const char cube_variables[];
static const float cube_shapes[];
public:
};
const char DesertPillars::texture_vertex_src[] =
- "varying vec3 v_normal;\n"
- "varying vec3 v_color;\n"
+ "#version 130\n"
+ "in vec3 vertex;\n"
+ "in vec3 normal;\n"
+ "in vec3 color;\n"
+ "out vec3 v_normal;\n"
+ "out vec3 v_color;\n"
"void main()\n"
"{\n"
- " gl_Position = vec4(gl_Vertex.xy*2.0-1.0, -gl_Vertex.z*2.0, 1.0);\n"
- " v_normal = gl_Normal;\n"
- " v_color = gl_Color.rgb;\n"
+ " gl_Position = vec4(vertex.xy*2.0-1.0, -vertex.z*2.0, 1.0);\n"
+ " v_normal = normal;\n"
+ " v_color = color.rgb;\n"
"}\n";
const char DesertPillars::texture_fragment_src[] =
- "varying vec3 v_normal;\n"
- "varying vec3 v_color;\n"
+ "#version 130\n"
+ "in vec3 v_normal;\n"
+ "in vec3 v_color;\n"
+ "out vec4 frag_color;\n"
+ "out vec4 frag_normal;\n"
"void main()\n"
"{\n"
- " gl_FragData[0] = vec4(v_color, 1.0);\n"
- " gl_FragData[1] = vec4(v_normal*0.5+0.5, 1.0);\n"
+ " frag_color = vec4(v_color, 1.0);\n"
+ " frag_normal = vec4(v_normal*0.5+0.5, 1.0);\n"
"}\n";
const char DesertPillars::skybox_vertex_src[] =
- "#version 120\n"
- "varying vec3 v_texcoord;\n"
+ "#version 130\n"
+ "uniform mat4 projection_matrix;\n"
+ "uniform mat4 eye_obj_matrix;\n"
+ "in vec3 vertex;\n"
+ "out vec3 v_texcoord;\n"
"void main()\n"
"{\n"
- " gl_Position = gl_ProjectionMatrix*vec4(mat3(gl_ModelViewMatrix)*gl_Vertex.xyz, 1.0);\n"
- " v_texcoord = gl_Vertex.xyz;\n"
+ " gl_Position = projection_matrix*vec4(mat3(eye_obj_matrix)*vertex, 1.0);\n"
+ " v_texcoord = vertex;\n"
"}";
const char DesertPillars::skybox_fragment_src[] =
+ "#version 130\n"
"uniform samplerCube sky;\n"
- "varying vec3 v_texcoord;\n"
+ "in vec3 v_texcoord;\n"
+ "out vec4 frag_color;\n"
"void main()\n"
"{\n"
- " gl_FragColor = textureCube(sky, v_texcoord);\n"
+ " frag_color = textureCube(sky, v_texcoord);\n"
"}";
-// This exists only to transfer the ground type to fragment shader
-const char DesertPillars::ground_transform_src[] =
- "attribute float ground_type;\n"
- "varying float v_ground_type;\n"
- "vec4 transform_vertex(vec4 vertex)\n"
- "{\n"
- " v_ground_type = ground_type;\n"
- " return gl_ModelViewMatrix*vertex;\n"
- "}\n"
- "vec3 transform_normal(vec3 normal)\n"
- "{\n"
- " return gl_NormalMatrix*normal;\n"
- "}\n";
-
-const char DesertPillars::ground_colorify_src[] =
+const char DesertPillars::ground_variables[] =
"uniform sampler2D texture1;\n"
"uniform sampler2D normalmap1;\n"
"uniform sampler2D texture2;\n"
"uniform sampler2D normalmap2;\n"
- "varying float v_ground_type;\n"
- "vec4 sample_texture(vec2 coord)\n"
- "{\n"
- " return mix(texture2D(texture1, coord*3.0), texture2D(texture2, coord), v_ground_type);\n"
- "}\n"
- "vec3 sample_normalmap(vec2 coord)\n"
- "{\n"
- " return mix(texture2D(normalmap1, coord*3.0).rgb, texture2D(normalmap2, coord).rgb, v_ground_type);\n"
- "}\n";
+ "attribute float ground_type;\n"
+ "fragment vec4 diffuse_sample = mix(texture2D(texture1, texture_coord*3.0), texture2D(texture2, texture_coord), ground_type);\n"
+ "fragment vec3 normal_sample = mix(texture2D(normalmap1, texture_coord*3.0).rgb, texture2D(normalmap2, texture_coord).rgb, ground_type);\n";
-const char DesertPillars::cube_transform_src[] =
+const char DesertPillars::cube_variables[] =
"uniform float spherify;\n"
"attribute vec3 sphere_coord;\n"
- "vec4 transform_vertex(vec4 vertex)\n"
- "{\n"
- " return gl_ModelViewMatrix*vec4(mix(vertex.xyz, sphere_coord, spherify), 1.0);\n"
- "}\n"
- "vec3 transform_normal(vec3 normal)\n"
- "{\n"
- " return gl_NormalMatrix*normalize(mix(normal, normalize(sphere_coord), spherify));\n"
- "}\n";
+ "vertex vec3 eye_normal = eye_obj_normal_matrix*normalize(mix(normal, normalize(sphere_coord), spherify));\n"
+ "vertex vec4 eye_vertex = eye_obj_matrix*vec4(mix(vertex.xyz, sphere_coord, spherify), 1.0);\n";
const float DesertPillars::cube_shapes[] = { -0.4, 0.5, 1.0, 0.3 };
either in a very low spatial resolution of the shadow map, or ugly artifacts
as the ground crosses the shadow map boundary. */
shadow_scene.set_target(GL::Vector3(0, 0, 0), 10);
- shadow_scene.set_texture_unit(5);
sky_scene.add(shadow_scene);
pipeline.add_renderable(sky_scene);
skybox_shprog.attach_shader_owned(new GL::VertexShader(skybox_vertex_src));
skybox_shprog.attach_shader_owned(new GL::FragmentShader(skybox_fragment_src));
+ skybox_shprog.bind_attribute(GL::VERTEX3, "vertex");
+ skybox_shprog.bind_fragment_data(0, "frag_color");
skybox_shprog.link();
GL::RenderPass &pass = skybox_tech.add_pass("sky");
}
GL::Program shprog(texture_vertex_src, texture_fragment_src);
+ shprog.bind_attribute(GL::VERTEX3, "vertex");
+ shprog.bind_attribute(GL::NORMAL3, "normal");
+ shprog.bind_attribute(GL::COLOR4_UBYTE, "color");
+ shprog.bind_fragment_data(0, "frag_color");
+ shprog.bind_fragment_data(1, "frag_normal");
+ shprog.link();
// Use an FBO to turn the geometry into a normalmapped texture
GL::Framebuffer fbo;
features.lighting = true;
features.shadow = true;
features.texture = true;
- features.normalmap = true;
- features.transform = true;
- features.colorify = true;
+ features.normal_map = true;
+ features.custom = ground_variables;
GL::ProgramBuilder(features).add_shaders(ground_shprog);
- ground_shprog.attach_shader_owned(new GL::VertexShader(ground_transform_src));
- ground_shprog.attach_shader_owned(new GL::FragmentShader(ground_colorify_src));
ground_shprog.bind_attribute(7, "ground_type");
ground_shprog.link();
cube_material.set_diffuse(GL::Color(0.5, 0.5, 0.55));
cube_material.set_ambient(GL::Color(0.5, 0.5, 0.55));
cube_material.set_specular(GL::Color(1.0));
- cube_material.set_shininess(150);
-
- cube_transform.source(cube_transform_src);
- cube_transform.compile();
+ cube_material.set_shininess(120);
+ cube_material.set_reflectivity(0.5);
// First create a simplified shader for rendering the shadow map
GL::ProgramBuilder::StandardFeatures features;
- features.transform = true;
+ features.custom = cube_variables;
GL::ProgramBuilder(features).add_shaders(cube_shadow_shprog);
- cube_shadow_shprog.attach_shader(cube_transform);
cube_shadow_shprog.bind_attribute(7, "sphere_coord");
cube_shadow_shprog.link();
features.shadow = true;
features.reflection = true;
GL::ProgramBuilder(features).add_shaders(cube_shprog);
- cube_shprog.attach_shader(cube_transform);
cube_shprog.bind_attribute(7, "sphere_coord");
cube_shprog.link();
DesertPillars::Cube::Cube(const GL::Object &obj):
GL::AnimatedObject(obj)
-{
- shdata.uniform("reflectivity", 0.5f);
-}
+{ }
void DesertPillars::Cube::set_spherify(float s)
{