#include <msp/gl/mesh.h>
#include <msp/gl/meshbuilder.h>
#include <msp/gl/object.h>
-#include <msp/gl/pipeline.h>
+#include <msp/gl/sequence.h>
#include <msp/gl/program.h>
-#include <msp/gl/programbuilder.h>
#include <msp/gl/renderer.h>
+#include <msp/gl/resources.h>
#include <msp/gl/shader.h>
#include <msp/gl/shadowmap.h>
#include <msp/gl/simplescene.h>
- Shadow mapping
- Environment mapped reflections
- Skybox using a cube map texture
-- Effects with nested pipelines
+- Effects with nested sequences
- Complex multitexturing
- Shader-based deformations
- Creating a normalmapped texture through rendering
Msp::Graphics::Window window;
Msp::Graphics::GLContext gl_context;
Msp::Input::Keyboard keyboard;
+ GL::Resources resources;
GL::Program skybox_shprog;
GL::Technique skybox_tech;
GL::TextureCube skybox_tex;
+ GL::Sampler linear_clamped_sampler;
ObjectData skybox_data;
- GL::Program shadow_shprog;
+ const GL::Program &shadow_shprog;
GL::Program ground_shprog;
GL::ProgramData ground_shdata;
GL::Texture2D tiles_normalmap;
GL::Texture2D sand_texture;
GL::Texture2D sand_normalmap;
+ GL::Sampler linear_sampler;
+ GL::Sampler mipmap_sampler;
GL::Technique ground_tech;
ObjectData ground_data;
GL::EnvironmentMap *env_cube;
GL::WindowView view;
- GL::Pipeline pipeline;
+ GL::Sequence sequence;
GL::Camera camera;
GL::SimpleScene sky_scene;
GL::InstanceScene scene;
GL::Bloom bloom;
GL::ColorCurve colorcurve;
- GL::Pipeline env_pipeline;
+ GL::Sequence env_sequence;
Time::TimeStamp last_tick;
float camera_angle;
private:
void setup_view();
- void create_pipeline();
+ void create_sequence();
void create_skybox();
static void create_skybox_face(GL::TextureCube &, GL::TextureCubeFace);
void create_tiles_texture();
"const bool use_normal_map = true;\n"
"const bool use_shadow_map = true;\n"
"#pragma MSP stage(vertex)\n"
- "layout(location=7) in float ground_type;\n"
+ "layout(location=11) in float ground_type;\n"
+ "void custom_transform() override\n"
+ "{\n"
+ " passthrough;\n"
+ "}\n"
"#pragma MSP stage(fragment)\n"
- "vec4 get_diffuse_color()\n"
+ "vec4 get_diffuse_color() override\n"
"{\n"
" return mix(texture(texture1, texcoord.xy*3.0), texture(texture2, texcoord.xy), ground_type);\n"
"}\n"
- "vec4 get_normal_sample()\n"
+ "vec3 get_fragment_normal() override\n"
"{\n"
" return mix(texture(normalmap1, texcoord.xy*3.0).rgb, texture(normalmap2, texcoord.xy).rgb, ground_type);\n"
"}\n";
"const bool use_reflectivity = true;\n"
"uniform float spherify;\n"
"#pragma MSP stage(vertex)\n"
- "layout(location=7) in vec3 sphere_coord;\n"
- "vec4 transform_position(vec4 pos)\n"
+ "layout(location=11) in vec3 sphere_coord;\n"
+ "vec4 transform_position(vec4 pos) override\n"
"{\n"
" return eye_obj_matrix*vec4(mix(vertex.xyz, sphere_coord, spherify), 1.0);\n"
"}\n"
- "vec3 transform_normal(vec3 pos)\n"
+ "vec3 transform_normal(vec3 pos) override\n"
"{\n"
" return eye_obj_normal_matrix*normalize(mix(normal, normalize(sphere_coord), spherify));\n"
"}\n";
gl_context(window),
keyboard(window),
skybox_shprog(skybox_src),
- shadow_shprog("occluder.glsl"),
+ shadow_shprog(resources.get<GL::Program>("_occluder.glsl.shader")),
ground_shprog(ground_src),
cube_shprog(cube_src),
cube_shadow_shprog(string(cube_src)+cube_shadow_src_tail),
view(window, gl_context),
- pipeline(view),
- shadow_scene(2048, scene, light),
- bloom(window.get_width(), window.get_height()),
- env_pipeline(512, 512),
+ sequence(view),
+ shadow_scene(resources, 2048, scene, light),
+ bloom(resources, window.get_width(), window.get_height()),
+ colorcurve(resources),
+ env_sequence(512, 512),
camera_angle(0),
camera_stopped(false),
cube_angle(0),
keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false));
setup_view();
- create_pipeline();
+ create_sequence();
create_skybox();
create_ground();
create_pillars();
camera.set_up_direction(GL::Vector3(0, 0, 1));
camera.set_depth_clip(1, 50);
view.set_camera(&camera);
- view.set_content(&pipeline);
+ view.set_content(&sequence);
}
-void DesertPillars::create_pipeline()
+void DesertPillars::create_sequence()
{
- pipeline.set_multisample(8);
- pipeline.set_hdr(true);
+ sequence.set_multisample(8);
+ sequence.set_hdr(true);
/* The shadow map is focused on the part of the scene that contains the
pillars and the cube. Making the ground cast shadows as well would result
lighting.set_ambient(GL::Color(0.2));
// The skybox is rendered first
- pipeline.add_pass(0, sky_scene);
+ sequence.add_pass(0, sky_scene);
- GL::Pipeline::Pass *pass = &pipeline.add_pass(0, shadow_scene);
+ GL::Sequence::Pass *pass = &sequence.add_pass(0, shadow_scene);
pass->set_lighting(&lighting);
pass->set_depth_test(&GL::DepthTest::lequal());
/* A bloom filter enhances the realism of bright surfaces, even if there
isn't anything really glowy in the scene. */
bloom.set_strength(0.3);
- pipeline.add_postprocessor(bloom);
+ sequence.add_postprocessor(bloom);
/* Lighting calculations are best done in linear color space, so the final
image must be converted to srgb for display. */
colorcurve.set_srgb();
- pipeline.add_postprocessor(colorcurve);
+ sequence.add_postprocessor(colorcurve);
- /* Initialize a second pipeline to render the environment map. It has the
+ /* Initialize a second sequence to render the environment map. It has the
same renderables and passes, but no postprocessors or camera. */
- env_pipeline.add_pass(0, sky_scene);
- pass = &env_pipeline.add_pass(0, shadow_scene);
+ env_sequence.add_pass(0, sky_scene);
+ pass = &env_sequence.add_pass(0, shadow_scene);
pass->set_lighting(&lighting);
pass->set_depth_test(&GL::DepthTest::lequal());
}
void DesertPillars::create_skybox()
{
- skybox_tex.storage(GL::SRGB, 128);
- skybox_tex.set_min_filter(GL::LINEAR);
- skybox_tex.set_wrap(GL::CLAMP_TO_EDGE);
+ skybox_tex.storage(GL::SRGB8, 128, 1);
+ linear_clamped_sampler.set_min_filter(GL::LINEAR);
+ linear_clamped_sampler.set_wrap(GL::CLAMP_TO_EDGE);
for(unsigned i=0; i<6; ++i)
create_skybox_face(skybox_tex, skybox_tex.enumerate_faces(i));
GL::RenderPass &pass = skybox_tech.add_pass(0);
pass.set_shader_program(&skybox_shprog, 0);
- pass.set_texture(0, &skybox_tex);
+ pass.set_texture(0, &skybox_tex, &linear_clamped_sampler);
// The shader will use the vertex coordinates to initialize texture coordinates as well
skybox_data.mesh = new GL::Mesh(GL::VERTEX3);
pixels[i+2] = 160;
}
}
- texture.image(face, 0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
+ texture.image(face, 0, pixels);
delete[] pixels;
}
{
unsigned width = 256;
unsigned height = 256;
- tiles_texture.storage(GL::RGB, width, height);
- tiles_texture.set_min_filter(GL::LINEAR);
- tiles_normalmap.storage(GL::RGB, width, height);
- tiles_normalmap.set_min_filter(GL::LINEAR);
+ tiles_texture.storage(GL::RGB8, width, height, 1);
+ tiles_normalmap.storage(GL::RGB8, width, height, 1);
+ linear_sampler.set_min_filter(GL::LINEAR);
GL::Mesh tiles((GL::VERTEX3, GL::NORMAL3, GL::COLOR4_UBYTE));
4, 4, 3, 3, 4, 1, 3, 2,
2, 3, 2, 2, 3, 3, 3, 2 };
+ {
GL::MeshBuilder bld(tiles);
// Create a dark background
bld.vertex(coords[i*4+order[32+l*2]], coords[j*4+order[32+l*2+1]], bevel);
bld.end();
}
+ }
GL::Program shprog(texture_src);
unsigned width = 512;
unsigned height = 512;
- sand_texture.storage(GL::SRGB, width/16, height/16);
- sand_texture.set_min_filter(GL::LINEAR_MIPMAP_LINEAR);
- sand_texture.set_max_anisotropy(4);
+ sand_texture.storage(GL::SRGB8, width/16, height/16);
sand_texture.set_auto_generate_mipmap(true);
- sand_normalmap.storage(GL::RGB, width, height);
- sand_normalmap.set_min_filter(GL::LINEAR_MIPMAP_LINEAR);
- sand_normalmap.set_max_anisotropy(4);
+ sand_normalmap.storage(GL::RGB8, width, height);
sand_normalmap.set_auto_generate_mipmap(true);
+ mipmap_sampler.set_min_filter(GL::LINEAR_MIPMAP_LINEAR);
+ mipmap_sampler.set_max_anisotropy(4);
unsigned char *pixels = new unsigned char[width*height*3];
unsigned char *bump = new unsigned char[width*height];
pixels[i+2] = 160;
bump[x+y*width] = rand();
}
- sand_texture.image(0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
+ sand_texture.image(0, pixels);
gaussian_blur(bump, width, height);
create_normalmap(bump, pixels, width, height, 4);
- sand_normalmap.image(0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
+ sand_normalmap.image(0, pixels);
delete[] pixels;
delete[] bump;
}
GL::RenderPass *pass = &ground_tech.add_pass(0);
pass->set_shader_program(&ground_shprog, &ground_shdata);
- pass->set_texture(0, &tiles_texture);
- pass->set_texture(1, &tiles_normalmap);
- pass->set_texture(2, &sand_texture);
- pass->set_texture(3, &sand_normalmap);
+ pass->set_texture(0, &tiles_texture, &linear_sampler);
+ pass->set_texture(1, &tiles_normalmap, &linear_sampler);
+ pass->set_texture(2, &sand_texture, &mipmap_sampler);
+ pass->set_texture(3, &sand_normalmap, &mipmap_sampler);
/* No shadow pass here; the ground only receives shadows, but doesn't cast
them. */
- GL::VertexFormat vfmt = (GL::VERTEX3, GL::NORMAL3, GL::TANGENT3, GL::BINORMAL3, GL::TEXCOORD2, GL::ATTRIB1,7);
+ GL::VertexFormat vfmt = (GL::VERTEX3, GL::NORMAL3, GL::TANGENT3, GL::BINORMAL3, GL::TEXCOORD2, GL::GENERIC1);
ground_data.mesh = new GL::Mesh(vfmt);
// Create a base grid
unsigned tan = vfmt.offset(GL::TANGENT3);
unsigned bin = vfmt.offset(GL::BINORMAL3);
unsigned tex = vfmt.offset(GL::TEXCOORD2);
- unsigned gt = vfmt.offset(GL::make_indexed_component(GL::ATTRIB1, 7));
+ unsigned gt = vfmt.offset(GL::GENERIC1);
for(unsigned i=0; i<n_vertices; ++i)
{
float *v = ground_data.mesh->modify_vertex(i);
pillar_material.set_receive_shadows(true);
GL::RenderPass *pass = &pillar_tech.add_pass(0);
- pass->set_material(&pillar_material);
+ pass->set_material(&pillar_material, &resources);
pass = &pillar_tech.add_pass("shadow");
pass->set_shader_program(&shadow_shprog, 0);
cube_material.set_reflectivity(0.5);
GL::RenderPass *pass = &cube_tech.add_pass(0);
- pass->set_material(&cube_material);
+ pass->set_material(&cube_material, &resources);
pass->set_shader_program(&cube_shprog, 0);
pass = &cube_tech.add_pass("shadow");
pass->set_shader_program(&cube_shadow_shprog, 0);
- cube_data.mesh = new GL::Mesh((GL::VERTEX3, GL::NORMAL3, GL::ATTRIB3,7));
+ cube_data.mesh = new GL::Mesh((GL::VERTEX3, GL::NORMAL3, GL::GENERIC3));
GL::MeshBuilder bld(*cube_data.mesh);
create_cube_face(bld, GL::Vector3(-1, -1, -1), GL::Vector3(2, 0, 0), GL::Vector3(0, 2, 0), 16);
bld.offset(cube_data.mesh->get_n_vertices());
cube_data.object = new GL::Object(cube_data.mesh, &cube_tech);
cube = new Cube(*cube_data.object);
- env_cube = new GL::EnvironmentMap(512, *cube, env_pipeline);
+ env_cube = new GL::EnvironmentMap(resources, 512, *cube, env_sequence);
scene.add(*env_cube);
}
l = sqrt(v.x*v.x+v.y*v.y+v.z*v.z);
l /= 1.732;
- bld.attrib(7, v.x/l, v.y/l, v.z/l);
+ bld.generic(0, v.x/l, v.y/l, v.z/l);
bld.vertex(v);
}