#include <msp/gl/texture2d.h>
#include <msp/gl/texturing.h>
#include <msp/time/timestamp.h>
+#include <msp/time/timedelta.h>
#include <msp/time/utils.h>
-#include <msp/time/units.h>
using namespace std;
using namespace Msp;
tex2.image(0, GL::RGB, GL::UNSIGNED_BYTE, data);
delete[] data;
- GL::Mesh mesh((GL::VERTEX3, GL::NORMAL3, GL::TEXCOORD2, GL::COLOR4_UBYTE, GL::ATTRIB3,4, GL::ATTRIB3,5));
+ GL::Mesh mesh((GL::VERTEX3, GL::NORMAL3, GL::TEXCOORD2, GL::COLOR4_UBYTE, GL::TANGENT3, GL::BINORMAL3));
GL::MeshBuilder bld(mesh);
bld.color(0.5f, 1.0f, 0.0f);
- GL::CapsuleBuilder(1, 0.72498, 32, 17).texture_fit(GL::GeometryBuilder::WRAP).tangent(4).binormal(5).build(bld);
+ GL::CapsuleBuilder(1, 0.72498, 32, 17).texture_fit(GL::GeometryBuilder::WRAP).tbn().build(bld);
GL::Material mat;
mat.set_diffuse(GL::Color(0.5, 1.0, 0.0));
mat.set_specular(GL::Color(0.45, 0.5, 0.4));
vector<GL::Program *> programs;
for(unsigned i=0; i<12; ++i)
{
- GL::Program::StandardFeatures feat;
+ GL::ProgramBuilder::StandardFeatures feat;
feat.material = i/4>0;
feat.texture = i/4>1;
feat.lighting = i%4>0;
- feat.normalmap = i%4>1;
+ feat.normal_map = i%4>1;
feat.specular = i%4>2;
programs.push_back(new GL::Program(feat));
- if(feat.normalmap)
- {
- programs.back()->bind_attribute(4, "tangent");
- programs.back()->bind_attribute(5, "binormal");
- programs.back()->link();
- }
}
GL::ProgramData progdata;
+ progdata.uniform("texture", 0);
progdata.uniform("normalmap", 1);
GL::Lighting lighting;
GL::Light light;
- light.set_position(GL::Vector4(0, 2, 3, 0));
+ light.set_position(GL::Vector4(0, -0.781, 0.625, 0));
lighting.attach(0, light);
- GL::Bind bind_light(lighting);
-
GL::Texturing texturing;
texturing.attach(0, tex1);
texturing.attach(1, tex2);
{
GL::Bind bind_depth(GL::DepthTest::lequal());
GL::Renderer renderer(0);
+ renderer.set_lighting(&lighting);
renderer.set_material(&mat);
renderer.set_texturing(&texturing);
+ renderer.add_shader_data(progdata);
for(unsigned i=0; i<12; ++i)
{
- GL::MatrixStack::Push push(renderer.matrix_stack());
- renderer.set_shader(programs[i], &progdata);
- renderer.matrix_stack() *= GL::Matrix::translation(-3.3+(i%4)*2.2, 0, -3.5+(i/4)*3.0);
- renderer.matrix_stack() *= GL::Matrix::rotation(angle, 0, 0, 1);
+ GL::Renderer::Push push(renderer);
+ renderer.set_shader_program(programs[i]);
+ renderer.transform(GL::Matrix::translation(-3.3+(i%4)*2.2, 0, -3.5+(i/4)*3.0));
+ renderer.transform(GL::Matrix::rotation(angle, 0, 0, 1));
mesh.draw(renderer);
}
}