X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=demos%2Fshaders.cpp;h=872c3c160a746ed6aad39a4a76b266274577b749;hb=8e9d872c2ba8dc633d29a673ba93adf38d262a5c;hp=b7f2a1961cabdc8707fd71a5ef46914d787d9126;hpb=a5bf02196c301faea88d54933d0586da0aadb614;p=libs%2Fgl.git diff --git a/demos/shaders.cpp b/demos/shaders.cpp index b7f2a196..872c3c16 100644 --- a/demos/shaders.cpp +++ b/demos/shaders.cpp @@ -56,37 +56,30 @@ int main() 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)); mat.set_shininess(50); vector programs; - vector progdata; 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.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(); - progdata.push_back(new GL::ProgramData(*programs.back())); - progdata.back()->uniform("normalmap", 1); - } - else - progdata.push_back(0); } + 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)); @@ -114,10 +107,11 @@ int main() GL::Renderer renderer(0); 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[i]); + renderer.set_shader_program(programs[i]); 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); mesh.draw(renderer);