-#include <cstdlib>
-#include <msp/gl/box.h>
-#include <msp/gl/cylinder.h>
-#include <msp/gl/framebuffer.h>
-#include <msp/gl/light.h>
-#include <msp/gl/lighting.h>
-#include <msp/gl/material.h>
-#include <msp/gl/mesh.h>
-#include <msp/gl/meshbuilder.h>
-#include <msp/gl/program.h>
-#include <msp/gl/programdata.h>
-#include <msp/gl/renderer.h>
-#include <msp/gl/tests.h>
-#include <msp/gl/texturecube.h>
-#include <msp/graphics/simplewindow.h>
-
-using namespace Msp;
-
-void create_face_texture(GL::TextureCube &texture, GL::TextureCubeFace face)
-{
- unsigned char *pixels = new unsigned char[128*128*3];
- for(int y=0; y<128; ++y)
- for(int x=0; x<128; ++x)
- {
- unsigned i = (x+y*128)*3;
- GL::Vector3 v = texture.get_texel_direction(face, x, y);
- if(v.y>0)
- {
- pixels[i] = 96-48*v.y;
- pixels[i+1] = 168-84*v.y;
- pixels[i+2] = 255;
- }
- else
- {
- pixels[i] = rand()%32;
- pixels[i+1] = 128-rand()%32;
- pixels[i+2] = rand()%32;
- }
- }
- texture.image(face, 0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
- delete[] pixels;
-}
-
-int main()
-{
- Graphics::SimpleGLWindow window(600, 400);
-
- GL::TextureCube texture;
- texture.storage(GL::RGB, 128);
- texture.set_min_filter(GL::LINEAR);
- texture.set_wrap(GL::CLAMP_TO_EDGE);
- for(unsigned i=0; i<6; ++i)
- create_face_texture(texture, texture.enumerate_faces(i));
-
- GL::Mesh skybox((GL::VERTEX3, GL::TEXCOORD3));
- GL::BoxBuilder(10, 10, 10).build(skybox);
- for(unsigned i=0; i<skybox.get_n_vertices(); ++i)
- {
- float *v = skybox.modify_vertex(i);
- for(unsigned j=0; j<3; ++j)
- v[3+j] = v[j];
- }
-
- GL::Mesh box((GL::VERTEX3, GL::NORMAL3));
- GL::BoxBuilder(2, 2, 2).build(box);
-
- GL::Mesh cylinder((GL::VERTEX3, GL::NORMAL3));
- GL::CylinderBuilder(1, 2, 32).build(cylinder);
-
- GL::Lighting lighting;
- lighting.set_ambient(GL::Color(0.3));
- GL::Light light0;
- light0.set_diffuse(GL::Color(0.6));
- light0.set_position(GL::Vector4(-1, 1, 1, 0));
- lighting.attach(0, light0);
- GL::Light light1;
- light1.set_diffuse(GL::Color(0.2));
- light1.set_position(GL::Vector4(1, 1, 0, 0));
- lighting.attach(1, light1);
-
- GL::Material material;
- material.set_diffuse(GL::Color(0.4));
- material.set_ambient(GL::Color(0.4));
- material.set_specular(GL::Color(1.0));
- material.set_shininess(100);
-
- GL::ProgramBuilder::StandardFeatures features;
- features.lighting = true;
- features.specular = true;
- features.material = true;
- features.reflection = true;
- GL::Program shprog(features);
- GL::ProgramData shdata;
- shdata.uniform("environment", 0);
- shdata.uniform("reflectivity", 0.5f);
- float env_mat[9] = { 1, 0, 0, 0, 1, 0, 0, 0, 1 };
- shdata.uniform_matrix3("env_eye_matrix", env_mat);
-
- GL::MatrixStack::projection() = GL::Matrix::frustum_centered(0.15, 0.1, 0.1, 10);
-
- window.show();
- float angle = 0;
- while(1)
- {
- window.tick();
- GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
- {
- GL::Renderer renderer(0);
- renderer.set_texture(&texture);
- skybox.draw(renderer);
- }
- {
- GL::Bind bind_light(lighting);
- GL::Bind bind_depth(GL::DepthTest::lequal());
- GL::Renderer renderer(0);
- renderer.set_material(&material);
- renderer.set_shader_program(&shprog, &shdata);
- renderer.set_texture(&texture);
- renderer.transform(GL::Matrix::translation(0, 0, -7));
- {
- GL::Renderer::Push _push(renderer);
- renderer.transform(GL::Matrix::translation(-2, 0, 0));
- renderer.transform(GL::Matrix::rotation(angle/2.3, 0, 1, 0));
- renderer.transform(GL::Matrix::rotation(angle, 1, 0.25, 0));
- box.draw(renderer);
- }
- {
- GL::Renderer::Push _push(renderer);
- renderer.transform(GL::Matrix::translation(2, 0, 0));
- renderer.transform(GL::Matrix::rotation(-angle/2.3, 0, 1, 0));
- renderer.transform(GL::Matrix::rotation(angle, 1, 0.25, 0));
- cylinder.draw(renderer);
- }
- }
- window.swap_buffers();
- angle += 0.0001;
- }
-
- return 0;
-}