--- /dev/null
+#include <msp/gl/box.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/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(unsigned y=0; y<128; ++y)
+ for(unsigned x=0; x<128; ++x)
+ {
+ unsigned i = (x+y*128)*3;
+ pixels[i] = (face==GL::NEGATIVE_X ? 0 : face==GL::POSITIVE_X ? 255 : face==GL::NEGATIVE_Z ? 255-x*2 : x*2);
+ pixels[i+1] = (face==GL::NEGATIVE_Y ? 0 : face==GL::POSITIVE_Y ? 255 : 255-y*2);
+ pixels[i+2] = (face==GL::NEGATIVE_Z ? 0 : face==GL::POSITIVE_Z ? 255 : face==GL::POSITIVE_X ? 255-x*2 : face==GL::NEGATIVE_X ? x*2 : face==GL::NEGATIVE_Y ? 255-y*2 : y*2);
+ }
+ texture.image(face, 0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
+ delete[] pixels;
+}
+
+int main()
+{
+ Graphics::SimpleGLWindow window(400, 400);
+
+ GL::TextureCube texture;
+ texture.storage(GL::RGB, 128);
+ texture.set_min_filter(GL::LINEAR);
+ texture.set_wrap(GL::CLAMP_TO_EDGE);
+ create_face_texture(texture, GL::NEGATIVE_Z);
+ create_face_texture(texture, GL::POSITIVE_Z);
+ create_face_texture(texture, GL::NEGATIVE_Y);
+ create_face_texture(texture, GL::POSITIVE_Y);
+ create_face_texture(texture, GL::NEGATIVE_X);
+ create_face_texture(texture, GL::POSITIVE_X);
+
+ GL::Mesh box((GL::VERTEX3, GL::TEXCOORD3, GL::NORMAL3));
+ GL::MeshBuilder builder(box);
+ GL::BoxBuilder(2, 2, 2).build(builder);
+ for(unsigned i=0; i<box.get_n_vertices(); ++i)
+ {
+ float *v = box.modify_vertex(i);
+ for(unsigned j=0; j<3; ++j)
+ v[3+j] = v[j];
+ }
+
+ 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(1.0));
+ material.set_ambient(GL::Color(1.0));
+
+ GL::Bind bind_light(lighting);
+ GL::Bind bind_depth(GL::DepthTest::lequal());
+
+ GL::MatrixStack::projection() = GL::Matrix::frustum(-0.05, 0.05, -0.05, 0.05, 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.matrix_stack() *= GL::Matrix::translation(0, 0, -5);
+ renderer.matrix_stack() *= GL::Matrix::rotation(angle/2.3, 0, 1, 0);
+ renderer.matrix_stack() *= GL::Matrix::rotation(angle, 1, 0.25, 0);
+ renderer.set_material(&material);
+ renderer.set_texture(&texture);
+ box.draw(renderer);
+ window.swap_buffers();
+ angle += 0.0001;
+ }
+
+ return 0;
+}