--- /dev/null
+#include <cmath>
+#include <cstdlib>
+#include <msp/core/application.h>
+#include <msp/core/getopt.h>
+#include <msp/gl/animatedobject.h>
+#include <msp/gl/bloom.h>
+#include <msp/gl/box.h>
+#include <msp/gl/cylinder.h>
+#include <msp/gl/environmentmap.h>
+#include <msp/gl/framebuffer.h>
+#include <msp/gl/grid.h>
+#include <msp/gl/instancescene.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/object.h>
+#include <msp/gl/pipeline.h>
+#include <msp/gl/program.h>
+#include <msp/gl/programbuilder.h>
+#include <msp/gl/renderer.h>
+#include <msp/gl/shader.h>
+#include <msp/gl/shadowmap.h>
+#include <msp/gl/simplescene.h>
+#include <msp/gl/technique.h>
+#include <msp/gl/tests.h>
+#include <msp/gl/texturecube.h>
+#include <msp/graphics/simplewindow.h>
+#include <msp/input/keyboard.h>
+#include <msp/input/keys.h>
+#include <msp/time/timestamp.h>
+#include <msp/time/units.h>
+#include <msp/time/utils.h>
+
+using namespace std;
+using namespace Msp;
+
+/**
+This application demonstrates a variety of features of the mspgl library,
+including:
+- Creating meshes from multiple parts
+- Creating a mesh and then modifying it
+- Shadow mapping
+- Environment mapped reflections
+- Skybox
+- Nested scenes and pipelines
+- Complex multitexturing
+- Shader-based deformations
+- Creating a normalmapped texture through rendering
+
+To run the program in fullscreen mode, specify --fullscreen on the command
+line.
+
+During execution the following keys are available:
+esc exit
+space stop camera movement
+s stop cube rotation
+f freeze cube shape
+*/
+class DesertPillars: public RegisteredApplication<DesertPillars>
+{
+private:
+ struct Options
+ {
+ Graphics::WindowOptions window_opts;
+
+ Options(const Graphics::Display &, int, char **);
+ };
+
+ struct ObjectData
+ {
+ GL::Mesh *mesh;
+ GL::Object *object;
+
+ ObjectData();
+ ~ObjectData();
+ };
+
+ class Cube: public GL::AnimatedObject
+ {
+ private:
+ GL::ProgramData shdata;
+
+ public:
+ Cube(const GL::Object &);
+
+ void set_spherify(float);
+
+ virtual void setup_render(GL::Renderer &, const GL::Tag &) const;
+ };
+
+ Msp::Graphics::Display display;
+ Options options;
+ Msp::Graphics::Window window;
+ Msp::Graphics::GLContext gl_context;
+ Msp::Input::Keyboard keyboard;
+
+ GL::Program skybox_shprog;
+ GL::Technique skybox_tech;
+ GL::TextureCube skybox_tex;
+ ObjectData skybox_data;
+
+ GL::Program shadow_shprog;
+
+ GL::Program ground_shprog;
+ GL::ProgramData ground_shdata;
+ GL::Texture2D tiles_texture;
+ GL::Texture2D tiles_normalmap;
+ GL::Texture2D sand_texture;
+ GL::Texture2D sand_normalmap;
+ GL::Technique ground_tech;
+ ObjectData ground_data;
+
+ GL::Program pillar_shprog;
+ GL::Material pillar_material;
+ GL::Technique pillar_tech;
+ std::vector<ObjectData> pillar_data;
+ std::vector<GL::AnimatedObject *> pillars;
+
+ GL::VertexShader cube_transform;
+ GL::Program cube_shprog;
+ GL::Program cube_shadow_shprog;
+ GL::Material cube_material;
+ GL::Technique cube_tech;
+ ObjectData cube_data;
+ Cube *cube;
+ GL::EnvironmentMap *env_cube;
+
+ GL::Pipeline pipeline;
+ GL::Camera camera;
+ GL::SimpleScene sky_scene;
+ GL::InstanceScene scene;
+ GL::Lighting lighting;
+ GL::Light light;
+ GL::ShadowMap shadow_scene;
+ GL::Bloom bloom;
+
+ GL::Pipeline env_pipeline;
+
+ Time::TimeStamp last_tick;
+ float camera_angle;
+ bool camera_stopped;
+ float cube_angle;
+ bool cube_stopped;
+ unsigned cube_shape;
+ float cube_phase;
+ bool cube_frozen;
+
+ static const char texture_vertex_src[];
+ static const char texture_fragment_src[];
+ static const char skybox_vertex_src[];
+ static const char skybox_fragment_src[];
+ static const char ground_transform_src[];
+ static const char ground_colorify_src[];
+ static const char cube_transform_src[];
+ static const float cube_shapes[];
+
+public:
+ DesertPillars(int, char **);
+ ~DesertPillars();
+
+private:
+ void create_pipeline();
+ void create_skybox();
+ static void create_skybox_face(GL::TextureCube &, GL::TextureCubeFace);
+ void create_tiles_texture();
+ void create_sand_texture();
+ static void gaussian_blur(unsigned char *, unsigned, unsigned);
+ static void create_normalmap(const unsigned char *, unsigned char *, unsigned, unsigned, float);
+ void create_ground();
+ static float ground_height(float, float);
+ void create_pillars();
+ void create_cube();
+ static void create_cube_face(GL::MeshBuilder &, const GL::Vector3 &, const GL::Vector3 &, const GL::Vector3 &, unsigned);
+
+public:
+ virtual int main();
+private:
+ virtual void tick();
+
+ void key_press(unsigned);
+};
+
+const char DesertPillars::texture_vertex_src[] =
+ "varying vec3 v_normal;\n"
+ "varying vec3 v_color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(gl_Vertex.xy*2.0-1.0, -gl_Vertex.z*2.0, 1.0);\n"
+ " v_normal = gl_Normal;\n"
+ " v_color = gl_Color.rgb;\n"
+ "}\n";
+
+const char DesertPillars::texture_fragment_src[] =
+ "varying vec3 v_normal;\n"
+ "varying vec3 v_color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragData[0] = vec4(v_color, 1.0);\n"
+ " gl_FragData[1] = vec4(v_normal*0.5+0.5, 1.0);\n"
+ "}\n";
+
+const char DesertPillars::skybox_vertex_src[] =
+ "varying vec3 v_texcoord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = gl_ProjectionMatrix*vec4(mat3(gl_ModelViewMatrix)*gl_Vertex.xyz, 1.0);\n"
+ " v_texcoord = gl_Vertex;\n"
+ "}";
+
+const char DesertPillars::skybox_fragment_src[] =
+ "uniform samplerCube sky;\n"
+ "varying vec3 v_texcoord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = textureCube(sky, v_texcoord);\n"
+ "}";
+
+// This exists only to transfer the ground type to fragment shader
+const char DesertPillars::ground_transform_src[] =
+ "attribute float ground_type;\n"
+ "varying float v_ground_type;\n"
+ "vec4 transform_vertex(vec4 vertex)\n"
+ "{\n"
+ " v_ground_type = ground_type;\n"
+ " return gl_ModelViewMatrix*vertex;\n"
+ "}\n"
+ "vec3 transform_normal(vec3 normal)\n"
+ "{\n"
+ " return gl_NormalMatrix*normal;\n"
+ "}\n";
+
+const char DesertPillars::ground_colorify_src[] =
+ "uniform sampler2D texture1;\n"
+ "uniform sampler2D normalmap1;\n"
+ "uniform sampler2D texture2;\n"
+ "uniform sampler2D normalmap2;\n"
+ "varying float v_ground_type;\n"
+ "vec4 sample_texture(vec2 coord)\n"
+ "{\n"
+ " return mix(texture2D(texture1, coord*3), texture2D(texture2, coord), v_ground_type);\n"
+ "}\n"
+ "vec3 sample_normalmap(vec2 coord)\n"
+ "{\n"
+ " return mix(texture2D(normalmap1, coord*3), texture2D(normalmap2, coord), v_ground_type);\n"
+ "}\n";
+
+const char DesertPillars::cube_transform_src[] =
+ "uniform float spherify;\n"
+ "attribute vec3 sphere_coord;\n"
+ "vec4 transform_vertex(vec4 vertex)\n"
+ "{\n"
+ " return gl_ModelViewMatrix*vec4(mix(vertex, sphere_coord, spherify), 1.0);\n"
+ "}\n"
+ "vec3 transform_normal(vec3 normal)\n"
+ "{\n"
+ " return gl_NormalMatrix*normalize(mix(normal, normalize(sphere_coord), spherify));\n"
+ "}\n";
+
+const float DesertPillars::cube_shapes[] = { -0.4, 0.5, 1.0, 0.3 };
+
+
+DesertPillars::Options::Options(const Graphics::Display &display, int argc, char **argv)
+{
+ GetOpt getopt;
+ getopt.add_option('f', "fullscreen", window_opts.fullscreen, GetOpt::NO_ARG).set_help("Run in fullscreen mode");
+ getopt(argc, argv);
+
+ if(window_opts.fullscreen)
+ {
+ const Graphics::VideoMode &mode = display.get_desktop_mode();
+ window_opts.width = mode.width;
+ window_opts.height = mode.height;
+ }
+ else
+ {
+ window_opts.width = 800;
+ window_opts.height = 600;
+ }
+}
+
+
+DesertPillars::DesertPillars(int argc, char **argv):
+ options(display, argc, argv),
+ window(display, options.window_opts),
+ gl_context(window),
+ keyboard(window),
+ shadow_shprog(GL::ProgramBuilder::StandardFeatures()),
+ pipeline(window.get_width(), window.get_height()),
+ shadow_scene(2048, scene, light),
+ bloom(window.get_width(), window.get_height()),
+ env_pipeline(512, 512),
+ camera_angle(0),
+ camera_stopped(false),
+ cube_angle(0),
+ cube_stopped(false),
+ cube_shape(0),
+ cube_phase(0),
+ cube_frozen(false)
+{
+ window.set_title("Desert Pillars");
+ window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
+ if(options.window_opts.fullscreen)
+ window.show_cursor(false);
+ keyboard.signal_button_press.connect(sigc::mem_fun(this, &DesertPillars::key_press));
+
+ create_pipeline();
+ create_skybox();
+ create_ground();
+ create_pillars();
+ create_cube();
+}
+
+DesertPillars::~DesertPillars()
+{
+ delete env_cube;
+ delete cube;
+ for(vector<GL::AnimatedObject *>::iterator i=pillars.begin(); i!=pillars.end(); ++i)
+ delete *i;
+}
+
+void DesertPillars::create_pipeline()
+{
+ pipeline.set_multisample(8);
+
+ camera.set_aspect(float(window.get_width())/window.get_height());
+ camera.set_up_direction(GL::Vector3(0, 0, 1));
+ camera.set_depth_clip(1, 50);
+ pipeline.set_camera(&camera);
+
+ /* 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
+ either in a very low spatial resolution of the shadow map, or ugly artifacts
+ as the ground crosses the shadow map boundary. */
+ shadow_scene.set_target(GL::Vector3(0, 0, 0), 10);
+ shadow_scene.set_texture_unit(5);
+ sky_scene.add(shadow_scene);
+ pipeline.add_renderable(sky_scene);
+
+ // Put the sun pretty high in the sky
+ light.set_position(GL::Vector4(0.5, -2, 3, 0));
+ lighting.attach(0, light);
+ lighting.set_ambient(GL::Color(0.5));
+
+ // The skybox is rendered first
+ pipeline.add_pass("sky");
+
+ GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
+ 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);
+
+ /* Initialize a second pipeline to render the environment map. It has the
+ same renderables and passes, but no postprocessors or camera. */
+ env_pipeline.add_renderable(sky_scene);
+ env_pipeline.add_pass("sky");
+ pass = &env_pipeline.add_pass(0);
+ pass->set_lighting(&lighting);
+ pass->set_depth_test(&GL::DepthTest::lequal());
+}
+
+void DesertPillars::create_skybox()
+{
+ skybox_tex.storage(GL::RGB, 128);
+ skybox_tex.set_min_filter(GL::LINEAR);
+ skybox_tex.set_wrap(GL::CLAMP_TO_EDGE);
+ for(unsigned i=0; i<6; ++i)
+ create_skybox_face(skybox_tex, skybox_tex.enumerate_faces(i));
+
+ skybox_shprog.attach_shader_owned(new GL::VertexShader(skybox_vertex_src));
+ skybox_shprog.attach_shader_owned(new GL::FragmentShader(skybox_fragment_src));
+ skybox_shprog.link();
+
+ GL::RenderPass &pass = skybox_tech.add_pass("sky");
+ pass.set_shader_program(&skybox_shprog, 0);
+ pass.set_texture(0, &skybox_tex);
+
+ // The shader will use the vertex coordinates to initialize texture coordinates as well
+ skybox_data.mesh = new GL::Mesh(GL::VERTEX3);
+ GL::BoxBuilder(10, 10, 10).build(*skybox_data.mesh);
+ skybox_data.object = new GL::Object(skybox_data.mesh, &skybox_tech);
+
+ sky_scene.add(*skybox_data.object);
+}
+
+void DesertPillars::create_skybox_face(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.z>0)
+ {
+ float l = sqrt(v.x*v.x+v.y*v.y+v.z*v.z);
+ // Render a sky-like gradient, with deeper blue at the zenith
+ pixels[i] = 96-48*v.z/l;
+ pixels[i+1] = 168-84*v.z/l;
+ pixels[i+2] = 255;
+ }
+ else
+ {
+ // Fill with a desert-y color below horizon
+ pixels[i] = 240;
+ pixels[i+1] = 224;
+ pixels[i+2] = 160;
+ }
+ }
+ texture.image(face, 0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
+ delete[] pixels;
+}
+
+void DesertPillars::create_tiles_texture()
+{
+ 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);
+
+ GL::Mesh tiles((GL::VERTEX3, GL::NORMAL3, GL::COLOR4_UBYTE));
+
+ // Prepare some lookup tables for rendering the tiles
+ float split = 1.0f/3;
+ float spacing = split*0.02f;
+ float bevel = split*0.1f;
+ float coords[] = { 0.0f, spacing, spacing+bevel, split-bevel, split, split+spacing, split+spacing+bevel, 1.0f-bevel, 1.0f };
+ unsigned order[] = { 4, 1, 3, 2, 1, 1, 2, 2,
+ 1, 4, 2, 3, 4, 4, 3, 3,
+ 1, 1, 2, 2, 1, 4, 2, 3,
+ 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.color(0.2f, 0.2f, 0.2f);
+ bld.normal(0.0f, 0.0f, 1.0f);
+ bld.begin(GL::TRIANGLE_STRIP);
+ bld.vertex(0.0f, 1.0f);
+ bld.vertex(0.0f, 0.0f);
+ bld.vertex(1.0f, 1.0f);
+ bld.vertex(1.0f, 0.0f);
+ bld.end();
+
+ // Create the four tiles
+ bld.color(0.95f, 0.8f, 0.65f);
+ for(unsigned i=0; i<2; ++i)
+ for(unsigned j=0; j<2; ++j)
+ {
+ for(unsigned k=0; k<4; ++k)
+ {
+ bld.begin(GL::TRIANGLE_STRIP);
+ float facing = (k%2)*2-1.0f;
+ if(k<2)
+ bld.normal(0.0f, 0.7071f*facing, 0.7071f);
+ else
+ bld.normal(0.7071f*facing, 0.0f, 0.7071f);
+ for(unsigned l=0; l<4; ++l)
+ bld.vertex(coords[i*4+order[k*8+l*2]], coords[j*4+order[k*8+l*2+1]], (l%2 ? bevel : 0.0f));
+ bld.end();
+ }
+
+ bld.begin(GL::TRIANGLE_STRIP);
+ bld.normal(0.0f, 0.0f, 1.0f);
+ for(unsigned l=0; l<4; ++l)
+ bld.vertex(coords[i*4+order[32+l*2]], coords[j*4+order[32+l*2+1]], bevel);
+ bld.end();
+ }
+
+ GL::Program shprog(texture_vertex_src, texture_fragment_src);
+
+ // Use an FBO to turn the geometry into a normalmapped texture
+ GL::Framebuffer fbo;
+ fbo.attach(GL::COLOR_ATTACHMENT0, tiles_texture);
+ fbo.attach(GL::COLOR_ATTACHMENT1, tiles_normalmap);
+ GL::Bind bind_fbo(fbo);
+ GL::Renderer renderer(0);
+ renderer.set_shader_program(&shprog, 0);
+ tiles.draw(renderer);
+}
+
+void DesertPillars::create_sand_texture()
+{
+ unsigned width = 512;
+ unsigned height = 512;
+
+ sand_texture.storage(GL::RGB, width/16, height/16);
+ sand_texture.set_min_filter(GL::LINEAR_MIPMAP_LINEAR);
+ sand_texture.set_max_anisotropy(4);
+ sand_texture.set_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.set_generate_mipmap(true);
+
+ unsigned char *pixels = new unsigned char[width*height*3];
+ unsigned char *bump = new unsigned char[width*height];
+ for(unsigned y=0; y<height; ++y)
+ for(unsigned x=0; x<width; ++x)
+ {
+ unsigned i = (x+y*width)*3;
+ unsigned c = rand()%16;
+ pixels[i] = 224+c;
+ pixels[i+1] = 208+c;
+ pixels[i+2] = 160;
+ bump[x+y*width] = rand();
+ }
+ sand_texture.image(0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
+ gaussian_blur(bump, width, height);
+ create_normalmap(bump, pixels, width, height, 4);
+ sand_normalmap.image(0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
+ delete[] pixels;
+ delete[] bump;
+}
+
+void DesertPillars::gaussian_blur(unsigned char *data, unsigned width, unsigned height)
+{
+ /* Create a gaussian blur kernel for σ=2. Gaussian blur is separable, so a
+ 1-dimensional kernel is enough. */
+ float kernel[9];
+ float sum = 0;
+ for(int i=-4; i<=4; ++i)
+ sum += (kernel[4+i] = exp(-i*i*0.5));
+ for(unsigned i=0; i<9; ++i)
+ kernel[i] /= sum;
+
+ unsigned char *line = new unsigned char[max(width, height)];
+ // Perform the blur in the X direction
+ for(unsigned y=0; y<height; ++y)
+ {
+ for(unsigned x=0; x<width; ++x)
+ {
+ float value = 0;
+ for(int i=-4; i<=4; ++i)
+ value += data[(x+width+i)%width+y*width]*kernel[4+i];
+ line[x] = value;
+ }
+ copy(line, line+width, data+y*width);
+ }
+ // And then in the Y direction
+ for(unsigned x=0; x<width; ++x)
+ {
+ for(unsigned y=0; y<height; ++y)
+ {
+ float value = 0;
+ for(int i=-4; i<=4; ++i)
+ value += data[x+((y+height+i)%height)*width]*kernel[4+i];
+ line[y] = value;
+ }
+ for(unsigned y=0; y<height; ++y)
+ data[x+y*width] = line[y];
+ }
+ delete[] line;
+}
+
+void DesertPillars::create_normalmap(const unsigned char *bump, unsigned char *normals, unsigned width, unsigned height, float depth)
+{
+ for(unsigned y=0; y<height; ++y)
+ for(unsigned x=0; x<width; ++x)
+ {
+ float dz_x = (bump[(x+1)%width+y*width]-bump[(x+width-1)%width+y*width])*depth/510;
+ float dz_y = (bump[x+((y+1)%height)*width]-bump[x+((y+height-1)%height)*width])*depth/510;
+ float l = sqrt(dz_x*dz_x+dz_y*dz_y+1);
+ unsigned i = (x+y*width)*3;
+ normals[i] = (0.5-0.5*dz_x/l)*255;
+ normals[i+1] = (0.5-0.5*dz_y/l)*255;
+ normals[i+2] = (0.5+0.5/l)*255;
+ }
+}
+
+void DesertPillars::create_ground()
+{
+ create_tiles_texture();
+ create_sand_texture();
+
+ GL::ProgramBuilder::StandardFeatures features;
+ features.lighting = true;
+ features.shadow = true;
+ features.texture = true;
+ features.normalmap = true;
+ features.transform = true;
+ features.colorify = true;
+ GL::ProgramBuilder(features).add_shaders(ground_shprog);
+ ground_shprog.attach_shader_owned(new GL::VertexShader(ground_transform_src));
+ ground_shprog.attach_shader_owned(new GL::FragmentShader(ground_colorify_src));
+ ground_shprog.bind_attribute(7, "ground_type");
+ ground_shprog.link();
+
+ ground_shdata.uniform("texture1", 0);
+ ground_shdata.uniform("normalmap1", 1);
+ ground_shdata.uniform("texture2", 2);
+ ground_shdata.uniform("normalmap2", 3);
+
+ 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);
+
+ /* 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);
+ ground_data.mesh = new GL::Mesh(vfmt);
+
+ // Create a base grid
+ GL::GridBuilder(80, 80, 200, 200).tbn().build(*ground_data.mesh);
+
+ // And modify it with a heightmap
+ unsigned n_vertices = ground_data.mesh->get_n_vertices();
+ unsigned pos = vfmt.offset(GL::VERTEX3);
+ unsigned nor = vfmt.offset(GL::NORMAL3);
+ 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));
+ for(unsigned i=0; i<n_vertices; ++i)
+ {
+ float *v = ground_data.mesh->modify_vertex(i);
+ v[pos+2] = ground_height(v[pos], v[pos+1]);
+
+ float dz_x = (ground_height(v[pos]+0.01, v[pos+1])-ground_height(v[pos]-0.01, v[pos+1]))/0.02;
+ float dz_y = (ground_height(v[pos], v[pos+1]+0.01)-ground_height(v[pos], v[pos+1]-0.01))/0.02;
+ float l = sqrt(dz_x*dz_x+dz_y*dz_y+1);
+ v[nor] = -dz_x/l;
+ v[nor+1] = -dz_y/l;
+ v[nor+2] = 1/l;
+
+ l = sqrt(dz_x*dz_x+1);
+ v[tan] = 1/l;
+ v[tan+2] = dz_x/l;
+
+ l = sqrt(dz_y*dz_y+1);
+ v[bin+1] = 1/l;
+ v[bin+2] = dz_y/l;
+
+ v[gt] = min(v[pos+2]*100, 1.0f);
+
+ v[tex] *= 20;
+ v[tex+1] *= 20;
+ }
+ ground_data.object = new GL::Object(ground_data.mesh, &ground_tech);
+
+ scene.add(*ground_data.object);
+}
+
+float DesertPillars::ground_height(float x, float y)
+{
+ // Leave a flat area in the middle
+ float d = sqrt(x*x+y*y);
+ if(d<=6.0f)
+ return 0;
+
+ // This results in concentric rings of low hills
+ int i = (d-6)/(M_PI*2);
+ float a = atan2(y, x);
+ a *= i*2+5;
+ a += M_PI*(i%3)/2;
+ float h = (i%2) ? 0.5 : 0.3;
+ return (d-6)*0.001f+(1-cos(d-6))*(1-cos(a))*h;
+}
+
+void DesertPillars::create_pillars()
+{
+ // The pillars are a matt off-white
+ pillar_material.set_diffuse(GL::Color(0.9, 0.88, 0.8));
+ pillar_material.set_ambient(GL::Color(0.9, 0.88, 0.8));
+
+ GL::ProgramBuilder::StandardFeatures features;
+ features.lighting = true;
+ features.material = true;
+ features.shadow = true;
+ GL::ProgramBuilder(features).add_shaders(pillar_shprog);
+ pillar_shprog.link();
+
+ GL::RenderPass *pass = &pillar_tech.add_pass(0);
+ pass->set_material(&pillar_material);
+ pass->set_shader_program(&pillar_shprog, 0);
+
+ pass = &pillar_tech.add_pass("shadow");
+ pass->set_shader_program(&shadow_shprog, 0);
+
+ pillar_data.reserve(7);
+ for(unsigned i=3; i<=20; ++i)
+ {
+ unsigned height = 2;
+ for(unsigned j=2; j<i; ++j)
+ if(i%j==0)
+ ++height;
+
+ if(pillar_data.size()<=height)
+ pillar_data.resize(height+1);
+
+ ObjectData &pd = pillar_data[height];
+ if(!pd.object)
+ {
+ pd.mesh = new GL::Mesh((GL::VERTEX3, GL::NORMAL3));
+ GL::MeshBuilder bld(*pd.mesh);
+
+ // Produce a fluted cylinder
+ unsigned n_flutes = 12;
+ float r_bottom = cos(M_PI/n_flutes)*0.4;
+ float flute_depth = (0.4-r_bottom)*2;
+ float half_w = sin(M_PI/n_flutes)*0.4;
+ for(unsigned j=0; j<n_flutes; ++j)
+ {
+ float a = j*M_PI*2/n_flutes;
+ bld.begin(GL::TRIANGLE_STRIP);
+ for(int k=-3; k<=3; k+=2)
+ {
+ float t = k/3.0f;
+ float x = cos(a)*(r_bottom-(1-t*t)*flute_depth)-sin(a)*t*half_w;
+ float y = sin(a)*(r_bottom-(1-t*t)*flute_depth)+cos(a)*t*half_w;
+ float d = -t*2*flute_depth;
+ float l = sqrt(d*d+1);
+ bld.normal(cos(a)/l-sin(a)*d/l, sin(a)/l+cos(a)*d/l, 0);
+ bld.vertex(x, y, 0.6+height);
+ bld.vertex(x, y, 0.6);
+ }
+ bld.end();
+ }
+
+ // Create a square plinth and capitel
+ bld.matrix() = GL::Matrix::translation(0, 0, 0.3);
+ GL::BoxBuilder(1.0, 1.0, 0.6).build(bld);
+ bld.matrix() = GL::Matrix::translation(0, 0, height+0.8);
+ GL::BoxBuilder(1.0, 1.0, 0.4).build(bld);
+
+ pd.object = new GL::Object(pd.mesh, &pillar_tech);
+ }
+
+ GL::AnimatedObject *pillar = new GL::AnimatedObject(*pd.object);
+ GL::Matrix matrix;
+ float a = (i-3)*2*M_PI/18;
+ matrix.translate(cos(a)*5, sin(a)*5, 0);
+ matrix.rotate(a, 0, 0, 1);
+ pillar->set_matrix(matrix);
+
+ pillars.push_back(pillar);
+ scene.add(*pillar);
+ }
+}
+
+void DesertPillars::create_cube()
+{
+ /* The cube is bluish-gray, with a hard specular reflection to produce a
+ sun-like spot */
+ cube_material.set_diffuse(GL::Color(0.5, 0.5, 0.55));
+ cube_material.set_ambient(GL::Color(0.5, 0.5, 0.55));
+ cube_material.set_specular(GL::Color(1.0));
+ cube_material.set_shininess(150);
+
+ cube_transform.source(cube_transform_src);
+ cube_transform.compile();
+
+ // First create a simplified shader for rendering the shadow map
+ GL::ProgramBuilder::StandardFeatures features;
+ features.transform = true;
+ GL::ProgramBuilder(features).add_shaders(cube_shadow_shprog);
+ cube_shadow_shprog.attach_shader(cube_transform);
+ cube_shadow_shprog.bind_attribute(7, "sphere_coord");
+ cube_shadow_shprog.link();
+
+ // Then add the rest of the features for normal rendering
+ features.lighting = true;
+ features.specular = true;
+ features.material = true;
+ features.shadow = true;
+ features.reflection = true;
+ GL::ProgramBuilder(features).add_shaders(cube_shprog);
+ cube_shprog.attach_shader(cube_transform);
+ cube_shprog.bind_attribute(7, "sphere_coord");
+ cube_shprog.link();
+
+ GL::RenderPass *pass = &cube_tech.add_pass(0);
+ pass->set_material(&cube_material);
+ 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));
+ 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());
+ create_cube_face(bld, GL::Vector3(-1, 1, -1), GL::Vector3(2, 0, 0), GL::Vector3(0, 0, 2), 16);
+ bld.offset(cube_data.mesh->get_n_vertices());
+ 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());
+ create_cube_face(bld, GL::Vector3(1, -1, -1), GL::Vector3(-2, 0, 0), GL::Vector3(0, 0, 2), 16);
+ bld.offset(cube_data.mesh->get_n_vertices());
+ create_cube_face(bld, GL::Vector3(-1, -1, 1), GL::Vector3(0, 0, -2), GL::Vector3(0, 2, 0), 16);
+ bld.offset(cube_data.mesh->get_n_vertices());
+ create_cube_face(bld, GL::Vector3(1, -1, -1), GL::Vector3(0, 0, 2), GL::Vector3(0, 2, 0), 16);
+ 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);
+ scene.add(*env_cube);
+}
+
+void DesertPillars::create_cube_face(GL::MeshBuilder &bld, const GL::Vector3 &base, const GL::Vector3 &side1, const GL::Vector3 &side2, unsigned div)
+{
+ /* The sides follow the cube map convention where the cross product points
+ inwards. Since the normal has to point outwards, reverse the order. */
+ GL::Vector3 n;
+ n.x = side2.y*side1.z-side2.z*side1.y;
+ n.y = side2.z*side1.x-side2.x*side1.z;
+ n.z = side2.x*side1.y-side2.y*side1.x;
+ float l = sqrt(n.x*n.x+n.y*n.y+n.z*n.z);
+ bld.normal(n.x/l, n.y/l, n.z/l);
+
+ // Create vertices, with precomputed spherified coordinates
+ for(unsigned i=0; i<=div; ++i)
+ for(unsigned j=0; j<=div; ++j)
+ {
+ GL::Vector3 v;
+ v.x = base.x+side1.x*i/div+side2.x*j/div;
+ v.y = base.y+side1.y*i/div+side2.y*j/div;
+ v.z = base.z+side1.z*i/div+side2.z*j/div;
+
+ 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.vertex(v);
+ }
+
+ for(unsigned i=0; i<div; ++i)
+ {
+ bld.begin(GL::TRIANGLE_STRIP);
+ for(unsigned j=0; j<=div; ++j)
+ {
+ bld.element(i*(div+1)+j);
+ bld.element((i+1)*(div+1)+j);
+ }
+ bld.end();
+ }
+}
+
+int DesertPillars::main()
+{
+ window.show();
+ return Application::main();
+}
+
+void DesertPillars::tick()
+{
+ Time::TimeStamp t = Time::now();
+ Time::TimeDelta dt;
+ if(last_tick)
+ dt = t-last_tick;
+ last_tick = t;
+
+ if(!camera_stopped)
+ {
+ camera_angle += (dt/Time::sec)*M_PI*2/30;
+ if(camera_angle>M_PI*4)
+ camera_angle -= M_PI*4;
+ float h = 3+(1-cos(camera_angle*1.5))*3;
+ float r = sqrt(225-h*h);
+ camera.set_position(GL::Vector3(cos(camera_angle)*r, sin(camera_angle)*r, 1.5+h));
+ camera.look_at(GL::Vector3(0, 0, 2));
+ }
+
+ if(!cube_stopped)
+ {
+ cube_angle += (dt/Time::sec)*M_PI*2/20;
+ GL::Matrix cube_matrix;
+ cube_matrix.translate(0, 0, 2.5);
+ cube_matrix.rotate(cube_angle, 0, 0, 1);
+ cube_matrix.rotate(cube_angle*0.5, 1, 0, 0);
+ cube->set_matrix(cube_matrix);
+ }
+
+ if(!cube_frozen)
+ {
+ cube_phase += (dt/Time::sec)/5;
+ if(cube_phase>1)
+ {
+ cube_phase -= 1;
+ ++cube_shape;
+ if(cube_shape>=4)
+ cube_shape -= 4;
+ }
+ if(cube_phase<0.2)
+ {
+ float x = cube_phase*5;
+ x = (3-2*x)*x*x;
+ cube->set_spherify((1-x)*cube_shapes[(cube_shape+3)%4]+x*cube_shapes[cube_shape]);
+ }
+ else
+ cube->set_spherify(cube_shapes[cube_shape]);
+ }
+
+ display.tick();
+ GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
+ pipeline.render();
+ gl_context.swap_buffers();
+}
+
+void DesertPillars::key_press(unsigned key)
+{
+ if(key==Input::KEY_ESC)
+ exit(0);
+ else if(key==Input::KEY_SPACE)
+ camera_stopped = !camera_stopped;
+ else if(key==Input::KEY_F)
+ cube_frozen = !cube_frozen;
+ else if(key==Input::KEY_S)
+ cube_stopped = !cube_stopped;
+}
+
+
+DesertPillars::ObjectData::ObjectData():
+ mesh(0),
+ object(0)
+{ }
+
+DesertPillars::ObjectData::~ObjectData()
+{
+ delete object;
+ delete mesh;
+}
+
+
+DesertPillars::Cube::Cube(const GL::Object &obj):
+ GL::AnimatedObject(obj)
+{
+ shdata.uniform("reflectivity", 0.5f);
+}
+
+void DesertPillars::Cube::set_spherify(float s)
+{
+ shdata.uniform("spherify", s);
+}
+
+void DesertPillars::Cube::setup_render(GL::Renderer &renderer, const GL::Tag &tag) const
+{
+ AnimatedObject::setup_render(renderer, tag);
+ renderer.add_shader_data(shdata);
+}