--- /dev/null
+#include <vector>
+#include <cmath>
+#include <msp/graphics/simplewindow.h>
+#include <msp/gl/capsule.h>
+#include <msp/gl/framebuffer.h>
+#include <msp/gl/light.h>
+#include <msp/gl/lighting.h>
+#include <msp/gl/material.h>
+#include <msp/gl/matrix.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/texture2d.h>
+#include <msp/gl/texturing.h>
+#include <msp/time/timestamp.h>
+#include <msp/time/utils.h>
+#include <msp/time/units.h>
+
+using namespace std;
+using namespace Msp;
+
+int main()
+{
+ Graphics::SimpleGLWindow wnd(800, 800);
+
+ GL::Texture2D tex1;
+ GL::Texture2D tex2;
+
+ char *data = new char[256*256*3];
+ for(unsigned y=0; y<256; ++y)
+ for(unsigned x=0; x<256; ++x)
+ {
+ unsigned i = x+y*256;
+ data[i] = ((x/16+y/16)&1 ? 255 : 128);
+ }
+ tex1.storage(GL::LUMINANCE, 256, 256);
+ tex1.set_min_filter(GL::LINEAR);
+ tex1.image(0, GL::LUMINANCE, GL::UNSIGNED_BYTE, data);
+
+ for(unsigned y=0; y<256; ++y)
+ for(unsigned x=0; x<256; ++x)
+ {
+ float yf = (y%16)/40.0-0.2;
+ float xf = (x%16)/40.0-0.2;
+ unsigned i = (x+y*256)*3;
+ float l = sqrt(xf*xf+yf*yf+1);
+ data[i] = static_cast<unsigned>((1+xf/l)*127);
+ data[i+1] = static_cast<unsigned>((1+yf/l)*127);
+ data[i+2] = static_cast<unsigned>((1+1/l)*127);
+ }
+ tex2.storage(GL::RGB, 256, 256);
+ tex2.set_min_filter(GL::LINEAR);
+ 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::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::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<GL::Program *> programs;
+ vector<GL::ProgramData *> progdata;
+ for(unsigned i=0; i<12; ++i)
+ {
+ GL::Program::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::Lighting lighting;
+ GL::Light light;
+ light.set_position(GL::Vector4(0, 2, 3, 0));
+ lighting.attach(0, light);
+
+ GL::Bind bind_light(lighting);
+
+ GL::Texturing texturing;
+ texturing.attach(0, tex1);
+ texturing.attach(1, tex2);
+
+ GL::MatrixStack::projection() = GL::Matrix::frustum(-0.1, 0.1, -0.1, 0.1, 0.2, 20);
+ GL::MatrixStack::modelview() = GL::Matrix::translation(0, 0, -10);
+ GL::MatrixStack::modelview() *= GL::Matrix::rotation_deg(85, -1, 0, 0);
+
+ wnd.show();
+ float angle = 0.0;
+ Time::TimeStamp last;
+ while(1)
+ {
+ wnd.get_display().tick();
+ GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
+ {
+ GL::Bind bind_depth(GL::DepthTest::lequal());
+ GL::Renderer renderer(0);
+ renderer.set_material(&mat);
+ renderer.set_texturing(&texturing);
+ for(unsigned i=0; i<12; ++i)
+ {
+ GL::MatrixStack::Push push(renderer.matrix_stack());
+ renderer.set_shader(programs[i], progdata[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);
+ }
+ }
+ wnd.swap_buffers();
+ Time::TimeStamp t = Time::now();
+ if(last)
+ angle += 0.5*((t-last)/Time::sec);
+ last = t;
+ }
+
+ return 0;
+}
--- /dev/null
+#include <cmath>
+#include <msp/graphics/simplewindow.h>
+#include <msp/gl/framebuffer.h>
+#include <msp/gl/matrix.h>
+#include <msp/gl/mesh.h>
+#include <msp/gl/meshbuilder.h>
+#include <msp/gl/projection.h>
+#include <msp/gl/texenv.h>
+#include <msp/gl/texture2d.h>
+#include <msp/gl/texturing.h>
+#include <msp/time/timestamp.h>
+#include <msp/time/utils.h>
+#include <msp/time/units.h>
+
+using namespace Msp;
+
+int main()
+{
+ Graphics::SimpleGLWindow wnd(400, 400);
+
+ GL::Texture2D tex1;
+ GL::Texture2D tex2;
+
+ char *data = new char[256*256*4];
+ for(unsigned y=0; y<256; ++y)
+ for(unsigned x=0; x<256; ++x)
+ {
+ unsigned i = (x+y*256)*3;
+ data[i] = 255;
+ data[i+1] = (((x/32)+(y/32))&1 ? 255 : 0);
+ data[i+2] = 0;
+ }
+ tex1.storage(GL::RGB, 256, 256);
+ tex1.set_min_filter(GL::LINEAR);
+ tex1.image(0, GL::RGB, GL::UNSIGNED_BYTE, data);
+
+ for(unsigned y=0; y<256; ++y)
+ for(unsigned x=0; x<256; ++x)
+ {
+ unsigned i = (x+y*256)*4;
+ data[i] = data[i+1] = data[i+2] = 0;
+ data[i+3] = (((x/32)+(y/32))&1 ? 255 : 0);
+ }
+ tex2.storage(GL::RGBA, 256, 256);
+ tex2.set_min_filter(GL::LINEAR);
+ tex2.image(0, GL::RGBA, GL::UNSIGNED_BYTE, data);
+ delete[] data;
+
+ GL::Texturing texturing;
+ texturing.attach(0, tex1);
+ GL::TexEnv texenv;
+ texenv.set_mode(GL::DECAL);
+ texturing.attach(1, tex2, texenv);
+
+ GL::MatrixStack::projection() = GL::Matrix::frustum_centered(0.2, 0.2, 0.2, 10);
+ GL::MatrixStack::modelview() = GL::Matrix::translation(0, 0, -3);
+ GL::MatrixStack::modelview() *= GL::Matrix::rotation(-45, 1, 0, 0);
+
+ GL::Mesh mesh((GL::TEXCOORD2, GL::TEXCOORD2,1, GL::VERTEX3));
+ GL::MeshBuilder bld(mesh);
+ bld.begin(GL::QUADS);
+ bld.texcoord(0, 0);
+ bld.multitexcoord(1, -0.2071, 0.5);
+ bld.vertex(-1, -1);
+ bld.texcoord(1, 0);
+ bld.multitexcoord(1, 0.5, -0.2071);
+ bld.vertex(1, -1);
+ bld.texcoord(1, 1);
+ bld.multitexcoord(1, 1.2071, 0.5);
+ bld.vertex(1, 1);
+ bld.texcoord(0, 1);
+ bld.multitexcoord(1, 0.5, 1.2071);
+ bld.vertex(-1, 1);
+ bld.end();
+
+ wnd.show();
+ float angle = 0;
+ Time::TimeStamp last;
+ while(1)
+ {
+ for(unsigned i=0; i<4; ++i)
+ {
+ float *v = mesh.modify_vertex(i);
+ v[2] = 0.5+sin(angle)*0.1+cos(angle+i*M_PI/2)*0.7071;
+ v[3] = 0.5+cos(angle)*0.1+sin(angle+i*M_PI/2)*0.7071;
+ }
+ wnd.get_display().tick();
+ GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT);
+ {
+ GL::Bind bind_tex(texturing);
+ mesh.draw();
+ }
+ wnd.swap_buffers();
+ Time::TimeStamp t = Time::now();
+ if(last)
+ angle += 0.5*((t-last)/Time::sec);
+ last = t;
+ }
+
+ return 0;
+}