+#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>
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)
+ for(int y=0; y<128; ++y)
+ for(int 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);
+ 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(400, 400);
+ 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);
- 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);
+ for(unsigned i=0; i<6; ++i)
+ create_face_texture(texture, texture.enumerate_faces(i));
- 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)
+ 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 = box.modify_vertex(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;
lighting.attach(1, light1);
GL::Material material;
- material.set_diffuse(GL::Color(1.0));
- material.set_ambient(GL::Color(1.0));
+ 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::Bind bind_light(lighting);
- GL::Bind bind_depth(GL::DepthTest::lequal());
+ GL::Program::StandardFeatures features;
+ features.lighting = true;
+ features.specular = true;
+ features.material = true;
+ features.reflection = true;
+ GL::Program shprog(features);
+ GL::ProgramData shdata(shprog);
+ shdata.uniform("environment", 0);
+ shdata.uniform("reflectivity", 0.5f);
- GL::MatrixStack::projection() = GL::Matrix::frustum(-0.05, 0.05, -0.05, 0.05, 0.1, 10);
+ GL::MatrixStack::projection() = GL::Matrix::frustum_centered(0.15, 0.1, 0.1, 10);
window.show();
float angle = 0;
{
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);
+ {
+ 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(&shprog, &shdata);
+ renderer.set_texture(&texture);
+ renderer.matrix_stack() *= GL::Matrix::translation(0, 0, -7);
+ {
+ GL::Renderer::Push _push(renderer);
+ renderer.matrix_stack() *= GL::Matrix::translation(-2, 0, 0);
+ renderer.matrix_stack() *= GL::Matrix::rotation(angle/2.3, 0, 1, 0);
+ renderer.matrix_stack() *= GL::Matrix::rotation(angle, 1, 0.25, 0);
+ box.draw(renderer);
+ }
+ {
+ GL::Renderer::Push _push(renderer);
+ renderer.matrix_stack() *= GL::Matrix::translation(2, 0, 0);
+ renderer.matrix_stack() *= GL::Matrix::rotation(-angle/2.3, 0, 1, 0);
+ renderer.matrix_stack() *= GL::Matrix::rotation(angle, 1, 0.25, 0);
+ cylinder.draw(renderer);
+ }
+ }
window.swap_buffers();
angle += 0.0001;
}