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Check the flat qualifier from the correct member
[libs/gl.git] / demos / cubemap.cpp
diff --git a/demos/cubemap.cpp b/demos/cubemap.cpp
deleted file mode 100644 (file)
index b3de5a1..0000000
+++ /dev/null
@@ -1,93 +0,0 @@
-#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;
-}