Copyright 2008-2014 Matus Chochlik. Distributed under the Boost Software License, Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
#include <algorithm>
namespace oglplus {
class CubeExample : public Example
{
private:
shapes::Cube make_cube;
shapes::DrawingInstructions cube_instr;
Context gl;
Uniform<Mat4f> projection_matrix, camera_matrix;
public:
CubeExample(void)
: cube_instr(make_cube.Instructions())
, cube_indices(make_cube.Indices())
, projection_matrix(prog)
, camera_matrix(prog)
{
vs.Source(
"#version 330\n"
"uniform mat4 ProjectionMatrix, CameraMatrix;"
"layout (std140) uniform ModelBlock {"
" mat4 ModelMatrices[36];"
"};"
"in vec4 Position;"
"out vec3 vertColor;"
"void main(void)"
"{"
" mat4 ModelMatrix = ModelMatrices[gl_InstanceID];"
" gl_Position = "
" ProjectionMatrix *"
" CameraMatrix *"
" ModelMatrix *"
" Position;"
" vertColor = abs(normalize((ModelMatrix*Position).yxz));"
"}"
).Compile();
fs.Source(
"#version 330\n"
"in vec3 vertColor;"
"out vec4 fragColor;"
"void main(void)"
"{"
" fragColor = vec4(vertColor, 1.0);"
"}"
).Compile();
prog.AttachShader(vs);
prog.AttachShader(fs);
prog.Link().Use();
projection_matrix.BindTo("ProjectionMatrix");
camera_matrix.BindTo("CameraMatrix");
cube.Bind();
verts.Bind(Buffer::Target::Array);
{
std::vector<GLfloat> data;
GLuint n_per_vertex = make_cube.Positions(data);
Buffer::Data(Buffer::Target::Array, data);
(prog|"Position").Setup<GLfloat>(n_per_vertex).Enable();
}
{
std::vector<GLfloat> matrix_data(36*16);
auto p = matrix_data.begin(), e = matrix_data.end();
while(p != e)
{
GLfloat cx = Cos(angle);
GLfloat sx = Sin(angle);
auto matrix = Transposed(
Mat4f(
Vec4f( cx, 0.0, -sx, 0.0),
Vec4f(0.0, 1.0, 0.0, 0.0),
Vec4f( sx, 0.0, cx, 0.0),
Vec4f(0.0, 0.0, 0.0, 1.0)
Vec4f(1.0, 0.0, 0.0,12.0),
Vec4f(0.0, 1.0, 0.0, 0.0),
Vec4f(0.0, 0.0, 1.0, 0.0),
Vec4f(0.0, 0.0, 0.0, 1.0)
));
p = std::copy(
Data(matrix),
Data(matrix)+Size(matrix),
p
);
angle += astep;
}
model_block.Binding(0);
block_buf.Bind(Buffer::Target::Uniform);
Buffer::Data(
Buffer::Target::Uniform,
matrix_data,
);
block_buf.BindBaseUniform(0);
}
gl.ClearColor(0.9f, 0.9f, 0.9f, 0.0f);
gl.ClearDepth(1.0f);
}
void Reshape(GLuint width, GLuint height)
{
gl.Viewport(width, height);
prog.Use();
projection_matrix.Set(
Degrees(70),
double(width)/height,
1, 50
)
);
}
{
gl.Clear().ColorBuffer().DepthBuffer();
camera_matrix.Set(
18.5,
Degrees(time * 135),
)
);
cube_instr.Draw(cube_indices, 36);
}
{
return time < 30.0;
}
};
void setupExample(ExampleParams& ){ }
std::unique_ptr<ExampleThread> makeExampleThread(
Example& ,
unsigned ,
const ExampleParams&
){ return std::unique_ptr<ExampleThread>(); }
std::unique_ptr<Example> makeExample(const ExampleParams& )
{
return std::unique_ptr<Example>(new CubeExample);
}
}