OGLplus (0.52.0) a C++ wrapper for OpenGL

oglplus/020_texture_projection.cpp

Shows how to project a texture on a cube

020_texture_projection.png

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 <oglplus/gl.hpp>
#include <oglplus/all.hpp>
#include <oglplus/dsa/ext/texture.hpp>
#include <cmath>
#include "example.hpp"
namespace oglplus {
class CubeExample : public Example
{
private:
// helper object building cube vertex attributes
shapes::Cube make_cube;
// helper object encapsulating cube drawing instructions
shapes::DrawingInstructions cube_instr;
// indices pointing to cube primitive elements
// wrapper around the current OpenGL context
Context gl;
// Vertex shader
// Fragment shader
// Program
Program prog;
// Uniforms in prog
Lazy<Uniform<Vec3f>> light_pos;
Lazy<Uniform<Mat4f>>
projection_matrix,
tex_projection_matrix,
model_matrix;
// A vertex array object for the rendered cube
// VBOs for the cube's vertex attributes
Buffer verts, normals;
// The stained glass texture
Texture tex;
public:
CubeExample(void)
: cube_instr(make_cube.Instructions())
, cube_indices(make_cube.Indices())
, light_pos(prog, "LightPos")
, projection_matrix(prog, "ProjectionMatrix")
, tex_projection_matrix(prog, "TexProjectionMatrix")
, model_matrix(prog, "ModelMatrix")
{
// Set the vertex shader source
vs.Source(
"#version 330\n"
"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
"uniform mat4 TexProjectionMatrix;"
"in vec4 Position;"
"in vec3 Normal;"
"out vec3 vertNormal;"
"out vec3 vertLight;"
"out vec4 vertTexCoord;"
"uniform vec3 LightPos;"
"void main(void)"
"{"
" vertNormal = ("
" ModelMatrix *"
" vec4(-Normal, 0.0)"
" ).xyz;"
" vertLight = ("
" vec4(LightPos, 0.0)-"
" ModelMatrix * Position"
" ).xyz;"
" vertTexCoord = "
" TexProjectionMatrix *"
" ModelMatrix *"
" Position;"
" gl_Position = "
" ProjectionMatrix *"
" CameraMatrix *"
" ModelMatrix *"
" Position;"
"}"
);
// compile it
vs.Compile();
// set the fragment shader source
fs.Source(
"#version 330\n"
"uniform sampler2D TexUnit;"
"in vec3 vertNormal;"
"in vec3 vertLight;"
"in vec4 vertTexCoord;"
"out vec4 fragColor;"
"void main(void)"
"{"
" float l = length(vertLight);"
" float d = l != 0.0 ? dot("
" vertNormal, "
" normalize(vertLight)"
" ) / l : 0.0;"
" float i = 0.1 + 4.2*max(d, 0.0);"
" vec2 coord = vertTexCoord.st/vertTexCoord.q;"
" vec4 t = texture(TexUnit, coord*0.5 + 0.5);"
" fragColor = vec4(t.rgb*i*sqrt(1.0-t.a), 1.0);"
"}"
);
// compile it
fs.Compile();
// attach the shaders to the program
prog.AttachShader(vs);
prog.AttachShader(fs);
// link and use it
prog.Link();
prog.Use();
// bind the VAO for the cube
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);
VertexArrayAttrib attr(prog, "Position");
attr.Setup<GLfloat>(n_per_vertex);
attr.Enable();
}
normals.Bind(Buffer::Target::Array);
{
std::vector<GLfloat> data;
GLuint n_per_vertex = make_cube.Normals(data);
Buffer::Data(Buffer::Target::Array, data);
VertexArrayAttrib attr(prog, "Normal");
attr.Setup<GLfloat>(n_per_vertex);
attr.Enable();
}
// setup the texture
gl.DirectEXT(Texture::Target::_2D, tex)
.Image2D(images::LoadTexture("flower_glass"))
.GenerateMipmap()
.BorderColor(Vec4f(1.0f, 1.0f, 1.0f, 0.0f))
.Bind();
UniformSampler(prog, "TexUnit").Set(0);
Uniform<Mat4f>(prog, "CameraMatrix").Set(
CamMatrixf::LookingAt(Vec3f(0.0f, 1.0f, 2.0f), Vec3f())
);
gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
gl.ClearDepth(1.0f);
gl.FrontFace(make_cube.FaceWinding());
}
void Reshape(GLuint width, GLuint height)
{
gl.Viewport(width, height);
prog.Use();
projection_matrix.Set(
Degrees(60),
double(width)/height,
1, 20
)
);
}
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
//
Vec3f lightPos(-1.0f, 2.0f, 2.0f);
lightPos *= (1.0f - SineWave(time/5.0f)*0.4f);
light_pos.Set(lightPos);
tex_projection_matrix.Set(
CamMatrixf::PerspectiveX(Degrees(15), 1.0, 1, 20) *
);
// set the model matrix
model_matrix.Set(
);
cube.Bind();
gl.CullFace(Face::Front);
cube_instr.Draw(cube_indices);
}
bool Continue(double time)
{
return time < 30.0;
}
};
void setupExample(ExampleParams& /*params*/){ }
std::unique_ptr<ExampleThread> makeExampleThread(
Example& /*example*/,
unsigned /*thread_id*/,
const ExampleParams& /*params*/
){ return std::unique_ptr<ExampleThread>(); }
std::unique_ptr<Example> makeExample(const ExampleParams& /*params*/)
{
return std::unique_ptr<Example>(new CubeExample);
}
} // namespace oglplus

Copyright © 2010-2014 Matúš Chochlík, University of Žilina, Žilina, Slovakia.
<matus.chochlik -at- fri.uniza.sk>
<chochlik -at -gmail.com>
Documentation generated on Mon Sep 22 2014 by Doxygen (version 1.8.6).