This example demonstrates how to use multiple textures in a shader. The vertex shader will use a displacement map texture to determine the amount to 'push out' the vertices of the mesh. The frag shader will apply lighting based on a normal map, diffuse texture and ambient occlusion texture using 2 lights. A fbo will be used to determine how much the textures should influence the sphere. By default the sphere has a slight phong shading with a solid color.
You will learn how to..
- load textures from a directory
- configure textures for mapping to a sphere
- use a vertex shader to displace vertices based on a texture map
- write a single fragment shader that processes all of the textures and applies lighting
- draw into a fbo using the mouse position
Pay attention to..
- the
TexturePack
class in ofApp.h - the material and textures sent to the shader
- fbo being drawn into using a brush image
When launching this app, you should see a single sphere and a grid plane on a dark background.
Instructions for use:
- Press and hold spacebar to draw into the fbo to increase texture influence.
- Press
d
to toggle debug - Press
up
anddown
to cycle through the 3 texture packs
This Example uses the following classes: