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/**************************************************************************************/ | |
/* */ | |
/* Visualization Library */ | |
/* http://visualizationlibrary.org */ | |
/* */ | |
/* Copyright (c) 2005-2020, Michele Bosi */ | |
/* All rights reserved. */ | |
/* */ | |
/* Redistribution and use in source and binary forms, with or without modification, */ | |
/* are permitted provided that the following conditions are met: */ | |
/* */ | |
/* - Redistributions of source code must retain the above copyright notice, this */ | |
/* list of conditions and the following disclaimer. */ | |
/* */ | |
/* - Redistributions in binary form must reproduce the above copyright notice, this */ | |
/* list of conditions and the following disclaimer in the documentation and/or */ | |
/* other materials provided with the distribution. */ | |
/* */ | |
/* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ | |
/* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ | |
/* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ | |
/* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ | |
/* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ | |
/* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ | |
/* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ | |
/* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ | |
/* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ | |
/* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ | |
/* */ | |
/**************************************************************************************/ | |
#include "BaseDemo.hpp" | |
#include <vlGraphics/Geometry.hpp> | |
#include <vlGraphics/Light.hpp> | |
#include <vlGraphics/GLSL.hpp> | |
using namespace vl; | |
class App_GLSL: public BaseDemo | |
{ | |
public: | |
App_GLSL() | |
{ | |
} | |
void initEvent() | |
{ | |
if (!Has_GLSL) | |
{ | |
Log::error("OpenGL Shading Language not supported.\n"); | |
Time::sleep(2000); | |
exit(1); | |
} | |
trackball()->setPivot(vl::vec3(4.5f, 4.5f, 0.0f)); | |
Log::notify(appletInfo()); | |
ref<ResourceDatabase> res_db = loadResource("/models/3ds/monkey.3ds"); | |
mModel = res_db->get<Geometry>(0); | |
mModel->computeNormals(); | |
AABB aabb = mModel->boundingBox(); | |
mModel->transform( mat4::getTranslation(-aabb.center()) ); | |
ref<Light> light = new Light; | |
ref<GLSLProgram> glsl; | |
ref<GLSLVertexShader> perpixellight_vs = new GLSLVertexShader("/glsl/perpixellight.vs"); | |
//glsl = new GLSLProgram; | |
//mGLSL.push_back(glsl); | |
//glsl->attachShader( perpixellight_vs.get() ); | |
//glsl->attachShader( new GLSLFragmentShader("/glsl/perpixellight.fs") ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( new GLSLVertexShader("/glsl/examples/toyball.vs") ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/toyball.fs") ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( perpixellight_vs.get() ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/perpixellight_toon.fs") ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( perpixellight_vs.get() ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/heat.fs") ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( perpixellight_vs.get() ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/perpixellight_interlaced.fs") ); | |
ref<GLSLVertexShader> noise_vs = new GLSLVertexShader("/glsl/examples/noise.vs"); | |
ref<GLSLFragmentShader> noise3D_fs = new GLSLFragmentShader("/glsl/noise3D.glsl"); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( noise_vs.get() ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/alien.fs") ); | |
glsl->attachShader( noise3D_fs.get() ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( noise_vs.get() ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/cloud.fs") ); | |
glsl->attachShader( noise3D_fs.get() ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( noise_vs.get() ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/granite.fs") ); | |
glsl->attachShader( noise3D_fs.get() ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( noise_vs.get() ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/marble.fs") ); | |
glsl->attachShader( noise3D_fs.get() ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( noise_vs.get() ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/marble2.fs") ); | |
glsl->attachShader( noise3D_fs.get() ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( noise_vs.get() ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/turbulence.fs") ); | |
glsl->attachShader( noise3D_fs.get() ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( noise_vs.get() ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/woody.fs") ); | |
glsl->attachShader( noise3D_fs.get() ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( noise_vs.get() ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/ribbon.fs") ); | |
glsl->attachShader( noise3D_fs.get() ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( new GLSLVertexShader("/glsl/examples/noisebump.vs") ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/noisebump.fs") ); | |
glsl->attachShader( noise3D_fs.get() ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( new GLSLVertexShader("/glsl/examples/hatching.vs") ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/hatching.fs") ); | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
glsl->attachShader( new GLSLVertexShader("/glsl/examples/stripes.vs") ); | |
glsl->attachShader( new GLSLFragmentShader("/glsl/examples/stripes.fs") ); | |
if (Has_Geometry_Shader) | |
{ | |
glsl = new GLSLProgram; | |
mGLSL.push_back(glsl); | |
// a vertex shader is always needed when using geometry shaders | |
glsl->attachShader( new GLSLVertexShader("/glsl/examples/diffuse.vs") ); | |
glsl->attachShader( new GLSLGeometryShader("/glsl/examples/triangle_fur.gs") ); | |
} | |
else | |
{ | |
Log::print("Geomery shaders not supported.\n"); | |
} | |
mGLSL.resize(4*4); | |
for(int y=0; y<4; ++y) | |
{ | |
for(int x=0; x<4; ++x) | |
{ | |
ref<Effect> fx = new Effect; | |
fx->shader()->setRenderState( light.get(), 0 ); | |
fx->shader()->enable(EN_LIGHTING); | |
fx->shader()->enable(EN_DEPTH_TEST); | |
// fx->shader()->enable(EN_CULL_FACE); | |
GLSLProgram* glsl = mGLSL[x + y*4].get(); | |
if (glsl) | |
fx->shader()->setRenderState(glsl); | |
ref<Transform> tr = new Transform; | |
real grid= 3.0; | |
tr->setLocalAndWorldMatrix( mat4::getTranslation(x*grid, y*grid, 0) ); | |
sceneManager()->tree()->addActor( mModel.get(), fx.get(), tr.get() ); | |
} | |
} | |
} | |
void fileDroppedEvent(const std::vector<String>& files) | |
{ | |
ref<ResourceDatabase> db = loadResource(files[0]); | |
Geometry* geom = db->get<Geometry>(0); | |
if (!geom) | |
geom = db->get<Actor>(0)->lod(0)->as<Geometry>(); | |
if (geom) | |
{ | |
mModel->shallowCopyFrom( *geom ); | |
mModel->computeBounds(); | |
AABB aabb = mModel->boundingBox(); | |
real norm = aabb.width() > aabb.height() ? aabb.width() : aabb.height(); | |
norm = norm > aabb.depth() ? norm : aabb.depth(); | |
real scale = 1.5; | |
mModel->transform( vl::mat4::getTranslation( -aabb.center() ) ); | |
mModel->transform( vl::mat4::getScaling( scale / norm, scale / norm, scale / norm ) ); | |
} | |
} | |
void updateScene() | |
{ | |
} | |
protected: | |
ref<Geometry> mModel; | |
std::vector< ref<GLSLProgram> > mGLSL; | |
}; | |
// Have fun! | |
BaseDemo* Create_App_GLSL() { return new App_GLSL; } |