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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include <numeric>
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#include <Corrade/Containers/Array.h>
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#include <Corrade/Containers/ArrayViewStl.h>
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#include "Magnum/GL/Buffer.h"
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#include "Magnum/GL/DefaultFramebuffer.h"
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#include "Magnum/GL/Framebuffer.h"
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#include "Magnum/GL/Mesh.h"
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#include "Magnum/GL/Renderbuffer.h"
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#include "Magnum/GL/RenderbufferFormat.h"
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#include "Magnum/GL/Texture.h"
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#include "Magnum/Math/Color.h"
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#include "Magnum/Math/Matrix3.h"
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#include "Magnum/Math/Matrix4.h"
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#include "Magnum/MeshTools/Duplicate.h"
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#include "Magnum/Shaders/DistanceFieldVector.h"
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#include "Magnum/Shaders/Flat.h"
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#include "Magnum/Shaders/MeshVisualizer.h"
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#include "Magnum/Shaders/Phong.h"
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#include "Magnum/Shaders/Vector.h"
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#include "Magnum/Shaders/VertexColor.h"
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using namespace Magnum;
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using namespace Magnum::Math::Literals;
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int main() {
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#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500
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{
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/* [shaders-setup] */
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struct Vertex {
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Vector3 position;
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Vector3 normal;
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Vector2 textureCoordinates;
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};
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Vertex data[60]{
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// ...
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};
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GL::Buffer vertices;
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vertices.setData(data, GL::BufferUsage::StaticDraw);
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GL::Mesh mesh;
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mesh.addVertexBuffer(vertices, 0,
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Shaders::Phong::Position{},
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Shaders::Phong::Normal{},
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Shaders::Phong::TextureCoordinates{})
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//...
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;
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/* [shaders-setup] */
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/* [shaders-rendering] */
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Matrix4 transformationMatrix, projectionMatrix;
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GL::Texture2D diffuseTexture, specularTexture;
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Shaders::Phong shader{Shaders::Phong::Flag::DiffuseTexture};
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shader.bindDiffuseTexture(diffuseTexture)
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.setLightPosition({5.0f, 5.0f, 7.0f})
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.setTransformationMatrix(transformationMatrix)
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.setNormalMatrix(transformationMatrix.normalMatrix())
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.setProjectionMatrix(projectionMatrix);
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mesh.draw(shader);
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/* [shaders-rendering] */
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/* [shaders-generic] */
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mesh.addVertexBuffer(vertices, 0,
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Shaders::Generic3D::Position{},
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Shaders::Generic3D::Normal{},
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Shaders::Generic3D::TextureCoordinates{});
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/* [shaders-generic] */
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/* [shaders-meshvisualizer] */
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Shaders::MeshVisualizer visualizerShader{Shaders::MeshVisualizer::Flag::Wireframe};
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visualizerShader
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.setColor(0x2f83cc_rgbf)
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.setWireframeColor(0xdcdcdc_rgbf)
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.setViewportSize(Vector2{GL::defaultFramebuffer.viewport().size()})
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
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mesh.draw(visualizerShader);
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/* [shaders-meshvisualizer] */
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}
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{
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/* [DistanceFieldVector-usage1] */
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struct Vertex {
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Vector2 position;
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Vector2 textureCoordinates;
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};
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Vertex data[60]{
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// ...
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};
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GL::Buffer vertices;
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vertices.setData(data, GL::BufferUsage::StaticDraw);
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GL::Mesh mesh;
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mesh.addVertexBuffer(vertices, 0,
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Shaders::DistanceFieldVector2D::Position{},
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Shaders::DistanceFieldVector2D::TextureCoordinates{})
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// ...
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;
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/* [DistanceFieldVector-usage1] */
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}
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{
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GL::Mesh mesh;
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/* [DistanceFieldVector-usage2] */
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Matrix3 transformationMatrix, projectionMatrix;
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GL::Texture2D texture;
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Shaders::DistanceFieldVector2D shader;
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shader.setColor(0x2f83cc_rgbf)
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.setOutlineColor(0xdcdcdc_rgbf)
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.setOutlineRange(0.6f, 0.4f)
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.bindVectorTexture(texture)
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
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mesh.draw(shader);
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/* [DistanceFieldVector-usage2] */
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}
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{
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/* [Flat-usage-colored1] */
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struct Vertex {
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Vector3 position;
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};
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Vertex data[60]{
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//...
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};
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GL::Buffer vertices;
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vertices.setData(data, GL::BufferUsage::StaticDraw);
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GL::Mesh mesh;
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mesh.addVertexBuffer(vertices, 0, Shaders::Flat3D::Position{})
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// ...
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;
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/* [Flat-usage-colored1] */
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/* [Flat-usage-colored2] */
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Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f));
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Matrix4 projectionMatrix =
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Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f);
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Shaders::Flat3D shader;
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shader.setColor(0x2f83cc_rgbf)
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
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mesh.draw(shader);
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/* [Flat-usage-colored2] */
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}
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{
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/* [Flat-usage-textured1] */
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struct Vertex {
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Vector3 position;
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Vector2 textureCoordinates;
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};
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Vertex data[60]{
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// ...
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};
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GL::Buffer vertices;
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vertices.setData(data, GL::BufferUsage::StaticDraw);
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GL::Mesh mesh;
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mesh.addVertexBuffer(vertices, 0,
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Shaders::Flat3D::Position{},
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Shaders::Flat3D::TextureCoordinates{})
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// ...
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;
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/* [Flat-usage-textured1] */
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/* [Flat-usage-textured2] */
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Matrix4 transformationMatrix, projectionMatrix;
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GL::Texture2D texture;
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Shaders::Flat3D shader{Shaders::Flat3D::Flag::Textured};
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shader.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
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.bindTexture(texture);
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mesh.draw(shader);
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/* [Flat-usage-textured2] */
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}
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#ifndef MAGNUM_TARGET_GLES2
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{
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GL::Framebuffer framebuffer{{}};
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GL::Mesh mesh;
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Vector2i size;
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UnsignedInt meshId{};
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/* [Flat-usage-object-id] */
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GL::Renderbuffer color, objectId;
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color.setStorage(GL::RenderbufferFormat::RGBA8, size);
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objectId.setStorage(GL::RenderbufferFormat::R16UI, size); // large as needed
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framebuffer.attachRenderbuffer(GL::Framebuffer::ColorAttachment{0}, color)
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.attachRenderbuffer(GL::Framebuffer::ColorAttachment{1}, objectId);
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Shaders::Flat3D shader{Shaders::Flat3D::Flag::ObjectId};
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// ...
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framebuffer.mapForDraw({
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{Shaders::Flat3D::ColorOutput, GL::Framebuffer::ColorAttachment{0}},
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{Shaders::Flat3D::ObjectIdOutput, GL::Framebuffer::ColorAttachment{1}}})
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.clearColor(0, 0x1f1f1f_rgbf)
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.clearColor(1, Vector4ui{0})
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.bind();
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shader.setObjectId(meshId);
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mesh.draw(shader);
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/* [Flat-usage-object-id] */
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/* [shaders-generic-object-id] */
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framebuffer.mapForDraw({
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{Shaders::Generic3D::ColorOutput, GL::Framebuffer::ColorAttachment{0}},
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{Shaders::Generic3D::ObjectIdOutput, GL::Framebuffer::ColorAttachment{1}}});
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/* [shaders-generic-object-id] */
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}
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#endif
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{
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/* [MeshVisualizer-usage-geom1] */
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struct Vertex {
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Vector3 position;
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};
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Vertex data[60]{
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// ...
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};
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GL::Buffer vertices;
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vertices.setData(data, GL::BufferUsage::StaticDraw);
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GL::Mesh mesh;
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mesh.addVertexBuffer(vertices, 0, Shaders::MeshVisualizer::Position{});
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/* [MeshVisualizer-usage-geom1] */
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/* [MeshVisualizer-usage-geom2] */
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Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f));
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Matrix4 projectionMatrix =
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Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f);
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Shaders::MeshVisualizer shader{Shaders::MeshVisualizer::Flag::Wireframe};
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shader.setColor(0x2f83cc_rgbf)
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.setWireframeColor(0xdcdcdc_rgbf)
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.setViewportSize(Vector2{GL::defaultFramebuffer.viewport().size()})
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
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mesh.draw(shader);
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/* [MeshVisualizer-usage-geom2] */
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/* [MeshVisualizer-usage-no-geom-old] */
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Containers::Array<Float> vertexIndex{Containers::arraySize(data)};
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std::iota(vertexIndex.begin(), vertexIndex.end(), 0.0f);
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GL::Buffer vertexIndices;
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vertexIndices.setData(vertexIndex, GL::BufferUsage::StaticDraw);
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mesh.addVertexBuffer(vertexIndices, 0, Shaders::MeshVisualizer::VertexIndex{});
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/* [MeshVisualizer-usage-no-geom-old] */
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}
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#endif
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{
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/* [MeshVisualizer-usage-no-geom1] */
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Containers::StridedArrayView1D<const UnsignedInt> indices;
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Containers::StridedArrayView1D<const Vector3> indexedPositions;
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/* De-indexing the position array */
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GL::Buffer vertices{MeshTools::duplicate(indices, indexedPositions)};
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GL::Mesh mesh;
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mesh.addVertexBuffer(vertices, 0, Shaders::MeshVisualizer::Position{});
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/* [MeshVisualizer-usage-no-geom1] */
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}
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{
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GL::Mesh mesh;
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/* [MeshVisualizer-usage-no-geom2] */
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Matrix4 transformationMatrix, projectionMatrix;
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Shaders::MeshVisualizer shader{Shaders::MeshVisualizer::Flag::Wireframe|
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Shaders::MeshVisualizer::Flag::NoGeometryShader};
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shader.setColor(0x2f83cc_rgbf)
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.setWireframeColor(0xdcdcdc_rgbf)
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
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mesh.draw(shader);
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/* [MeshVisualizer-usage-no-geom2] */
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}
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#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500
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{
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/* [Phong-usage-colored1] */
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struct Vertex {
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Vector3 position;
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Vector3 normal;
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};
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Vertex data[60]{
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// ...
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};
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GL::Buffer vertices;
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vertices.setData(data, GL::BufferUsage::StaticDraw);
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|
GL::Mesh mesh;
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mesh.addVertexBuffer(vertices, 0,
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Shaders::Phong::Position{},
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|
|
|
|
Shaders::Phong::Normal{});
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|
|
|
|
/* [Phong-usage-colored1] */
|
|
|
|
|
|
|
|
|
|
/* [Phong-usage-colored2] */
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|
|
|
|
Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f));
|
|
|
|
|
Matrix4 projectionMatrix =
|
|
|
|
|
Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f);
|
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|
|
|
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|
|
|
Shaders::Phong shader;
|
|
|
|
|
shader.setDiffuseColor(0x2f83cc_rgbf)
|
|
|
|
|
.setShininess(200.0f)
|
|
|
|
|
.setLightPosition({5.0f, 5.0f, 7.0f})
|
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|
|
|
.setTransformationMatrix(transformationMatrix)
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|
|
|
|
.setNormalMatrix(transformationMatrix.normalMatrix())
|
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|
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|
.setProjectionMatrix(projectionMatrix);
|
|
|
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|
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|
|
mesh.draw(shader);
|
|
|
|
|
/* [Phong-usage-colored2] */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
/* [Phong-usage-texture1] */
|
|
|
|
|
struct Vertex {
|
|
|
|
|
Vector3 position;
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|
|
|
|
Vector3 normal;
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|
|
|
|
Vector2 textureCoordinates;
|
|
|
|
|
};
|
|
|
|
|
Vertex data[60]{
|
|
|
|
|
// ...
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
GL::Buffer vertices;
|
|
|
|
|
vertices.setData(data, GL::BufferUsage::StaticDraw);
|
|
|
|
|
|
|
|
|
|
GL::Mesh mesh;
|
|
|
|
|
mesh.addVertexBuffer(vertices, 0,
|
|
|
|
|
Shaders::Phong::Position{},
|
|
|
|
|
Shaders::Phong::Normal{},
|
|
|
|
|
Shaders::Phong::TextureCoordinates{});
|
|
|
|
|
/* [Phong-usage-texture1] */
|
|
|
|
|
|
|
|
|
|
/* [Phong-usage-texture2] */
|
|
|
|
|
Matrix4 transformationMatrix, projectionMatrix;
|
|
|
|
|
GL::Texture2D diffuseTexture, specularTexture;
|
|
|
|
|
|
|
|
|
|
Shaders::Phong shader{Shaders::Phong::Flag::DiffuseTexture|
|
|
|
|
|
Shaders::Phong::Flag::SpecularTexture};
|
|
|
|
|
shader.bindTextures(nullptr, &diffuseTexture, &specularTexture, nullptr)
|
|
|
|
|
.setLightPosition({5.0f, 5.0f, 7.0f})
|
|
|
|
|
.setTransformationMatrix(transformationMatrix)
|
|
|
|
|
.setNormalMatrix(transformationMatrix.normalMatrix())
|
|
|
|
|
.setProjectionMatrix(projectionMatrix);
|
|
|
|
|
|
|
|
|
|
mesh.draw(shader);
|
|
|
|
|
/* [Phong-usage-texture2] */
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
GL::Texture2D diffuseAlphaTexture;
|
|
|
|
|
Color3 diffuseRgb, specularRgb;
|
|
|
|
|
/* [Phong-usage-alpha] */
|
|
|
|
|
Shaders::Phong shader{Shaders::Phong::Flag::AmbientTexture|
|
|
|
|
|
Shaders::Phong::Flag::DiffuseTexture};
|
|
|
|
|
shader.bindTextures(&diffuseAlphaTexture, &diffuseAlphaTexture, nullptr, nullptr)
|
|
|
|
|
.setAmbientColor(0x000000ff_rgbaf)
|
|
|
|
|
.setDiffuseColor(Color4{diffuseRgb, 0.0f})
|
|
|
|
|
.setSpecularColor(Color4{specularRgb, 0.0f});
|
|
|
|
|
/* [Phong-usage-alpha] */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500
|
|
|
|
|
{
|
|
|
|
|
/* [Vector-usage1] */
|
|
|
|
|
struct Vertex {
|
|
|
|
|
Vector2 position;
|
|
|
|
|
Vector2 textureCoordinates;
|
|
|
|
|
};
|
|
|
|
|
Vertex data[60]{
|
|
|
|
|
// ...
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
GL::Buffer vertices;
|
|
|
|
|
vertices.setData(data, GL::BufferUsage::StaticDraw);
|
|
|
|
|
|
|
|
|
|
GL::Mesh mesh;
|
|
|
|
|
mesh.addVertexBuffer(vertices, 0,
|
|
|
|
|
Shaders::Vector2D::Position{},
|
|
|
|
|
Shaders::Vector2D::TextureCoordinates{});
|
|
|
|
|
/* [Vector-usage1] */
|
|
|
|
|
|
|
|
|
|
/* [Vector-usage2] */
|
|
|
|
|
Matrix3 transformationMatrix, projectionMatrix;
|
|
|
|
|
GL::Texture2D texture;
|
|
|
|
|
|
|
|
|
|
Shaders::Vector2D shader;
|
|
|
|
|
shader.setColor(0x2f83cc_rgbf)
|
|
|
|
|
.bindVectorTexture(texture)
|
|
|
|
|
.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
|
|
|
|
|
|
|
|
|
|
mesh.draw(shader);
|
|
|
|
|
/* [Vector-usage2] */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
/* [VertexColor-usage1] */
|
|
|
|
|
struct Vertex {
|
|
|
|
|
Vector3 position;
|
|
|
|
|
Color3 color;
|
|
|
|
|
};
|
|
|
|
|
Vertex data[60]{
|
|
|
|
|
// ...
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
GL::Buffer vertices;
|
|
|
|
|
vertices.setData(data, GL::BufferUsage::StaticDraw);
|
|
|
|
|
|
|
|
|
|
GL::Mesh mesh;
|
|
|
|
|
mesh.addVertexBuffer(vertices, 0,
|
|
|
|
|
Shaders::VertexColor3D::Position{},
|
|
|
|
|
Shaders::VertexColor3D::Color3{});
|
|
|
|
|
/* [VertexColor-usage1] */
|
|
|
|
|
|
|
|
|
|
/* [VertexColor-usage2] */
|
|
|
|
|
Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f));
|
|
|
|
|
Matrix4 projectionMatrix =
|
|
|
|
|
Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f);
|
|
|
|
|
|
|
|
|
|
Shaders::VertexColor3D shader;
|
|
|
|
|
shader.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
|
|
|
|
|
|
|
|
|
|
mesh.draw(shader);
|
|
|
|
|
/* [VertexColor-usage2] */
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
}
|