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NoiseSphere.cpp
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107 lines (71 loc) · 2.36 KB
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#include "Aluminum/Includes.hpp"
#include "Aluminum/FreeGlutGLView.hpp"
#include "Aluminum/RendererLinux.hpp"
#include "Aluminum/MeshBuffer.hpp"
#include "Aluminum/MeshData.hpp"
#include "Aluminum/MeshUtils.hpp"
#include "Aluminum/Program.hpp"
#include "Aluminum/Texture.hpp"
#include "Aluminum/Behavior.hpp"
#include "Aluminum/Shapes.hpp"
#include "Aluminum/ResourceHandler.hpp"
#include "objload.h"
using namespace aluminum;
class NoiseSphere : public RendererLinux {
public:
vec3 diffuse = vec3(1.0,0.4,0.0);
vec3 specular = vec3(1.0,1.0,1.0);
vec3 ambient = vec3(0.0,0.0,0.3);
mat4 model, view, proj;
Program program;
GLint posLoc=0;
GLint normalLoc=1;
MeshBuffer mb;
MeshData mesh;
Behavior rotateBehavior;
Behavior lightBehavior;
ResourceHandler rh;
void loadProgram(Program &p, const std::string& name) {
p.create();
p.attach(p.loadText(name + ".vsh"), GL_VERTEX_SHADER);
glBindAttribLocation(p.id(), posLoc, "vertexPosition");
glBindAttribLocation(p.id(), normalLoc, "vertexNormal");
p.attach(p.loadText(name + ".fsh"), GL_FRAGMENT_SHADER);
p.link();
}
virtual void onCreate() {
rh.loadProgram(program, "resources/noise", posLoc, normalLoc, -1, -1);
int res = 250;
addSphere(mesh, 1.0, res, res);
mb.init(mesh, posLoc, normalLoc, -1, -1);
proj = glm::perspective(glm::radians(60.0), 1.0, 0.1, 1000.0);
view = glm::lookAt(vec3(0.0,0.0, -4.0), vec3(0,0,0), vec3(0,1,0) );
model = glm::mat4();
glEnable(GL_DEPTH_TEST);
glClearColor(1.0,1.0,1.0,1.0);
rotateBehavior = Behavior(now()).delay(0).length(10000).range(M_PI * 2.0).looping(true).repeats(-1);
}
void updateModel() {
float total = rotateBehavior.tick(now()).total();
model = glm::mat4();
model = glm::rotate(model, total, vec3(0.0f,1.0f,0.0f));
}
float val = 0.0;
void onFrame() {
val += 0.01;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// updateModel();
program.bind(); {
glUniformMatrix4fv(program.uniform("model"), 1, 0, ptr(model));
glUniformMatrix4fv(program.uniform("view"), 1, 0, ptr(view));
glUniformMatrix4fv(program.uniform("proj"), 1, 0, ptr(proj));
glUniform1f(program.uniform("in_val"), val);
mb.draw();
} program.unbind();
}
};
int main() {
NoiseSphere().start("NoiseSphere");
return 0;
}