27 #include <Eigen/Dense> 42 "out vec4 out_Color;\n" 43 "uniform mat4 lightViewMatrix;\n" 46 " vec3 eyeDirection = -normalize(vert.xyz);\n" 47 " //if (dot(normal, eyeDirection) < 0.0) discard;\n" 48 " vec3 lightDirection = (lightViewMatrix * vec4(0.0, 0.0, 1.0, 0.0)).xyz;\n" 49 " lightDirection = normalize(lightDirection);\n" 50 " vec3 lightReflection = reflect(-lightDirection, normal);\n" 51 " float shininess = 100.0;\n" 52 " vec4 ambientLight = color * 0.4;\n" 53 " vec4 diffuseLight = color * 0.6 * max(dot(lightDirection, normal),0.0);\n" 54 " vec4 specularLight = vec4(1.0) * max(pow(dot(lightReflection, eyeDirection), shininess),0.0);\n" 55 " out_Color = vec4(ambientLight.xyz + diffuseLight.xyz + specularLight.xyz, color.w);\n" 61 "in vec4 in_Position;\n" 62 "in vec4 in_Normal;\n" 66 "uniform mat4 modelMatrix;\n" 67 "uniform mat4 viewMatrix;\n" 68 "uniform mat4 projectionMatrix;\n" 69 "uniform vec4 in_Color;\n" 72 " mat4 modelViewMatrix = viewMatrix * modelMatrix;\n" 73 " mat4 normalMatrix = transpose(inverse(modelViewMatrix));\n" 74 " normal = normalize(vec3(normalMatrix * vec4(in_Normal.xyz,0.0)).xyz);\n" 75 " vert = modelViewMatrix * in_Position;\n" 76 " gl_Position = projectionMatrix * modelViewMatrix * in_Position;\n" 77 " color = in_Color;\n" 126 glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
158 vector< Eigen::Vector4f > vert;
159 vector< Eigen::Vector3f > normals;
160 vector<Eigen::Vector2f> texcoord;
161 vector< GLuint > faces;
163 vert.push_back ( Eigen::Vector4f( -width*0.5, -height*0.5, 0.0, 1.0) );
164 vert.push_back ( Eigen::Vector4f( width*0.5, -height*0.5, 0.0, 1.0) );
165 vert.push_back ( Eigen::Vector4f( width*0.5, height*0.5, 0.0, 1.0) );
166 vert.push_back ( Eigen::Vector4f( -width*0.5, height*0.5, 0.0, 1.0) );
168 texcoord.push_back ( Eigen::Vector2f(0.0, 0.0) );
169 texcoord.push_back ( Eigen::Vector2f(1.0, 0.0) );
170 texcoord.push_back ( Eigen::Vector2f(1.0, 1.0) );
171 texcoord.push_back ( Eigen::Vector2f(0.0, 1.0) );
173 normals.push_back ( Eigen::Vector3f (0.0, 0.0, 1.0) );
174 normals.push_back ( Eigen::Vector3f (0.0, 0.0, 1.0) );
175 normals.push_back ( Eigen::Vector3f (0.0, 0.0, 1.0) );
176 normals.push_back ( Eigen::Vector3f (0.0, 0.0, 1.0) );
178 int a[6] = { 0, 1, 2, 2, 3, 0};
179 faces.insert(faces.end(), a, a+6);
void loadNormals(vector< Eigen::Vector3f > &norm)
Load normals (x,y,z) as a vertex attribute.
Definition: mesh.hpp:384
A simple plane with bounded limits.
Definition: plane.hpp:84
void getViewMatrix(GLdouble *matrix)
Return the modelview matrix as a GLdouble array.
Definition: camera.hpp:126
Eigen::Vector4f default_color
Default color.
Definition: model.hpp:36
void getProjectionMatrix(GLdouble *matrix)
Return the projection matrix as a GLdouble array.
Definition: camera.hpp:142
float width
Plane width.
Definition: plane.hpp:92
Definition: bufferobject.hpp:34
void setShaderName(string name)
Sets the shader name, very useful for debugging.
Definition: shader.hpp:329
float height
Plane height.
Definition: plane.hpp:95
A Shader object represents one GLSL program.
Definition: shader.hpp:45
Plane(float w=1.0, float h=1.0)
Default Constructor.
Definition: plane.hpp:102
void errorCheckFunc(std::string file, int line, std::string message="")
GL error check method.
Definition: misc.hpp:53
void initializeFromStrings(string in_vertex_code, string in_fragment_code, string in_geometry_code="", string in_tessellation_evaluation_code="", string in_tessellation_control_code="")
Initializes shader directly from string, no files.
Definition: shader.hpp:589
void createGeometry(void)
Define plane geometry.
Definition: plane.hpp:156
void loadIndices(vector< GLuint > &ind)
Load indices into indices array.
Definition: mesh.hpp:448
const string plane_fragment_code
Default fragment shader for rendering plane.
Definition: plane.hpp:37
void setDefaultAttribLocations(void)
Sets default attribute locations. vertex coords -> location 0 normals -> location 1 colors -> locatio...
Definition: mesh.hpp:474
void resetModelMatrix(void)
Resets the model matrix.
Definition: model.hpp:159
void unbind(void)
Disables the shader program.
Definition: shader.hpp:1184
Tucano::Shader plane_shader
Definition: plane.hpp:89
Eigen::Affine3f model_matrix
Model matrix, holds information about the models location and orientation.
Definition: model.hpp:21
virtual void unbindBuffers(void)
Unbinds all buffers.
Definition: mesh.hpp:702
void loadVertices(vector< Eigen::Vector4f > &vert)
Load vertices (x,y,z,w) and creates appropriate vertex attribute. The default attribute name is "in_P...
Definition: mesh.hpp:312
void bind(void)
Enables the shader program for usage.
Definition: shader.hpp:1176
void loadTexCoords(vector< Eigen::Vector2f > &tex, bool normalize=false)
Load tex coords (u,v) as a vertex attribute. Optionally normalizes coords in range [0...
Definition: mesh.hpp:397
virtual void renderElements(void)
Call the draw method for rendering triangles. This method requires that a index buffer has been creat...
Definition: mesh.hpp:726
virtual void bindBuffers(void)
Binds all buffers.
Definition: mesh.hpp:677
A common Mesh, usually containing triagles or points.
Definition: mesh.hpp:194
Defines an abstract camera with a projection and view matrices.
Definition: camera.hpp:37
void setAttributeLocation(Shader *shader)
Automatically sets the attribute locations for a given Shader.
Definition: mesh.hpp:541
Eigen::Vector4f getViewport(void) const
Returns the viewport coordinates.
Definition: camera.hpp:246
void render(const Tucano::Camera &camera, const Tucano::Camera &light)
Render plane.
Definition: plane.hpp:123
const string plane_vertex_code
Default vertex shader for rendering plane.
Definition: plane.hpp:59
void setUniform(GLint location, GLint a, GLint b, GLint c, GLint d)
Sets an uniform integer 4D vector (ivec4) given a location and the vector values. ...
Definition: shader.hpp:1258