Simple solar fragment-shader w/ core- and halo-radius.
Simple solar fragment-shader w/ core- and halo-radius.
#include <cstdio>
#include <cmath>
#include <memory>
#include "../demos/GLLauncher01.hpp"
private:
constexpr static float defaultCoreRadius = 0.20f;
constexpr static float animCoreRadiusHalfStep = 0.015f;
float m_radius = 1.00f;
bool m_initialized;
public:
if (win) {
}
}
}
}
};
public:
m_pmvMatUni("gcu_PMVMatrix"),
m_uWinCenter(
"gcu_solInSpace.winCenter",
Vec4f()),
m_uCoreColor(
"gcu_solInSpace.coreColor",
Vec4f(1.0f, 1.0f, 0.0f, 1.0f)),
m_uHaloColor(
"gcu_solInSpace.haloColor",
Vec4f(1.0f, 0.99f, 0.0f, 1.0f)),
m_uBackColor(
"gcu_solInSpace.bgColor",
Vec4f(0.0f, 0.0f, 0.0f, 0.5f)),
m_uWinRadius("gcu_solInSpace.winRadius", 0),
m_uCoreRadius("gcu_solInSpace.coreRadius", defaultCoreRadius),
m_uSeam("gcu_solInSpace.seam", 0.005f),
m_initialized(false),
m_kl(std::make_shared<MyKeyListener>(*this))
{
}
m_tlast = when;
"demos/glsl/bin", "default");
"demos/glsl/bin", "SolInSpace");
if( !vp0 || !fp0 ) {
win->dispose(when);
return false;
}
vp0->defaultShaderCustomization(
gl);
fp0->defaultShaderCustomization(
gl);
if( !sp0->add(
gl, vp0,
true) || !sp0->add(
gl, fp0,
true) ) {
win->dispose(when);
return false;
}
::glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
m_uBackColor.
vec4f().
set(0.0f, 0.0f, 0.0f, 0.5f);
vertices->reserve(4);
vertices->put( { -m_radius, m_radius, 0,
m_radius, m_radius, 0,
-m_radius, -m_radius, 0,
m_radius, -m_radius, 0 } );
vertices->seal(
gl,
true);
::glEnable(GL_DEPTH_TEST);
m_initialized = sp0->inUse();
if( m_initialized ) {
} else {
win->dispose(when);
}
win->addKeyListener(m_kl);
return m_initialized;
}
{
m_uWinCenter.
vec4f().
set(winCenter, 1.0f);
Vec3f winR = winP1 - winCenter;
}
}
win->removeKeyListener(m_kl);
m_initialized = false;
}
const float aspect = 1.0f;
const float fovy_deg=45.0f;
const float aspect2 = ( (float) m_viewport.
width() / (
float) m_viewport.
height() ) / aspect;
const float zNear=1.0f;
const float zFar=100.0f;
}
if( !m_initialized ) {
return;
}
::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
{
static float dr_dir = 1;
constexpr float dr_min = defaultCoreRadius * 1.0f-animCoreRadiusHalfStep;
constexpr float dr_max = defaultCoreRadius * 1.0f+animCoreRadiusHalfStep;
const float dt = (float)(when - m_tlast).to_ms() / 1000.0f;
float r = m_uCoreRadius.
scalar() + animCoreRadiusHalfStep * dt * dr_dir;
if( r <= dr_min ) {
dr_dir = 1;
r = dr_min;
} else if( r >= dr_max ) {
dr_dir = -1;
r = dr_max;
}
}
std::cerr << "XXX: " << m_st << "\n";
}
if( true ) {
::glEnable(GL_BLEND);
::glBlendEquation(GL_FUNC_ADD);
::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
::glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
m_tlast = when;
}
std::string
toStringImpl()
const noexcept override {
return "SolInSpace"; }
};
int main(
int argc,
char *argv[])
{
std::make_shared<Example>(), argc, argv);
}
int launch(std::string_view sfile, GLLaunchProps props, const RenderListenerSRef &demo, int argc, char *argv[])
int main(int argc, char *argv[])
std::shared_ptr< MyKeyListener > MyKeyListenerRef
void display(const WindowSRef &win, const jau::fraction_timespec &when) override
Called by the drawable to initiate rendering by the client.
PMVMat4f & pmv() noexcept
void updateSolSpatial(GL &gl)
Recti & viewport() noexcept
std::string toStringImpl() const noexcept override
void dispose(const WindowSRef &win, const jau::fraction_timespec &when) override
Notifies the listener to perform the release of all renderer resources per context,...
Specifies a set of OpenGL capabilities.
static GLContext & downcast(RenderContext *rc)
Downcast dereferenced given RenderContext* to GLContext&, throws exception if signature doesn't match...
Specifies the OpenGL profile.
static constexpr std::string_view GLES2
The embedded OpenGL profile ES 2.x, with x >= 0.
static server_sref createGLSL(std::string_view name, GLsizei compsPerElement, bool normalized, GLsizei initialElementCount, GLenum vboUsage)
static ShaderCodeSRef create(GLenum type, size_t count, const source_list_t &sources)
static ShaderProgramSRef create() noexcept
ShaderState allows to sharing data between shader programs, while updating the attribute and uniform ...
size_t sendAllUniforms(const GL &gl, bool deactivateUnresolved=false)
Send all active uniforms.
void destroy(GL &gl)
Calls release(gl, true, true, true).
void useProgram(GL &gl, bool on)
Turns the shader program on or off.
void manage(const GLArrayDataSRef &attr, bool enable=true)
Binds or unbinds the GLArrayData lifecycle to this ShaderState.
bool attachShaderProgram(GL &gl, const ShaderProgramSRef &prog, bool enable)
Attach or switch a shader program.
bool send(const GL &gl, GLUniformData &data, bool deactivateUnresolved=false)
Sends the uniform data to the GPU if it's location is valid, i.e.
constexpr RenderListener(Private) noexcept
Private ctor for shared_ptr<RenderListener> instance method w/o public ctor.
std::string toString() const noexcept
constexpr VKeyCode keySym() const noexcept
Returns the virtual key symbol reflecting the current keyboard layout.
Listener for multiple KeyEvent.
virtual const PressedKeyCodes & pressedKeyCodes() const noexcept=0
constexpr const WindowWeakPtr & source() const noexcept
constexpr const jau::fraction_timespec & when() const noexcept
size_type count() const noexcept
constexpr Matrix4 & loadIdentity() noexcept
Set this matrix to identity.
constexpr value_type height() const noexcept
constexpr value_type width() const noexcept
constexpr value_type length() const noexcept
Return the length of a vector, a.k.a the norm or magnitude
constexpr Vector4F & set(const Vec3f &o, const value_type w_) noexcept
TODO constexpr std::strong_ordering operator<=>(const vec4f_t& rhs) const noexcept { return ....
constexpr Mat4 & getP() noexcept
Returns the projection matrix (P).
constexpr PMVMatrix4 & translateMv(float x, float y, float z) noexcept
Translate the modelview matrix.
PMVMatrix4 & setToPerspective(const float fovy_rad, const float aspect, const float zNear, const float zFar)
Set the projection matrix to the perspective/frustum matrix.
constexpr Mat4 & getMv() noexcept
Returns the modelview matrix (Mv).
bool mapObjToWin(const Vec3 &objPos, const Recti &viewport, Vec3 &winPos) const noexcept
Map object coordinates to window coordinates.
constexpr T adeg_to_rad(const T arc_degree) noexcept
Converts arc-degree to radians.
GLArrayDataServerSRef< float > GLFloatArrayDataServerSRef
std::shared_ptr< ShaderCode > ShaderCodeSRef
std::shared_ptr< ShaderProgram > ShaderProgramSRef
@ verbose
Verbose operations (debugging).
std::shared_ptr< Window > WindowSRef
@ VK_ESCAPE
Constant for the ESCAPE function key.
PMVMatrix4< float > PMVMat4f
ssize_t fprintf_td(const uint64_t elapsed_ms, FILE *stream, std::string_view format, const Args &...args) noexcept
Convenient secure fprintf() invocation, prepending the given elapsed_ms timestamp and using jau:forma...
Timespec structure using int64_t for its components in analogy to struct timespec_t on 64-bit platfor...
constexpr uint64_t to_ms() const noexcept
Returns time in milliseconds.