Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics
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OpenGL Shading Language Tutorial

This tutorial shows how simple it is to use the OpenGL Shading Language with Visualization Library.

pagGuideGLSL.jpg

The example below demostrates the use of vertex shaders, fragment shaders and geometry shaders.

[From App_GLSL.cpp]

class App_GLSL: public BaseDemo
{
public:
  App_GLSL()
  {
    mTransform1 = new vl::Transform;
    mTransform2 = new vl::Transform;
    mTransform3 = new vl::Transform;
    mTransform4 = new vl::Transform;
    mTransform5 = new vl::Transform;
  }

  void initEvent()
  {
    if (!(GLEW_ARB_shading_language_100||GLEW_VERSION_3_0))
    {
      vl::Log::error("OpenGL Shading Language not supported.\n");
      vl::Time::sleep(3000);
      exit(1);
    }

    vl::Log::print(appletInfo());

    rendering()->as<vl::Rendering>()->transform()->addChild(mTransform1.get());
    rendering()->as<vl::Rendering>()->transform()->addChild(mTransform2.get());
    rendering()->as<vl::Rendering>()->transform()->addChild(mTransform3.get());
    rendering()->as<vl::Rendering>()->transform()->addChild(mTransform4.get());
    rendering()->as<vl::Rendering>()->transform()->addChild(mTransform5.get());

    vl::ref<vl::ResourceDatabase> res_db = vl::loadResource("/models/3ds/monkey.3ds");
    vl::ref<vl::Geometry> model = res_db->get<vl::Geometry>(0);
    model->computeNormals();

    vl::ref<vl::Light> light = new vl::Light(0);

    vl::ref<vl::Effect> effect1 = new vl::Effect;
    effect1->shader()->setRenderState( light.get() );
    effect1->shader()->enable(vl::EN_LIGHTING);
    effect1->shader()->enable(vl::EN_DEPTH_TEST);
    effect1->shader()->enable(vl::EN_CULL_FACE);
    sceneManager()->tree()->addActor( model.get(), effect1.get(), mTransform1.get() );

    vl::ref<vl::Effect> effect2 = new vl::Effect;
    effect2->shader()->setRenderState( light.get() );
    effect2->shader()->enable(vl::EN_LIGHTING);
    effect2->shader()->enable(vl::EN_DEPTH_TEST);
    effect2->shader()->enable(vl::EN_CULL_FACE);
    sceneManager()->tree()->addActor( model.get(), effect2.get(), mTransform2.get() );

    vl::ref<vl::Effect> effect3 = new vl::Effect;
    effect3->shader()->setRenderState( light.get() );
    effect3->shader()->enable(vl::EN_LIGHTING);
    effect3->shader()->enable(vl::EN_DEPTH_TEST);
    effect3->shader()->enable(vl::EN_CULL_FACE);
    sceneManager()->tree()->addActor( model.get(), effect3.get(), mTransform3.get() );

    vl::ref<vl::Effect> effect4 = new vl::Effect;
    effect4->shader()->setRenderState( light.get() );
    effect4->shader()->enable(vl::EN_LIGHTING);
    effect4->shader()->enable(vl::EN_DEPTH_TEST);
    effect4->shader()->enable(vl::EN_CULL_FACE);
    sceneManager()->tree()->addActor( model.get(), effect4.get(), mTransform4.get() );

    vl::ref<vl::Effect> effect5 = new vl::Effect;
    effect5->shader()->setRenderState( light.get() );
    effect5->shader()->enable(vl::EN_LIGHTING);
    effect5->shader()->enable(vl::EN_DEPTH_TEST);
    effect5->shader()->enable(vl::EN_CULL_FACE);
    sceneManager()->tree()->addActor( model.get(), effect5.get(), mTransform5.get() );

    if (GLEW_ARB_shading_language_100||GLEW_VERSION_3_0)
    {
      vl::ref<vl::GLSLProgram> glsl;

      glsl = effect1->shader()->gocGLSLProgram();
      glsl->attachShader( new vl::GLSLVertexShader("/glsl/perpixellight.vs") );
      glsl->attachShader( new vl::GLSLFragmentShader("/glsl/perpixellight_cartoon.fs") );

      glsl = effect2->shader()->gocGLSLProgram();
      glsl->attachShader( new vl::GLSLVertexShader("/glsl/perpixellight.vs") );
      glsl->attachShader( new vl::GLSLFragmentShader("/glsl/perpixellight.fs") );

      glsl = effect3->shader()->gocGLSLProgram();
      glsl->attachShader( new vl::GLSLVertexShader("/glsl/perpixellight.vs") );
      glsl->attachShader( new vl::GLSLFragmentShader("/glsl/heat.fs") );

      glsl = effect4->shader()->gocGLSLProgram();
      glsl->attachShader( new vl::GLSLVertexShader("/glsl/perpixellight.vs") );
      glsl->attachShader( new vl::GLSLFragmentShader("/glsl/perpixellight_interlaced.fs") );

      if (GLEW_Has_Geometry_Shader)
      {
        glsl = effect5->shader()->gocGLSLProgram();
        // a vertex shader is always needed when using geometry shaders
        glsl->attachShader( new vl::GLSLVertexShader("/glsl/diffuse.vs") );
        glsl->attachShader( new vl::GLSLGeometryShader("/glsl/triangle_fur.gs") );
        glsl->setGeometryInputType(vl::GIT_TRIANGLES);
        glsl->setGeometryOutputType(vl::GOT_TRIANGLE_STRIP);
        glsl->setGeometryVerticesOut( 3*6 );
      }
      else
      {
        effect5->shader()->gocMaterial()->setDiffuse(vl::red);
        vl::Log::print("GL_NV_geometry_shader4 not supported.\n");
      }
    }
  }

  void updateScene()
  {
    // animate the transforms
    mTransform1->setLocalMatrix( vl::mat4::getTranslation(-2,2,0)  * vl::mat4::getRotation( vl::Time::currentTime()*45, 0, 1, 0) );
    mTransform2->setLocalMatrix( vl::mat4::getTranslation(+2,2,0)  * vl::mat4::getRotation( vl::Time::currentTime()*45, 0, 1, 0) );
    mTransform3->setLocalMatrix( vl::mat4::getTranslation(-2,-2,0) * vl::mat4::getRotation( vl::Time::currentTime()*45, 0, 1, 0) );
    mTransform4->setLocalMatrix( vl::mat4::getTranslation(+2,-2,0) * vl::mat4::getRotation( vl::Time::currentTime()*45, 0, 1, 0) );
    mTransform5->setLocalMatrix( vl::mat4::getTranslation(0,0,0)   * vl::mat4::getRotation( vl::Time::currentTime()*45, 0, 1, 0) );
  }

protected:
  vl::ref<vl::Transform> mTransform1;
  vl::ref<vl::Transform> mTransform2;
  vl::ref<vl::Transform> mTransform3;
  vl::ref<vl::Transform> mTransform4;
  vl::ref<vl::Transform> mTransform5;
};

// Have fun!


Visualization Library v2011.05.1144 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Tue Sep 13 2011 21:59:03.
Permission is granted to use this page to write and publish articles regarding Visualization Library.