Created
November 22, 2018 22:14
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#include "al/core.hpp" | |
using namespace al; | |
using namespace std; | |
#define N (1000) | |
#define CLOUD_WIDTH (5.0) | |
string fullPathOrDie(string fileName, string whereToLook = ".") { | |
SearchPaths searchPaths; | |
searchPaths.addSearchPath(whereToLook); | |
string filePath = searchPaths.find(fileName).filepath(); | |
if (filePath == "") { | |
fprintf(stderr, "FAIL\n"); | |
exit(1); | |
} | |
return filePath; | |
} | |
struct AlloApp : App { | |
ShaderProgram shader; | |
Mesh pointMesh; | |
Texture texture; | |
void onCreate() override { | |
pointMesh.primitive(Mesh::POINTS); | |
for (int i = 0; i < N; i++) { | |
pointMesh.vertex( | |
Vec3f(rnd::uniformS(), rnd::uniformS(), rnd::uniformS()) * | |
CLOUD_WIDTH); | |
pointMesh.color(HSV(rnd::uniform(), 1.0, 1.0)); | |
} | |
// Generate a texture with an alpha channel for transparency | |
texture.create2D(256, 256, Texture::RGBA8); | |
int Nx = texture.width(); | |
int Ny = texture.height(); | |
// prepare vector for pixel data | |
std::vector<Colori> pixel; // byte color: rgba, [0:255] | |
pixel.resize(Nx * Ny); | |
for (int j = 0; j < Ny; ++j) { | |
float y = float(j) / (Ny - 1) * 2 - 1; | |
for (int i = 0; i < Nx; ++i) { | |
float x = float(i) / (Nx - 1) * 2 - 1; | |
float m = exp(-13 * (x * x + y * y)); | |
Color c = RGB(m); | |
c.a = m; | |
pixel[j * Nx + i] = c; | |
} | |
} | |
texture.submit(pixel); | |
// these shaders are from the _OpenGL 4.0 Shading Language Cookbook_ | |
shader.compile( | |
R"( | |
#version 400 | |
layout (location = 0) in vec3 VertexPosition; | |
uniform mat4 al_ModelViewMatrix; | |
uniform mat4 al_ProjectionMatrix; | |
void main() { | |
gl_Position = al_ModelViewMatrix * vec4(VertexPosition, 1.0); | |
} | |
)", | |
R"( | |
#version 400 | |
in vec2 TexCoord; | |
uniform sampler2D SpriteTex; | |
layout( location = 0 ) out vec4 FragColor; | |
void main() { | |
FragColor = texture(SpriteTex, TexCoord); | |
} | |
)", | |
R"( | |
#version 400 | |
layout( points ) in; | |
layout( triangle_strip, max_vertices = 4 ) out; | |
uniform float Size2; // Half the width of the quad | |
uniform mat4 al_ProjectionMatrix; | |
out vec2 TexCoord; | |
void main() { | |
mat4 m = al_ProjectionMatrix; // Reassign for brevity | |
gl_Position = m * (vec4(-Size2,-Size2,0.0,0.0) + gl_in[0].gl_Position); | |
TexCoord = vec2(0.0,0.0); | |
EmitVertex(); | |
gl_Position = m * (vec4(Size2,-Size2,0.0,0.0) + gl_in[0].gl_Position); | |
TexCoord = vec2(1.0,0.0); | |
EmitVertex(); | |
gl_Position = m * (vec4(-Size2,Size2,0.0,0.0) + gl_in[0].gl_Position); | |
TexCoord = vec2(0.0,1.0); | |
EmitVertex(); | |
gl_Position = m * (vec4(Size2,Size2,0.0,0.0) + gl_in[0].gl_Position); | |
TexCoord = vec2(1.0,1.0); | |
EmitVertex(); | |
EndPrimitive(); | |
} | |
)"); | |
} | |
void onAnimate(double dt) override {} | |
void onDraw(Graphics& g) override { | |
g.clear(0.23); | |
// g.texture(); | |
// g.meshColor(); | |
g.depthTesting(false); | |
g.blending(true); | |
g.blendModeTrans(); | |
texture.bind(); | |
g.shader(shader); | |
g.shader().uniform("Size2", 0.1); | |
g.draw(pointMesh); | |
texture.unbind(); | |
} | |
}; | |
int main() { AlloApp().start(); } |
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