I want to know how can I use the vertex normals for lightning effect? Currently what I have is I can send both vertex and texture coords to the shader and use them but with normals, I don't know how to use them in the shader program. Below is what I have so far.
// vertex shader
layout(location = 0) in vec4 vert;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 texcoord;
uniform mat4 m_model;
uniform mat4 m_view;
uniform mat4 m_proj;
void main() {
gl_Position = m_proj * m_view * m_model * vert;
}
// fragment shader
in vec2 fragtexcoord;
out vec4 color;
uniform sampler2D textureunit;
void main(void) {
color = texture(textureunit, fragtexcoord);
}
EDIT Here are my shaders for now.
vertex shader
layout(location = 0) in vec4 vert;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 texcoord;
layout(location = 3) in vec4 normal;
out vec4 LightIntensity;
uniform vec4 LightPosition;
uniform vec4 Kd;
uniform vec4 Ld;
uniform mat4 m_model;
uniform mat4 m_view;
uniform mat4 m_proj;
void main() {
gl_Position = m_proj * m_view * m_model * vert;
mat4 normalmatrix = transpose(inverse(m_view));
vec4 tnorm = normalize(normalmatrix * normal);
vec4 eyeCoords = m_model * vec4(vert);
vec4 s = normalize(vec4(LightPosition - eyeCoords));
LightIntensity = Ld * Kd * max(dot(s, tnorm), 0.0);
}
Fragment shader.
in vec4 LightIntensity;
out vec4 color;
void main(void) {
color = vec4(LightIntensity);
}
Currently getting a black cube with no shading. Probably I did something wrong here in the shader which I don't have any idea which one :(
UPDATE :
vertex
layout(location = 0) in vec4 vert;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 texcoord;
layout(location = 3) in vec4 normal;
out vec2 fragtexcoord;
out vec4 fragnormal;
uniform mat4 m_model;
uniform mat4 m_view;
uniform mat4 m_proj;
void main() {
gl_Position = m_proj * m_view * m_model * vert;
fragtexcoord = texcoord;
fragnormal = normal;
}
fragment
in vec2 fragtexcoord;
in vec4 fragnormal;
out vec4 fragment_color;
uniform sampler2D textureunit;
void main(void) {
vec4 lt_ambient = vec4(0.2, 0.2, 0.2, 1.0);
vec4 lt_direct = vec4(0.8, 0.8, 0.8, 1.0);
vec4 lt_direct_dir = vec4(1.5, 1.0, 1.0, 1.0);
vec4 color = texture(textureunit, fragtexcoord);
fragment_color = (lt_ambient + (lt_direct * dot(lt_direct_dir, -fragnormal))) * color;
}
I don't know what to put for lt_direct_dir that's why it has values like that :)
UPDATE : Below is the working shaders for me
// vertex shader
layout(location = 0) in vec4 vert;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 texcoord;
layout(location = 3) in vec4 normal;
out vec4 fragposition;
out vec4 fragcolor;
out vec4 fragnormal;
out vec2 fragtexcoord;
uniform mat4 m_model;
uniform mat4 m_view;
uniform mat4 m_proj;
uniform vec4 lightpos;
void main() {
gl_Position = m_proj * m_view * m_model * vert;
mat4 m_normal = transpose(inverse(m_model));
fragposition = m_model * vert;
fragnormal = m_normal * normal;
fragtexcoord = texcoord;
}
// fragment shader
in vec4 fragposition;
in vec4 fragnormal;
in vec2 fragtexcoord;
out vec4 fragment_color;
uniform sampler2D textureunit;
void main() {
vec4 lt_pnt_pos = vec4(2.5, 2.5, 2.5, 1.0);
vec4 lt_pnt_col = vec4(0.8, 0.8, 0.8, 1.0);
vec4 lt_amb_col = vec4(0.2, 0.2, 0.2, 1.0);
vec4 lt_dir = normalize(lt_pnt_pos - fragposition);
float li = dot(fragnormal, lt_dir);
if(li < 0.0) {
li = 0.0;
}
vec4 color = texture(textureunit, fragtexcoord);
fragment_color = color * (lt_amb_col + (lt_pnt_col * li));
}
normal/bump maps
Provide fine details without increasing complexity of geometry that means more details at very low performance cost. Normal/bump maps are optional of coarse.
normal shading (fragment shader)
Normal is vector perpendicular to fragment/face/primitive there are 2 use for it:
lets have:
color
- per fragment/face/primitive color (modulated with texture)normal
- per fragment/face/primitive 3D normal vector (pointing out of mesh)lt_ambient,lt_direct
- the lights color and strengthlt_direct_dir
- directional light directionthen the output is easy:
fragment_color=(lt_ambient+(lt_direct*dot(lt_direct_dir,-normal))*color;
this is called normal shading
dot
returns the cos(angle between light and normal)
if you want to have booth sides geometries then use fabs(dot(...))
. The light color and strength vectors summed together should not exceed 1.0 per channel otherwise clamping could cause color artifacts. Use for example:
lt_ambient=(0.2,0.2,0.2)
lt_direct =(0.8,0.8,0.8)
as lt_direct_dir
you can use (fragment_xyz-Sun.xyz)
and normalize to unit vector or use camera view direction. You need to have unit vector for dot product otherwise it will not work properly
if you have any environment map (cube_map) then you can add reflections. You got the fragment (x,y,z)
coordinates and normal
so you can compute direction of reflected viewing direction and add the texel to which is it pointing to the result fragment_color.
There are more stuff like specular highlights and different light equations but I think you should start with normal shading first. When you got the basics then is no problem to understand the more advanced stuff just always remember what is behind ...
[edit1] well as you are rookie then you obviously need complete example to start with:
So here complete GL+VAO/VBO+GLSL+shaders example in C++. As I use Borland environment it is in VCL form app so just ignore the VCL stuff and extract only what you need. This is how it looks like:
That cross is my point light position to visually check the correctness and that arrow (hand drawed) shows average light direction.
normal_shading.glsl_vert
// Vertex
#version 400 core
layout(location = 0) in vec3 pos;
layout(location = 2) in vec3 nor;
layout(location = 3) in vec3 col;
uniform mat4 m_model; // model matrix
uniform mat4 m_normal; // model matrix with origin=(0,0,0)
uniform mat4 m_view; // inverse of camera matrix
uniform mat4 m_proj; // projection matrix
out vec3 pixel_pos; // fragment position [GCS]
out vec3 pixel_col; // fragment surface color
out vec3 pixel_nor; // fragment surface normal [GCS]
void main()
{
pixel_col=col;
pixel_pos=(m_model*vec4(pos,1)).xyz;
pixel_nor=(m_normal*vec4(nor,1)).xyz;
gl_Position=m_proj*m_view*m_model*vec4(pos,1);
}
normal_shading.glsl_frag
// Fragment
#version 400 core
uniform vec3 lt_pnt_pos;// point light source position [GCS]
uniform vec3 lt_pnt_col;// point light source color&strength
uniform vec3 lt_amb_col;// ambient light source color&strength
in vec3 pixel_pos; // fragment position [GCS]
in vec3 pixel_col; // fragment surface color
in vec3 pixel_nor; // fragment surface normal [GCS]
out vec4 col;
void main()
{
float li;
vec3 c,lt_dir;
lt_dir=normalize(lt_pnt_pos-pixel_pos); // vector from fragment to point light source in [GCS]
li=dot(pixel_nor,lt_dir);
if (li<0.0) li=0.0;
c=pixel_col*(lt_amb_col+(lt_pnt_col*li));
col=vec4(c,1.0);
}
gl_simple.h
//---------------------------------------------------------------------------
//--- GL simple ver: 1.000 --------------------------------------------------
//---------------------------------------------------------------------------
#define GLEW_STATIC
#include "glew.c"
#include <gl\gl.h>
#include <gl\glu.h>
//---------------------------------------------------------------------------
//--- OpenGL GL example -----------------------------------------------------
//---------------------------------------------------------------------------
int xs,ys; // screen size
HDC hdc=NULL; // device context
HGLRC hrc=NULL; // rendering context
int gl_inicialized=0;
int gl_init(HWND Handle);
void gl_exit();
void gl_draw();
void gl_resize(int _xs,int _ys);
//---------------------------------------------------------------------------
//--- OpenGL GLSL example ---------------------------------------------------
//---------------------------------------------------------------------------
GLint prog_id=0, // whole program
vert_id=0, // vertex shader
frag_id=0; // fragment shader
char glsl_log[4096];// compile/link GLSL log
int glsl_logs=0;
void glsl_init(char *vert,char *frag); // create/compile/link GLSL program
void glsl_exit();
//---------------------------------------------------------------------------
//--- OpenGL VAO example ----------------------------------------------------
//---------------------------------------------------------------------------
#pragma pack(1)
//#define vao_indices
GLuint vbo[4]={-1,-1,-1,-1};
GLuint vao[4]={-1,-1,-1,-1};
const GLfloat vao_pos[]=
{
// x y z //ix
-1.0,+1.0,-1.0, //0
+1.0,+1.0,-1.0, //1
+1.0,-1.0,-1.0, //2
-1.0,-1.0,-1.0, //3
-1.0,-1.0,+1.0, //4
+1.0,-1.0,+1.0, //5
+1.0,+1.0,+1.0, //6
-1.0,+1.0,+1.0, //7
#ifndef vao_indices
-1.0,-1.0,-1.0, //3
+1.0,-1.0,-1.0, //2
+1.0,-1.0,+1.0, //5
-1.0,-1.0,+1.0, //4
+1.0,-1.0,-1.0, //2
+1.0,+1.0,-1.0, //1
+1.0,+1.0,+1.0, //6
+1.0,-1.0,+1.0, //5
+1.0,+1.0,-1.0, //1
-1.0,+1.0,-1.0, //0
-1.0,+1.0,+1.0, //7
+1.0,+1.0,+1.0, //6
-1.0,+1.0,-1.0, //0
-1.0,-1.0,-1.0, //3
-1.0,-1.0,+1.0, //4
-1.0,+1.0,+1.0, //7
#endif
};
const GLfloat vao_col[]=
{
// r g b //ix
0.0,0.0,0.0, //0
1.0,0.0,0.0, //1
1.0,1.0,0.0, //2
0.0,1.0,0.0, //3
0.0,0.0,1.0, //4
1.0,0.0,1.0, //5
1.0,1.0,1.0, //6
0.0,1.0,1.0, //7
#ifndef vao_indices
0.0,0.0,0.0, //0
1.0,0.0,0.0, //1
1.0,0.0,1.0, //5
0.0,0.0,1.0, //4
1.0,0.0,0.0, //1
1.0,1.0,0.0, //2
1.0,1.0,1.0, //6
1.0,0.0,1.0, //5
1.0,1.0,0.0, //2
0.0,1.0,0.0, //3
0.0,1.0,1.0, //7
1.0,1.0,1.0, //6
0.0,1.0,0.0, //3
0.0,0.0,0.0, //0
0.0,0.0,1.0, //4
0.0,1.0,1.0, //7
#endif
};
#ifndef vao_indices
const GLfloat vao_nor[]=
{
// nx ny nz //ix
0.0, 0.0,-1.0, //0
0.0, 0.0,-1.0, //1
0.0, 0.0,-1.0, //2
0.0, 0.0,-1.0, //3
0.0, 0.0,+1.0, //4
0.0, 0.0,+1.0, //5
0.0, 0.0,+1.0, //6
0.0, 0.0,+1.0, //7
0.0,-1.0, 0.0, //0
0.0,-1.0, 0.0, //1
0.0,-1.0, 0.0, //5
0.0,-1.0, 0.0, //4
+1.0, 0.0, 0.0, //1
+1.0, 0.0, 0.0, //2
+1.0, 0.0, 0.0, //6
+1.0, 0.0, 0.0, //5
0.0,+1.0, 0.0, //2
0.0,+1.0, 0.0, //3
0.0,+1.0, 0.0, //7
0.0,+1.0, 0.0, //6
-1.0, 0.0, 0.0, //3
-1.0, 0.0, 0.0, //0
-1.0, 0.0, 0.0, //4
-1.0, 0.0, 0.0, //7
};
#endif
#ifdef vao_indices
const GLuint vao_ix[]=
{
0,1,2,3,
4,5,6,7,
3,2,5,4,
2,1,6,5,
1,0,7,6,
0,3,4,7,
};
#endif
#pragma pack()
void vao_init();
void vao_exit();
void vao_draw();
//---------------------------------------------------------------------------
//--- bodies: ---------------------------------------------------------------
//---------------------------------------------------------------------------
int gl_init(HWND Handle)
{
if (gl_inicialized) return 1;
hdc = GetDC(Handle); // get device context
PIXELFORMATDESCRIPTOR pfd;
ZeroMemory( &pfd, sizeof( pfd ) ); // set the pixel format for the DC
pfd.nSize = sizeof( pfd );
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 24;
pfd.iLayerType = PFD_MAIN_PLANE;
SetPixelFormat(hdc,ChoosePixelFormat(hdc, &pfd),&pfd);
hrc = wglCreateContext(hdc); // create current rendering context
if(hrc == NULL)
{
ShowMessage("Could not initialize OpenGL Rendering context !!!");
gl_inicialized=0;
return 0;
}
if(wglMakeCurrent(hdc, hrc) == false)
{
ShowMessage("Could not make current OpenGL Rendering context !!!");
wglDeleteContext(hrc); // destroy rendering context
gl_inicialized=0;
return 0;
}
gl_resize(1,1);
glEnable(GL_DEPTH_TEST); // Zbuf
glDisable(GL_CULL_FACE); // vynechavaj odvratene steny
glDisable(GL_TEXTURE_2D); // pouzivaj textury, farbu pouzivaj z textury
glDisable(GL_BLEND); // priehladnost
glShadeModel(GL_SMOOTH); // gourard shading
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // background color
gl_inicialized=1;
glewInit();
return 1;
}
//---------------------------------------------------------------------------
void gl_exit()
{
if (!gl_inicialized) return;
wglMakeCurrent(NULL, NULL); // release current rendering context
wglDeleteContext(hrc); // destroy rendering context
gl_inicialized=0;
}
//---------------------------------------------------------------------------
void gl_resize(int _xs,int _ys)
{
xs=_xs;
ys=_ys;
if (xs<=0) xs = 1; // Prevent a divide by zero
if (ys<=0) ys = 1;
if (!gl_inicialized) return;
glViewport(0,0,xs,ys); // Set Viewport to window dimensions
glMatrixMode(GL_PROJECTION); // operacie s projekcnou maticou
glLoadIdentity(); // jednotkova matica projekcie
gluPerspective(30,float(xs)/float(ys),0.1,100.0); // matica=perspektiva,120 stupnov premieta z viewsize do 0.1
glMatrixMode(GL_TEXTURE); // operacie s texturovou maticou
glLoadIdentity(); // jednotkova matica textury
glMatrixMode(GL_MODELVIEW); // operacie s modelovou maticou
glLoadIdentity(); // jednotkova matica modelu (objektu)
}
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
void glsl_init(char *vert,char *frag)
{
const int _size=1024;
GLint status,siz=0,i;
const char * VS = vert;
const char * FS = frag;
glsl_logs=0;
if (prog_id<=0) prog_id=glCreateProgram();
if (vert_id<=0) vert_id=glCreateShader(GL_VERTEX_SHADER); else glDetachShader(prog_id,vert_id);
if (vert)
{
glShaderSource(vert_id, 1, &VS,NULL);
glCompileShader(vert_id);
glAttachShader(prog_id,vert_id);
glGetShaderiv(vert_id,GL_COMPILE_STATUS,&status);
const char t[]="[Vertex]\r\n"; for (i=0;t[i];i++) { glsl_log[glsl_logs]=t[i]; glsl_logs++; }
glGetShaderInfoLog(vert_id,_size,&siz,glsl_log+glsl_logs);
glsl_logs+=siz;
}
if (frag_id<=0) frag_id=glCreateShader(GL_FRAGMENT_SHADER); else glDetachShader(prog_id,frag_id);
if (frag)
{
glShaderSource(frag_id, 1, &FS,NULL);
glCompileShader(frag_id);
glAttachShader(prog_id,frag_id);
glGetShaderiv(frag_id,GL_COMPILE_STATUS,&status);
const char t[]="[Fragment]\r\n"; for (i=0;t[i];i++) { glsl_log[glsl_logs]=t[i]; glsl_logs++; }
glGetShaderInfoLog(frag_id,_size,&siz,glsl_log+glsl_logs);
glsl_logs+=siz;
}
glLinkProgram(prog_id);
glGetProgramiv(prog_id,GL_LINK_STATUS,&status);
const char t[]="[Program]\r\n"; for (i=0;t[i];i++) { glsl_log[glsl_logs]=t[i]; glsl_logs++; }
glGetProgramInfoLog(prog_id,_size,&siz,glsl_log+glsl_logs);
glsl_logs+=siz;
glReleaseShaderCompiler();
glsl_log[glsl_logs]=0;
}
//------------------------------------------------------------------------------
void glsl_exit()
{
glUseProgram(0);
if (vert_id>0) { glDetachShader(prog_id,vert_id); glDeleteShader(vert_id); }
if (frag_id>0) { glDetachShader(prog_id,frag_id); glDeleteShader(frag_id); }
if (prog_id>0) { glDeleteShader(prog_id); }
glsl_log[0]=0;
}
//---------------------------------------------------------------------------
//------------------------------------------------------------------------------
void vao_init()
{
GLuint i;
glGenVertexArrays(4,vao);
glGenBuffers(4,vbo);
glBindVertexArray(vao[0]);
i=0; // vertex
glBindBuffer(GL_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(vao_pos),vao_pos,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
i=1; // indices
#ifdef vao_indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(vao_ix),vao_ix,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribIPointer(i,4,GL_UNSIGNED_INT,0,0);
#endif
i=2; // normal
#ifndef vao_indices
glBindBuffer(GL_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(vao_nor),vao_nor,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
#endif
i=3; // color
glBindBuffer(GL_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(vao_col),vao_col,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
}
//---------------------------------------------------------------------------
void vao_exit()
{
glDeleteVertexArrays(4,vao);
glDeleteBuffers(4,vbo);
}
//---------------------------------------------------------------------------
void vao_draw()
{
glBindVertexArray(vao[0]);
#ifndef vao_indices
glDrawArrays(GL_QUADS,0,sizeof(vao_pos)/sizeof(vao_pos[0])); // QUADS ... no indices
#endif
#ifdef vao_indices
glDrawElements(GL_QUADS,sizeof(vao_ix)/sizeof(vao_ix[0]),GL_UNSIGNED_INT,0); // indices (choose just one line not both !!!)
#endif
glBindVertexArray(0);
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
VCL App main form source:
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
#include "Unit1.h"
#include "gl_simple.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
GLfloat lt_pnt_pos[3]={+2.5,+2.5,+2.5};
GLfloat lt_pnt_col[3]={0.8,0.8,0.8};
GLfloat lt_amb_col[3]={0.2,0.2,0.2};
//---------------------------------------------------------------------------
void gl_draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// load values into shader
GLint i,id;
GLfloat m[16];
glUseProgram(prog_id);
id=glGetUniformLocation(prog_id,"lt_pnt_pos"); glUniform3fv(id,1,lt_pnt_pos);
id=glGetUniformLocation(prog_id,"lt_pnt_col"); glUniform3fv(id,1,lt_pnt_col);
id=glGetUniformLocation(prog_id,"lt_amb_col"); glUniform3fv(id,1,lt_amb_col);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
id=glGetUniformLocation(prog_id,"m_model" ); glUniformMatrix4fv(id,1,GL_FALSE,m);
m[12]=0.0; m[13]=0.0; m[14]=0.0;
id=glGetUniformLocation(prog_id,"m_normal" ); glUniformMatrix4fv(id,1,GL_FALSE,m);
for (i=0;i<16;i++) m[i]=0.0; m[0]=1.0; m[5]=1.0; m[10]=1.0; m[15]=1.0;
id=glGetUniformLocation(prog_id,"m_view" ); glUniformMatrix4fv(id,1,GL_FALSE,m);
glGetFloatv(GL_PROJECTION_MATRIX,m);
id=glGetUniformLocation(prog_id,"m_proj" ); glUniformMatrix4fv(id,1,GL_FALSE,m);
// draw VAO cube
vao_draw();
// turn of shader
glUseProgram(0);
// rotate the cube to see animation
glMatrixMode(GL_MODELVIEW);
glRotatef(1.0,0.0,1.0,0.0);
glRotatef(1.0,1.0,0.0,0.0);
// render point light source in [GCS]
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
GLfloat x,y,z,d=0.25;
x=lt_pnt_pos[0];
y=lt_pnt_pos[1];
z=lt_pnt_pos[2];
glBegin(GL_LINES);
glColor3fv(lt_pnt_col);
glVertex3f(x-d,y,z);
glVertex3f(x+d,y,z);
glVertex3f(x,y-d,z);
glVertex3f(x,y+d,z);
glVertex3f(x,y,z-d);
glVertex3f(x,y,z+d);
glEnd();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glFlush();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner):TForm(Owner)
{
gl_init(Handle);
int hnd,siz; char vertex[4096],fragment[4096];
hnd=FileOpen("normal_shading.glsl_vert",fmOpenRead); siz=FileSeek(hnd,0,2); FileSeek(hnd,0,0); FileRead(hnd,vertex ,siz); vertex [siz]=0; FileClose(hnd);
hnd=FileOpen("normal_shading.glsl_frag",fmOpenRead); siz=FileSeek(hnd,0,2); FileSeek(hnd,0,0); FileRead(hnd,fragment,siz); fragment[siz]=0; FileClose(hnd);
glsl_init(vertex,fragment);
hnd=FileCreate("GLSL.txt"); FileWrite(hnd,glsl_log,glsl_logs); FileClose(hnd);
vao_init();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormDestroy(TObject *Sender)
{
gl_exit();
glsl_exit();
vao_exit();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormResize(TObject *Sender)
{
gl_resize(ClientWidth,ClientHeight);
glMatrixMode(GL_PROJECTION);
glTranslatef(0,0,-15.0);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormPaint(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Timer1Timer(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta, TPoint &MousePos, bool &Handled)
{
GLfloat dz=2.0;
if (WheelDelta<0) dz=-dz;
glMatrixMode(GL_PROJECTION);
glTranslatef(0,0,dz);
gl_draw();
}
//---------------------------------------------------------------------------
Do not forget to change the layouts to yours, add textures and stuff only if this is already working and always check GLSL.txt
(compile/link log) file to see if all is as should be.
Also you need GLEW for this so see
Here is this same example with texture atlas:
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