[WIP] sooo cloooose

This commit is contained in:
Dmitri K 2016-11-10 22:47:50 -05:00
parent 9c79eca90d
commit 36020ec131
4 changed files with 79 additions and 73 deletions

View File

@ -6,6 +6,7 @@ uniform sampler2D tex;
uniform float skyMult;
uniform bool drawTextures;
uniform bool isLightSource;
uniform bool isPickingMode;
uniform vec3 pointLight[3];
uniform vec4 pointLightCol[3];
@ -64,12 +65,16 @@ void
main()
{
vec4 texColor;
if(drawTextures) {
texColor = texture(tex, texCoords);
} else {
texColor = ifColor;
}
if(isLightSource) {
if(isPickingMode){
fColor = ifColor;
} else if(isLightSource) {
fColor = texColor;
} else if(isSky) {
fColor = skyMult * normalize(texColor*texColor*texColor*2/1.41)*2;

View File

@ -3,12 +3,13 @@ uniform mat4 mvMatrix;
uniform mat4 projMatrix;
uniform mat3 normalMatrix;
uniform vec3 lDirection;
uniform bool isLightSource;
uniform vec4 color;
uniform bool isSky;
uniform bool isPhong;
uniform bool isLightSource;
uniform bool isPickingMode;
uniform vec3 pointLight[3];
in vec4 vPosition;
@ -80,7 +81,7 @@ main()
ifColor = color;
if(!isPhong && !isSky && !isLightSource) {
if(!isPickingMode && !isPhong && !isSky && !isLightSource) {
ifColor = calcDirLight(vEyeCoord, fPosition, fNormal)
+ calcPointLight(vEyeCoord, fPosition, fNormal, 0)
+ calcPointLight(vEyeCoord, fPosition, fNormal, 1)

View File

@ -100,9 +100,8 @@ void Viewer::cleanup()
void Viewer::drawSkybox()
{
// Use the Skybox Shaders
//skyboxRenderShaderProgram->bind();
s_texture->bind();
m_program->bind();
s_texture->bind();
// Get projection and camera transformations
QMatrix4x4 projectionMatrix;
QMatrix4x4 modelViewMatrix;
@ -111,7 +110,7 @@ void Viewer::drawSkybox()
// Increase size of skybox
modelViewMatrix.scale(101);
modelViewMatrix.scale(100);
float colorMult = 0.2 + std::fabs(0.8 * cos(std::fmod(angle_mult * frame + 300, 360) / 360 * M_PI));
@ -120,18 +119,17 @@ void Viewer::drawSkybox()
m_program->setUniformValue(m_isSkyLoc, true);
m_program->setUniformValue(m_drawTextLoc, true);
m_program->setUniformValue(m_isLightLoc, false);
m_program->setUniformValue(m_colorLocation, *(new QColor(0, 0, 0, 0)));
int faces = floor(numVerticesCube/6);
for(int i = 0; i < faces; i++){ // 6 vertexes par face
glBindVertexArray(m_VAOs[VAO_Cube]);
glDrawArrays(GL_TRIANGLES, i*6, 6);
}
glCullFace( GL_FRONT );
glBindVertexArray(m_VAOs[VAO_Cube]);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
void Viewer::draw()
{
drawSkybox();
drawSkybox();
glCullFace( GL_BACK );
// Bind our vertex/fragment shaders
m_program->bind();
@ -142,18 +140,6 @@ void Viewer::draw()
camera()->getProjectionMatrix(projectionMatrix);
camera()->getModelViewMatrix(modelViewMatrix);
// Prepare a transformation stack
// stack<QMatrix4x4> modelStack;
//modelViewMatrix.rotate(45, 0, 1, 0);
// uncomment this and the cube translation in init()
// to see the cube spin
/*rot = QQuaternion::fromAxisAndAngle(1, 0, 1, 90/60 * frame);
modelViewMatrix.rotate(rot);
projectionMatrix.translate(0, -5, 0);
projectionMatrix.rotate(15, 1, 0, 0);//*/
modelViewMatrix.rotate(30,0,1,0);
m_program->setUniformValue(m_projMatrixLocation, projectionMatrix);
@ -162,7 +148,7 @@ void Viewer::draw()
// Adjust sun position
float rotAngle = std::fmod(angle_mult * frame, 360);
//sunRotate.rotate(rotAngle, 1, 0, 0);
sunRotate.rotate(rotAngle, 1, 0, 0);
m_program->setUniformValue(m_lDirLoc, (modelViewMatrix * sunRotate * sun));
selection->transform.setToIdentity();
@ -183,12 +169,10 @@ void Viewer::draw()
void Viewer::mouseMoveEvent(QMouseEvent* e) {
//cout << "Viewer::mouseMoveEvent(QMouseEvent* e)" << endl;
// Normal QGLViewer behavior.
QGLViewer::mouseMoveEvent(e);
QGLViewer::mouseMoveEvent(e);
}
void Viewer::mousePressEvent(QMouseEvent* e) {
// Auto Return, but old code left in as reference
// TODO: figure out how to get this weird offset ↓↓ frame position maybe?
int x = this->x() + e->x() + 10;
int y = this->parentWidget()->height() - e->y() + 21;
@ -197,7 +181,7 @@ void Viewer::mousePressEvent(QMouseEvent* e) {
Shape* selectedShape = pickGeom(x, y);
// OpenGL coords start at the window's bottom-left, not the frame's. ugh.
QGLViewer::mousePressEvent(e);
QGLViewer::mousePressEvent(e);
}
void Viewer::deselect(){
@ -216,7 +200,10 @@ void Viewer::deselect(){
}
void Viewer::mouseReleaseEvent(QMouseEvent* e) {
m_program->bind();
m_program->setUniformValue(m_isPickingModeLoc, false);
//cout << "Viewer::mouseReleaseEvent(QMouseEvent* e)" << endl;
//m_program->setUniformValue(m_isPickingModeLoc, false);
QGLViewer::mouseReleaseEvent(e);
}
@ -366,11 +353,15 @@ void Viewer::initShaders()
if ((m_c2Loc = m_program->uniformLocation("pointLightCol[1]")) < 0)
qDebug() << "Unable to find m_shader location for" << "pointLightCol[1]";
if ((m_c3Loc = m_program->uniformLocation("pointLightCol[2]")) < 0)
qDebug() << "Unable to find m_shader location for" << "pointLightCol[2]";
if ((m_c3Loc = m_program->uniformLocation("pointLightCol[2]")) < 0)
qDebug() << "Unable to find m_shader location for" << "pointLightCol[2]";
if ((m_isPickingModeLoc = m_program->uniformLocation("isPickingMode")) < 0)
qDebug() << "Unable to find m_shader location for" << "isPickingMode" << m_program->log();
m_program->setUniformValue(m_isPhongLoc, true);
m_program->setUniformValue(m_drawTextLoc, false);
m_program->setUniformValue(m_isPickingModeLoc, false);
s_texture = new QOpenGLTexture(QImage("src/data/skybox.jpg"));/*/
@ -384,9 +375,9 @@ void Viewer::initGeometries()
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable( GL_BLEND );
//glEnable( GL_CULL_FACE );
glEnable( GL_CULL_FACE );
glFrontFace( GL_CCW );
//glCullFace( GL_BACK );
glCullFace( GL_BACK );
glClearColor(0.0,0.0,0.0,0.0);
// Create our VertexArrays Objects and VertexBuffer Objects
@ -599,50 +590,53 @@ void Viewer::visit(Cube &s)
QMatrix4x4 modelViewMatrix = modelStack.top() * QMatrix4x4(s.transform);
int faces = floor(numVerticesCube/6);
for(int i = 0; i < faces; i++){ // 6 vertexes par face
glBindVertexArray(m_VAOs[VAO_Cube]);
m_program->setUniformValue(m_isSkyLoc, false);
m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
m_program->setUniformValue(m_normalMatrixLoc, modelViewMatrix.normalMatrix());
m_program->setUniformValue(m_colorLocation, s.getColor());
m_program->setUniformValue(m_drawTextLoc, true);
m_program->setUniformValue(m_isLightLoc, false);
glBindVertexArray(m_VAOs[VAO_Cube]);
glDrawArrays(GL_TRIANGLES, i*6, 6);
}
for(int i =0; i<faces; i++){
m_program->setUniformValue(m_isSkyLoc, false);
m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
m_program->setUniformValue(m_normalMatrixLoc, modelViewMatrix.normalMatrix());
m_program->setUniformValue(m_colorLocation, *(new QColor(255, 255, 0)));
m_program->setUniformValue(m_drawTextLoc, true);
m_program->setUniformValue(m_isLightLoc, false);
//glDrawArrays(GL_TRIANGLES, i*6, 6);
}
glDrawArrays(GL_TRIANGLES, 0, 36);
}
void Viewer::visit(Sphere &s)
{
return;
// std::cout << "Sphere found";
QMatrix4x4 modelViewMatrix = modelStack.top() * QMatrix4x4(s.transform);
glBindVertexArray(m_VAOs[VAO_Sphere]);
m_program->setUniformValue(m_isSkyLoc, false);
m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
m_program->setUniformValue(m_normalMatrixLoc, modelViewMatrix.normalMatrix());
m_program->setUniformValue(m_colorLocation, s.getColor());
m_program->setUniformValue(m_drawTextLoc, false);
m_program->setUniformValue(m_isLightLoc, true);
glBindVertexArray(m_VAOs[VAO_Sphere]);
m_program->setUniformValue(m_isSkyLoc, false);
m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
m_program->setUniformValue(m_normalMatrixLoc, modelViewMatrix.normalMatrix());
m_program->setUniformValue(m_colorLocation, s.getColor());
m_program->setUniformValue(m_drawTextLoc, false);
m_program->setUniformValue(m_isLightLoc, true);
// This will save the current position of this light ball as the next point
// This means point lights are technically 1 frame behind
// This will save the current position of this light ball as the next point
// This means point lights are technically 1 frame behind
QVector3D point = QVector3D(0,0,0);
QVector3D point = QVector3D(0,0,0);
point = modelViewMatrix * point;
point = modelViewMatrix * point;
int pointLocs[3] = {m_point1Loc, m_point2Loc, m_point3Loc};
int pointCLocs[3] = {m_c1Loc, m_c2Loc, m_c3Loc};
int pointLocs[3] = {m_point1Loc, m_point2Loc, m_point3Loc};
int pointCLocs[3] = {m_c1Loc, m_c2Loc, m_c3Loc};
m_program->setUniformValue(pointLocs[currentPoint], point);
m_program->setUniformValue(pointCLocs[currentPoint], s.getColor());
m_program->setUniformValue(pointLocs[currentPoint], point);
m_program->setUniformValue(pointCLocs[currentPoint], s.getColor());
currentPoint = (currentPoint + 1) % 3;
currentPoint = (currentPoint + 1) % 3;
glDrawElements(GL_TRIANGLES, numTriSphere * 3, GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, numTriSphere*3, GL_UNSIGNED_INT, 0);
}
void Viewer::visit(SceneGroup &s)
@ -680,6 +674,10 @@ void Viewer::changeColor(QColor c){
}
Shape* Viewer::pickGeom(int x, int y){
m_program->bind();
m_program->setUniformValue(m_isPickingModeLoc, true);
QMap<QRgb, Shape*> mapColorToShape;
QColor c;
QRgb startColor = 0xFF0001; // alpha must be 100%, glReadPixels doesn't resturn alpha
@ -691,8 +689,6 @@ Shape* Viewer::pickGeom(int x, int y){
*/
QOpenGLShaderProgram *lastshader = m_program;
//colorPickerShaderProgram->bind();
std::cout << "Iterating through " << root.getChildren()->size() << "items"<<endl;
for(int i = 0, l = root.getChildren()->size(); i<l; i++)
@ -716,7 +712,11 @@ Shape* Viewer::pickGeom(int x, int y){
}
}
update();
glFlush();
drawSkybox();
modelStack.pop();
draw();
glFinish();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
@ -732,15 +732,13 @@ Shape* Viewer::pickGeom(int x, int y){
}
im->save("./screenshot.bmp");//*/
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
QColor* pickedColor = new QColor(pixelData[0], pixelData[1], pixelData[2]);
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
QColor* pickedColor = new QColor(pixelData[0], pixelData[1], pixelData[2]);
unsigned int pickedInt = pickedColor->rgb();
Shape* pickedShape = mapColorToShape.value(pickedInt - (pickedInt % 6) + 1);
std::cout << "Picked Color: " << pickedColor->red() << " " << pickedColor->green() << " " << pickedColor->blue() << " " << pickedColor->alpha() << endl;
std::cout << "Picked Shape: " << pickedShape << endl;
//lastshader->bind();
m_program->setUniformValue(m_isPickingModeLoc, true);
return pickedShape;
}

View File

@ -99,8 +99,8 @@ private:
int m_isSkyLoc;
int m_lDirLoc;
int m_skyMultLoc;
int m_drawTextLoc;
int m_isLightLoc;
int m_drawTextLoc;
int m_isLightLoc;
int m_point1Loc;
int m_point2Loc;
@ -110,7 +110,9 @@ private:
int m_c2Loc;
int m_c3Loc;
float angle_mult;
int m_isPickingModeLoc;
float angle_mult;
QOpenGLTexture *s_texture;