mirror of
https://github.com/ConjureETS/LOG750-LAB2.git
synced 2026-03-24 03:21:19 +00:00
fucking around with lighting shaders and the speed of sound
This commit is contained in:
parent
b985770871
commit
489578ba10
@ -19,20 +19,21 @@ out vec4 fColor;
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vec4 calcDirLight(vec4 tex, vec3 fPos, vec3 fNorm) {
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// Get lighting vectors
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vec3 LightDirection = normalize(lDirection);
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vec3 nfNormal = normalize(fNorm);
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vec3 nviewDirection = normalize(fPos);
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// Get lighting vectors
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vec3 LightDirection = normalize(lDirection);
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vec3 nfNormal = normalize(fNorm);
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vec3 nviewDirection = normalize(fPos);
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// Compute diffuse component
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float diff = 0.4 * max(0.0, dot(nfNormal, LightDirection));
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// Compute diffuse component
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float diff = 0.4*max(0.0, dot(nfNormal, -LightDirection));
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// Compute specular component
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vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection));
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float spec = 0.4*pow(max(0.0, dot(Rl, nviewDirection)), 16);
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//vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection));
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vec3 Rl = reflect(LightDirection, fNorm);
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float spec = pow(max(0.0, dot(Rl, nviewDirection)), 64);
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// Compute ambient component
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float amb = 0.02;
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float amb = 0.2;
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//return vec4(0);
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return vec4(tex.xyz * (amb + diff + spec), tex.w);
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@ -86,10 +87,10 @@ main()
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vec3 nfNormal = normalize(fNormal);
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vec3 nviewDirection = normalize(fPosition);
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fColor = calcDirLight(texColor, fPosition, fNormal)
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+ calcPointLight(texColor, fPosition, fNormal, 0)/4
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+ calcPointLight(texColor, fPosition, fNormal, 1)/4
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+ calcPointLight(texColor, fPosition, fNormal, 2)/4;
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fColor = calcDirLight(texColor, fPosition, fNormal);
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//+ calcPointLight(texColor, fPosition, fNormal, 0)/4
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//+ calcPointLight(texColor, fPosition, fNormal, 1)/4
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//+ calcPointLight(texColor, fPosition, fNormal, 2)/4;
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} else {
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fColor = texColor + ifColor;
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}
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@ -24,7 +24,7 @@ out vec3 fNormal;
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vec4 calcDirLight(vec4 eye, vec3 fPos, vec3 fNorm) {
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// Get lighting vectors
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vec3 LightDirection = normalize(lDirection);
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vec3 nfNormal = normalize(fNorm);
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vec3 nfNormal = normalize(fNorm - fPos);
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vec3 nviewDirection = normalize(fPos);
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// Compute diffuse component
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@ -49,20 +49,20 @@ namespace
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const double inc_mult = 5;
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const double inc_offset = 1.05;
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const int numRowSphere = 20;
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const int numColSphere = numRowSphere+2;
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const int numVerticesSphere = numColSphere * numRowSphere + 2;
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const int numTriSphere = numColSphere*(numRowSphere-1)*2 + 2*numColSphere;
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const int numRowSphere = 20;
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const int numColSphere = numRowSphere+2;
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const int numVerticesSphere = numColSphere * numRowSphere + 2;
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const int numTriSphere = numColSphere*(numRowSphere-1)*2 + 2*numColSphere;
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int m_lDirectionLocation;
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int m_normalMatrixLoc;
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int m_lDirectionLocation;
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int m_normalMatrixLoc;
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QVector3D sun = QVector3D(0,-1,0);
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QMatrix4x4 sunRotate;
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QVector3D sun = QVector3D(0,-1,0);
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QMatrix4x4 sunRotate;
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SceneGroup* selection;
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SceneGroup* selection;
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int currentPoint = 0; // VERY lazy way of tracking light balls
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int currentPoint = 0; // VERY lazy way of tracking light balls
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}
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class SkyboxCamera : public qglviewer::Camera
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@ -73,10 +73,10 @@ class SkyboxCamera : public qglviewer::Camera
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Viewer::Viewer()
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{
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activeColor = new QColor(255, 255, 255, 255);
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activeColor = new QColor(255, 255, 255, 255);
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activeCell = nullptr;
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activeShape = 0;
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angle_mult = 0.1;
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angle_mult = 0.1;
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}
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Viewer::~Viewer()
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@ -101,26 +101,26 @@ void Viewer::cleanup()
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void Viewer::drawSkybox()
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{
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// Use the Skybox Shaders
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// Use the Skybox Shaders
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m_program->bind();
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s_texture->bind();
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// Get projection and camera transformations
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QMatrix4x4 projectionMatrix;
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QMatrix4x4 modelViewMatrix;
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camera()->getProjectionMatrix(projectionMatrix);
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camera()->getModelViewMatrix(modelViewMatrix);
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// Get projection and camera transformations
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QMatrix4x4 projectionMatrix;
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QMatrix4x4 modelViewMatrix;
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camera()->getProjectionMatrix(projectionMatrix);
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camera()->getModelViewMatrix(modelViewMatrix);
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// Increase size of skybox
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// Increase size of skybox
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modelViewMatrix.scale(100);
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float colorMult = 0.2 + std::fabs(0.8 * cos(std::fmod(angle_mult * frame + 300, 360) / 360 * M_PI));
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float colorMult = 0.2 + std::fabs(0.8 * cos(std::fmod(angle_mult * frame + 300, 360) / 360 * M_PI));
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m_program->setUniformValue(m_skyMultLoc, colorMult);
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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m_program->setUniformValue(m_isSkyLoc, true);
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m_program->setUniformValue(m_drawTextLoc, true);
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m_program->setUniformValue(m_isLightLoc, false);
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m_program->setUniformValue(m_skyMultLoc, colorMult);
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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m_program->setUniformValue(m_isSkyLoc, true);
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m_program->setUniformValue(m_drawTextLoc, true);
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m_program->setUniformValue(m_isLightLoc, false);
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m_program->setUniformValue(m_colorLocation, *(new QColor(0, 0, 0, 0)));
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glCullFace( GL_FRONT );
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@ -136,7 +136,7 @@ void Viewer::draw()
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glClear(GL_COLOR_BUFFER_BIT);
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if(!isPickingActivated)
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drawSkybox();
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drawSkybox();
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glCullFace( GL_BACK );
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@ -146,28 +146,28 @@ void Viewer::draw()
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camera()->getProjectionMatrix(projectionMatrix);
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camera()->getModelViewMatrix(modelViewMatrix);
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//modelViewMatrix.rotate(30,0,1,0);
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modelViewMatrix.rotate(30,0,1,0);
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m_program->setUniformValue(m_projMatrixLocation, projectionMatrix);
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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// Adjust sun position
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// Adjust sun position
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float rotAngle = std::fmod(angle_mult * frame, 360);
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sunRotate.rotate(rotAngle, 1, 0, 0);
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float rotAngle = std::fmod(angle_mult * frame, 360);
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sunRotate.rotate(rotAngle, 0, 0, 1);
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m_program->setUniformValue(m_lDirLoc, (modelViewMatrix * sunRotate * sun));
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selection->transform.setToIdentity();
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selection->transform.rotate(rotAngle, 0, 1, 0);
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m_program->setUniformValue(m_lDirLoc, (modelViewMatrix * sunRotate * sun));
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selection->transform.setToIdentity();
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selection->transform.rotate(rotAngle, 0, 1, 0);
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// Traverse the Scene in order to draw its components
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modelStack.push(modelViewMatrix);
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root.accept(*this);
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frame += 2;
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root.accept(*this);
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frame += 20;
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sunRotate.setToIdentity();
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//float rotAngle = (frame * angle_mult) % 360;
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sunRotate.setToIdentity();
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//float rotAngle = (frame * angle_mult) % 360;
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update();
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}
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@ -184,7 +184,7 @@ void Viewer::mousePressEvent(QMouseEvent* e) {
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int y = this->parentWidget()->height() - e->y() - 23;
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std::cout << "--------------------------------------------------\nPicking shape at " << x << " (" << this->x() << " + " << e->x() << "), " << y << endl;
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std::cout << "Window geom: " << this->window()->size().width() << "w, " << this->window()->size().height() << "h" << endl;
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std::cout << "Window geom: " << this->window()->size().width() << "w, " << this->window()->size().height() << "h" << endl;
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QMatrix4x4 selectedPosition = pickGeom(x, y);
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if(!selectedPosition.isIdentity())
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@ -196,8 +196,7 @@ void Viewer::mousePressEvent(QMouseEvent* e) {
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container->transform = selectedPosition;
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container->addChild(c);
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root.addChild(container);
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}
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QGLViewer::mousePressEvent(e);
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} else QGLViewer::mousePressEvent(e);
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}
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void Viewer::mouseReleaseEvent(QMouseEvent* e) {
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@ -206,20 +205,20 @@ void Viewer::mouseReleaseEvent(QMouseEvent* e) {
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m_program->bind();
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m_program->setUniformValue(m_isPickingModeLoc, false);
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isPickingActivated = false;
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QGLViewer::mouseReleaseEvent(e);
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QGLViewer::mouseReleaseEvent(e);
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}
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void Viewer::init()
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{
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identityMatrix.setToIdentity();
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SkyboxCamera *_cam = new SkyboxCamera();
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setCamera(_cam);
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//camera()->setType(qglviewer::Camera::PERSPECTIVE);
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//setMouseBinding(Qt::NoModifier, Qt::LeftButton, CAMERA, SCREEN_ROTATE);
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//setMouseBinding(Qt::AltModifier, Qt::LeftButton, CAMERA, NO_MOUSE_ACTION);
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//setMouseBinding(Qt::NoModifier, Qt::MouseButton(Qt::LeftButton + Qt::MidButton), CAMERA, NO_MOUSE_ACTION);
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//setMouseBinding(Qt::ControlModifier, Qt::MouseButton(Qt::LeftButton + Qt::MidButton), CAMERA, NO_MOUSE_ACTION);
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//setMouseBinding(Qt::ShiftModifier, Qt::MouseButton(Qt::LeftButton + Qt::MidButton), CAMERA, NO_MOUSE_ACTION);
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SkyboxCamera *_cam = new SkyboxCamera();
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setCamera(_cam);
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//camera()->setType(qglviewer::Camera::PERSPECTIVE);
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//setMouseBinding(Qt::NoModifier, Qt::LeftButton, CAMERA, SCREEN_ROTATE);
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//setMouseBinding(Qt::AltModifier, Qt::LeftButton, CAMERA, NO_MOUSE_ACTION);
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//setMouseBinding(Qt::NoModifier, Qt::MouseButton(Qt::LeftButton + Qt::MidButton), CAMERA, NO_MOUSE_ACTION);
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//setMouseBinding(Qt::ControlModifier, Qt::MouseButton(Qt::LeftButton + Qt::MidButton), CAMERA, NO_MOUSE_ACTION);
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//setMouseBinding(Qt::ShiftModifier, Qt::MouseButton(Qt::LeftButton + Qt::MidButton), CAMERA, NO_MOUSE_ACTION);
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// Our scene will be from -5 to 5 in X and Y (the grid will be 10x10).
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setSceneRadius(5);
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@ -234,8 +233,8 @@ void Viewer::init()
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initGeometries();
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initBuffers();
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sunRotate.rotate(-15,0,0,1);
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sun = sunRotate * sun;
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sunRotate.rotate(-15,0,0,1);
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sun = sunRotate * sun;
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{
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@ -259,15 +258,15 @@ void Viewer::init()
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root.addChild(selection);
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s1->transform.rotate(360 * 1/3,0,1,0);
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s1->transform.translate(1,0,0);
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s1->transform.translate(0.3,1,0);
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s1->transform.scale(0.05);
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s1->setColor(*c1);
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s2->transform.rotate(360 * 2/3,0,1,0);
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s2->transform.translate(1,0,0);
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s2->transform.translate(0.3,1,0);
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s2->transform.scale(0.05);
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s2->setColor(*c2);
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s3->transform.rotate(360 * 3/3,0,1,0);
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s3->transform.translate(1,0,0);
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s3->transform.translate(0.3,1,0);
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s3->transform.scale(0.05);
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s3->setColor(*c3);
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@ -279,24 +278,10 @@ void Viewer::init()
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cube->setColor(*c1);
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cube->setType(1);
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sc->addChild(cube);
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sc->transform.translate(-5+i, -5, -5+j);
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sc->transform.translate(-5+i, 0, -5+j);
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root.addChild(sc);
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}
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}
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/*
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Shape* cube1 = new Cube();
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Shape* cube2 = new Cube();
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Shape* cube3 = new Cube();
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cube1->setColor(*c1);
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cube2->setColor(*c2);
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cube3->setColor(*c3);
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cube2->transform.translate(3, 0, 0);
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cube3->transform.translate(-3, 0, 0);
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//*/
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// uncomment this and the quaternion transformation in draw()
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// to see the cube rotate. This is how we can easily make the sun.
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// cube->transform.translate(3, 0, 0);
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}
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}
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@ -323,68 +308,68 @@ void Viewer::initShaders()
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// Specify shader input paramters
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// The strings "vPosition", "mvMatrix", etc. have to match an attribute name in the vertex shader.
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if ((m_vPositionLocation = m_program->attributeLocation("vPosition")) < 0)
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qDebug() << "Unable to find shader location for " << "vPosition";
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if ((m_vPositionLocation = m_program->attributeLocation("vPosition")) < 0)
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qDebug() << "Unable to find shader location for " << "vPosition";
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if ((m_colorLocation = m_program->uniformLocation("color")) < 0)
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qDebug() << "Unable to find shader location for " << "color";
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if ((m_colorLocation = m_program->uniformLocation("color")) < 0)
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qDebug() << "Unable to find shader location for " << "color";
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if ((m_mvMatrixLocation = m_program->uniformLocation("mvMatrix")) < 0)
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qDebug() << "Unable to find shader location for " << "mvMatrix";
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if ((m_mvMatrixLocation = m_program->uniformLocation("mvMatrix")) < 0)
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qDebug() << "Unable to find shader location for " << "mvMatrix";
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if ((m_projMatrixLocation = m_program->uniformLocation("projMatrix")) < 0)
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qDebug() << "Unable to find shader location for " << "projMatrix";
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if ((m_projMatrixLocation = m_program->uniformLocation("projMatrix")) < 0)
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qDebug() << "Unable to find shader location for " << "projMatrix";
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if ((m_lDirectionLocation = m_program->uniformLocation("lDirection")) < 0)
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qDebug() << "Unable to find m_shader location for" << "lDirection";
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if ((m_lDirectionLocation = m_program->uniformLocation("lDirection")) < 0)
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qDebug() << "Unable to find m_shader location for" << "lDirection";
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if ((m_normalMatrixLoc = m_program->uniformLocation("normalMatrix")) < 0)
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qDebug() << "Unable to find m_shader location for" << "normalMatrix";
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if ((m_normalMatrixLoc = m_program->uniformLocation("normalMatrix")) < 0)
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qDebug() << "Unable to find m_shader location for" << "normalMatrix";
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if ((m_vNormalLocation = m_program->attributeLocation("vNormal")) < 0)
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qDebug() << "Unable to find m_shader location for" << "vNormal";
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if ((m_vNormalLocation = m_program->attributeLocation("vNormal")) < 0)
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qDebug() << "Unable to find m_shader location for" << "vNormal";
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if ((s_vUvLocation = m_program->attributeLocation("vUv")) < 0)
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qDebug() << "Unable to find shader location for " << "vUv";
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if ((s_vUvLocation = m_program->attributeLocation("vUv")) < 0)
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qDebug() << "Unable to find shader location for " << "vUv";
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if ((m_isSkyLoc = m_program->uniformLocation("isSky")) < 0)
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qDebug() << "Unable to find m_shader location for" << "isSky";
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if ((m_isSkyLoc = m_program->uniformLocation("isSky")) < 0)
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qDebug() << "Unable to find m_shader location for" << "isSky";
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if ((m_isPhongLoc = m_program->uniformLocation("isPhong")) < 0)
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qDebug() << "Unable to find m_shader location for" << "isPhong";
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if ((m_isPhongLoc = m_program->uniformLocation("isPhong")) < 0)
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qDebug() << "Unable to find m_shader location for" << "isPhong";
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if ((m_lDirLoc = m_program->uniformLocation("lDirection")) < 0)
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qDebug() << "Unable to find m_shader location for" << "lDirection";
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if ((m_lDirLoc = m_program->uniformLocation("lDirection")) < 0)
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qDebug() << "Unable to find m_shader location for" << "lDirection";
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if ((m_skyMultLoc = m_program->uniformLocation("skyMult")) < 0)
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qDebug() << "Unable to find m_shader location for" << "skyMult";
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if ((m_skyMultLoc = m_program->uniformLocation("skyMult")) < 0)
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qDebug() << "Unable to find m_shader location for" << "skyMult";
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if ((m_drawTextLoc = m_program->uniformLocation("drawTextures")) < 0)
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qDebug() << "Unable to find m_shader location for" << "drawTextures";
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if ((m_drawTextLoc = m_program->uniformLocation("drawTextures")) < 0)
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qDebug() << "Unable to find m_shader location for" << "drawTextures";
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if ((m_isLightLoc = m_program->uniformLocation("isLightSource")) < 0)
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qDebug() << "Unable to find m_shader location for" << "isLightSource";
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if ((m_isLightLoc = m_program->uniformLocation("isLightSource")) < 0)
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qDebug() << "Unable to find m_shader location for" << "isLightSource";
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if ((m_point1Loc = m_program->uniformLocation("pointLight[0]")) < 0)
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qDebug() << "Unable to find m_shader location for" << "pointLight[0]";
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if ((m_point1Loc = m_program->uniformLocation("pointLight[0]")) < 0)
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qDebug() << "Unable to find m_shader location for" << "pointLight[0]";
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if ((m_point2Loc = m_program->uniformLocation("pointLight[1]")) < 0)
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qDebug() << "Unable to find m_shader location for" << "pointLight[1]";
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if ((m_point2Loc = m_program->uniformLocation("pointLight[1]")) < 0)
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qDebug() << "Unable to find m_shader location for" << "pointLight[1]";
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if ((m_point3Loc = m_program->uniformLocation("pointLight[2]")) < 0)
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qDebug() << "Unable to find m_shader location for" << "pointLight[2]";
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if ((m_point3Loc = m_program->uniformLocation("pointLight[2]")) < 0)
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qDebug() << "Unable to find m_shader location for" << "pointLight[2]";
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if ((m_c1Loc = m_program->uniformLocation("pointLightCol[0]")) < 0)
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qDebug() << "Unable to find m_shader location for" << "pointLightCol[0]";
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if ((m_c1Loc = m_program->uniformLocation("pointLightCol[0]")) < 0)
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qDebug() << "Unable to find m_shader location for" << "pointLightCol[0]";
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|
||||
if ((m_c2Loc = m_program->uniformLocation("pointLightCol[1]")) < 0)
|
||||
qDebug() << "Unable to find m_shader location for" << "pointLightCol[1]";
|
||||
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();
|
||||
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);
|
||||
@ -393,8 +378,8 @@ void Viewer::initShaders()
|
||||
|
||||
s_texture = new QOpenGLTexture(QImage("src/data/skybox.jpg"));/*/
|
||||
s_texture = new QOpenGLTexture(QImage("src/data/uvLayoutGrid.png"));//*/
|
||||
s_texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
|
||||
s_texture->setMagnificationFilter(QOpenGLTexture::Linear);
|
||||
s_texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
|
||||
s_texture->setMagnificationFilter(QOpenGLTexture::Linear);
|
||||
|
||||
// load remaining textures
|
||||
for(int i = 0; i<TEX_LENGTH; i++){
|
||||
@ -422,25 +407,25 @@ void Viewer::initGeometries()
|
||||
// Create our pentagone object, store its vertices on the graphic card, and
|
||||
// bind the data to the vPosition attribute of the shader
|
||||
GLfloat verticesCube[numVerticesCube][3] = { // 12 triangles == 6 squares
|
||||
//Front, if Z is towards us
|
||||
{ -0.5, 0.5, 0.5 }, { -0.5, -0.5, 0.5 }, { 0.5, -0.5, 0.5 },
|
||||
{ 0.5, -0.5, 0.5 }, { 0.5, 0.5, 0.5 }, { -0.5, 0.5, 0.5 },
|
||||
//Back
|
||||
{ -0.5, 0.5, -0.5 }, { 0.5, 0.5, -0.5 }, { 0.5, -0.5, -0.5 },
|
||||
{ 0.5, -0.5, -0.5 }, { -0.5, -0.5, -0.5 }, { -0.5, 0.5, -0.5 },
|
||||
//Right
|
||||
{ -0.5, 0.5, 0.5 }, { -0.5, 0.5, -0.5 }, { -0.5, -0.5, -0.5 },
|
||||
{ -0.5, -0.5, -0.5 }, { -0.5, -0.5, 0.5 }, { -0.5, 0.5, 0.5 },
|
||||
//Left
|
||||
{ 0.5, 0.5, 0.5 }, { 0.5, -0.5, -0.5 }, { 0.5, 0.5, -0.5 },
|
||||
{ 0.5, -0.5, -0.5 }, { 0.5, 0.5, 0.5 }, { 0.5, -0.5, 0.5 },
|
||||
//Top
|
||||
{ -0.5, 0.5, 0.5 }, { 0.5, 0.5, 0.5 }, { 0.5, 0.5, -0.5 },
|
||||
{ 0.5, 0.5, -0.5 }, { -0.5, 0.5, -0.5 }, { -0.5, 0.5, 0.5 },
|
||||
//Bottom
|
||||
{ -0.5, -0.5, 0.5 }, { 0.5, -0.5, -0.5 }, { 0.5, -0.5, 0.5 },
|
||||
{ 0.5, -0.5, -0.5 }, { -0.5, -0.5, 0.5 }, { -0.5, -0.5, -0.5 }
|
||||
};
|
||||
//Front, if Z is towards us
|
||||
{ -0.5, 0.5, 0.5 }, { -0.5, -0.5, 0.5 }, { 0.5, -0.5, 0.5 },
|
||||
{ 0.5, -0.5, 0.5 }, { 0.5, 0.5, 0.5 }, { -0.5, 0.5, 0.5 },
|
||||
//Back
|
||||
{ -0.5, 0.5, -0.5 }, { 0.5, 0.5, -0.5 }, { 0.5, -0.5, -0.5 },
|
||||
{ 0.5, -0.5, -0.5 }, { -0.5, -0.5, -0.5 }, { -0.5, 0.5, -0.5 },
|
||||
//Right
|
||||
{ -0.5, 0.5, 0.5 }, { -0.5, 0.5, -0.5 }, { -0.5, -0.5, -0.5 },
|
||||
{ -0.5, -0.5, -0.5 }, { -0.5, -0.5, 0.5 }, { -0.5, 0.5, 0.5 },
|
||||
//Left
|
||||
{ 0.5, 0.5, 0.5 }, { 0.5, -0.5, -0.5 }, { 0.5, 0.5, -0.5 },
|
||||
{ 0.5, -0.5, -0.5 }, { 0.5, 0.5, 0.5 }, { 0.5, -0.5, 0.5 },
|
||||
//Top
|
||||
{ -0.5, 0.5, 0.5 }, { 0.5, 0.5, 0.5 }, { 0.5, 0.5, -0.5 },
|
||||
{ 0.5, 0.5, -0.5 }, { -0.5, 0.5, -0.5 }, { -0.5, 0.5, 0.5 },
|
||||
//Bottom
|
||||
{ -0.5, -0.5, 0.5 }, { 0.5, -0.5, -0.5 }, { 0.5, -0.5, 0.5 },
|
||||
{ 0.5, -0.5, -0.5 }, { -0.5, -0.5, 0.5 }, { -0.5, -0.5, -0.5 }
|
||||
};
|
||||
|
||||
GLfloat uvs[numVerticesCube][2] = {
|
||||
|
||||
@ -462,161 +447,184 @@ void Viewer::initGeometries()
|
||||
{ .25, .50 }, { .49, .75 }, { .49, .50 },
|
||||
{ .49, .75 }, { .25, .50 }, { .25, .75 },
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
GLfloat normals[numVerticesCube][3] = {
|
||||
{ 0.0, 0.0, 1.0 }, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0},
|
||||
{ 0.0, 0.0, 1.0 }, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0},
|
||||
GLfloat normals[numVerticesCube][3] = {
|
||||
{ 0.0, 0.0, 1.0 }, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0},
|
||||
{ 0.0, 0.0, 1.0 }, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0},
|
||||
|
||||
{ 0.0, 0.0, -1.0 }, {0.0, 0.0, -1.0}, {0.0, 0.0, -1.0},
|
||||
{ 0.0, 0.0, -1.0 }, {0.0, 0.0, -1.0}, {0.0, 0.0, -1.0},
|
||||
{ 0.0, 0.0, -1.0 }, {0.0, 0.0, -1.0}, {0.0, 0.0, -1.0},
|
||||
{ 0.0, 0.0, -1.0 }, {0.0, 0.0, -1.0}, {0.0, 0.0, -1.0},
|
||||
|
||||
{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
|
||||
{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
|
||||
{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
|
||||
{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
|
||||
|
||||
{ 1.0, 0.0, 0.0}, {1.0, 0.0, 0.0}, {1.0, 0.0, 0.0},
|
||||
{ 1.0, 0.0, 0.0 }, {1.0, 0.0, 0.0}, {1.0, 0.0, 0.0},
|
||||
{ 1.0, 0.0, 0.0}, {1.0, 0.0, 0.0}, {1.0, 0.0, 0.0},
|
||||
{ 1.0, 0.0, 0.0 }, {1.0, 0.0, 0.0}, {1.0, 0.0, 0.0},
|
||||
|
||||
{ 0.0, 1.0, 0.0 }, {0.0, 1.0, 0.0}, {0.0, 1.0, 0.0},
|
||||
{ 0.0, 1.0, 0.0 }, {0.0, 1.0, 0.0}, {0.0, 1.0, 0.0},
|
||||
{ 0.0, 1.0, 0.0 }, {0.0, 1.0, 0.0}, {0.0, 1.0, 0.0},
|
||||
{ 0.0, 1.0, 0.0 }, {0.0, 1.0, 0.0}, {0.0, 1.0, 0.0},
|
||||
|
||||
{ 0.0, -1.0, 0.0 }, {0.0, -1.0, 0.0}, {0.0, -1.0, 0.0},
|
||||
{ 0.0, -1.0, 0.0 }, {0.0, -1.0, 0.0}, {0.0, -1.0, 0.0}
|
||||
};
|
||||
{ 0.0, -1.0, 0.0 }, {0.0, -1.0, 0.0}, {0.0, -1.0, 0.0},
|
||||
{ 0.0, -1.0, 0.0 }, {0.0, -1.0, 0.0}, {0.0, -1.0, 0.0}
|
||||
};
|
||||
|
||||
GLfloat sphereVertices[numVerticesSphere][3];
|
||||
GLfloat sphereNormals[numVerticesSphere][3];
|
||||
GLuint sphereIndices[numTriSphere * 3][3];
|
||||
GLfloat sphereVertices[numVerticesSphere][3];
|
||||
GLfloat sphereNormals[numVerticesSphere][3];
|
||||
GLuint sphereIndices[numTriSphere * 3][3];
|
||||
|
||||
// Create Sphere
|
||||
// Generate surrounding vertices
|
||||
unsigned int v = 0;
|
||||
float thetaInc = 2.0f*3.14159265f / static_cast<float>(numColSphere);
|
||||
float phiInc = 3.14159265f / static_cast<float>(numRowSphere+1);
|
||||
for (int row=0; row<numRowSphere; ++row)
|
||||
{
|
||||
float phi = 3.14159265f - (static_cast<float>(row+1) * phiInc);
|
||||
for (int col=0; col<numColSphere; ++col, ++v)
|
||||
{
|
||||
float theta = col*thetaInc;
|
||||
sphereVertices[v][0] = 0.5*sin(theta)*sin(phi);
|
||||
sphereVertices[v][1] = 0.5*cos(phi);
|
||||
sphereVertices[v][2] = 0.5*cos(theta)*sin(phi);
|
||||
// Create Sphere
|
||||
// Generate surrounding vertices
|
||||
unsigned int v = 0;
|
||||
float thetaInc = 2.0f*3.14159265f / static_cast<float>(numColSphere);
|
||||
float phiInc = 3.14159265f / static_cast<float>(numRowSphere+1);
|
||||
for (int row=0; row<numRowSphere; ++row)
|
||||
{
|
||||
float phi = 3.14159265f - (static_cast<float>(row+1) * phiInc);
|
||||
for (int col=0; col<numColSphere; ++col, ++v)
|
||||
{
|
||||
float theta = col*thetaInc;
|
||||
sphereVertices[v][0] = 0.5*sin(theta)*sin(phi);
|
||||
sphereVertices[v][1] = 0.5*cos(phi);
|
||||
sphereVertices[v][2] = 0.5*cos(theta)*sin(phi);
|
||||
|
||||
sphereNormals[v][0] = sphereVertices[v][0]*2.0f; // Multiply by 2 because sphere radius is 0.5
|
||||
sphereNormals[v][1] = sphereVertices[v][1]*2.0f;
|
||||
sphereNormals[v][2] = sphereVertices[v][2]*2.0f;
|
||||
}
|
||||
}
|
||||
sphereNormals[v][0] = sphereVertices[v][0]*2.0f; // Multiply by 2 because sphere radius is 0.5
|
||||
sphereNormals[v][1] = sphereVertices[v][1]*2.0f;
|
||||
sphereNormals[v][2] = sphereVertices[v][2]*2.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Generate cap vertices
|
||||
sphereVertices[numColSphere*numRowSphere+0][0] = 0.0f;
|
||||
sphereVertices[numColSphere*numRowSphere+0][1] = -0.5f;
|
||||
sphereVertices[numColSphere*numRowSphere+0][2] = 0.0f;
|
||||
// Generate cap vertices
|
||||
sphereVertices[numColSphere*numRowSphere+0][0] = 0.0f;
|
||||
sphereVertices[numColSphere*numRowSphere+0][1] = -0.5f;
|
||||
sphereVertices[numColSphere*numRowSphere+0][2] = 0.0f;
|
||||
|
||||
sphereVertices[numColSphere*numRowSphere+1][0] = 0.0f;
|
||||
sphereVertices[numColSphere*numRowSphere+1][1] = 0.5f;
|
||||
sphereVertices[numColSphere*numRowSphere+1][2] = 0.0f;
|
||||
sphereVertices[numColSphere*numRowSphere+1][0] = 0.0f;
|
||||
sphereVertices[numColSphere*numRowSphere+1][1] = 0.5f;
|
||||
sphereVertices[numColSphere*numRowSphere+1][2] = 0.0f;
|
||||
|
||||
sphereNormals[numColSphere*numRowSphere+0][0] = 0.0f;
|
||||
sphereNormals[numColSphere*numRowSphere+0][1] = -1.0f;
|
||||
sphereNormals[numColSphere*numRowSphere+0][2] = 0.0f;
|
||||
sphereNormals[numColSphere*numRowSphere+0][0] = 0.0f;
|
||||
sphereNormals[numColSphere*numRowSphere+0][1] = -1.0f;
|
||||
sphereNormals[numColSphere*numRowSphere+0][2] = 0.0f;
|
||||
|
||||
sphereNormals[numColSphere*numRowSphere+1][0] = 0.0f;
|
||||
sphereNormals[numColSphere*numRowSphere+1][1] = 1.0f;
|
||||
sphereNormals[numColSphere*numRowSphere+1][2] = 0.0f;
|
||||
sphereNormals[numColSphere*numRowSphere+1][0] = 0.0f;
|
||||
sphereNormals[numColSphere*numRowSphere+1][1] = 1.0f;
|
||||
sphereNormals[numColSphere*numRowSphere+1][2] = 0.0f;
|
||||
|
||||
// Generate surrounding indices (faces)
|
||||
unsigned int tri = 0;
|
||||
for (int row=0; row<numRowSphere-1; ++row)
|
||||
{
|
||||
unsigned int rowStart = row*numColSphere;
|
||||
unsigned int topRowStart = rowStart + numColSphere;
|
||||
// Generate surrounding indices (faces)
|
||||
unsigned int tri = 0;
|
||||
for (int row=0; row<numRowSphere-1; ++row)
|
||||
{
|
||||
unsigned int rowStart = row*numColSphere;
|
||||
unsigned int topRowStart = rowStart + numColSphere;
|
||||
|
||||
for (int col=0; col<numColSphere; ++col, tri += 2)
|
||||
{
|
||||
// Compute quad vertices
|
||||
unsigned int v = rowStart + col;
|
||||
unsigned int vi = (col<numColSphere-1) ? v+1 : rowStart;
|
||||
unsigned int vj = topRowStart + col;
|
||||
unsigned int vji = (col<numColSphere-1) ? vj+1 : topRowStart;
|
||||
for (int col=0; col<numColSphere; ++col, tri += 2)
|
||||
{
|
||||
// Compute quad vertices
|
||||
unsigned int v = rowStart + col;
|
||||
unsigned int vi = (col<numColSphere-1) ? v+1 : rowStart;
|
||||
unsigned int vj = topRowStart + col;
|
||||
unsigned int vji = (col<numColSphere-1) ? vj+1 : topRowStart;
|
||||
|
||||
// Add to indices
|
||||
sphereIndices[tri+0][0] = v;
|
||||
sphereIndices[tri+0][1] = vi;
|
||||
sphereIndices[tri+0][2] = vj;
|
||||
sphereIndices[tri+1][0] = vi;
|
||||
sphereIndices[tri+1][1] = vji;
|
||||
sphereIndices[tri+1][2] = vj;
|
||||
}
|
||||
}
|
||||
// Add to indices
|
||||
sphereIndices[tri+0][0] = v;
|
||||
sphereIndices[tri+0][1] = vi;
|
||||
sphereIndices[tri+0][2] = vj;
|
||||
sphereIndices[tri+1][0] = vi;
|
||||
sphereIndices[tri+1][1] = vji;
|
||||
sphereIndices[tri+1][2] = vj;
|
||||
}
|
||||
}
|
||||
|
||||
// Generate cap indices (faces)
|
||||
for (int col=0; col<numColSphere; ++col, tri += 2)
|
||||
{
|
||||
sphereIndices[tri+0][0] = numColSphere*numRowSphere;
|
||||
sphereIndices[tri+0][1] = (col<numColSphere-1) ? col+1 : 0;
|
||||
sphereIndices[tri+0][2] = col;
|
||||
// Generate cap indices (faces)
|
||||
for (int col=0; col<numColSphere; ++col, tri += 2)
|
||||
{
|
||||
sphereIndices[tri+0][0] = numColSphere*numRowSphere;
|
||||
sphereIndices[tri+0][1] = (col<numColSphere-1) ? col+1 : 0;
|
||||
sphereIndices[tri+0][2] = col;
|
||||
|
||||
unsigned int rowStart = (numRowSphere-1)*numColSphere;
|
||||
sphereIndices[tri+1][0] = numColSphere*numRowSphere+1;
|
||||
sphereIndices[tri+1][1] = rowStart + col;
|
||||
sphereIndices[tri+1][2] = (col<numColSphere-1) ? (rowStart + col + 1) : rowStart;
|
||||
}
|
||||
unsigned int rowStart = (numRowSphere-1)*numColSphere;
|
||||
sphereIndices[tri+1][0] = numColSphere*numRowSphere+1;
|
||||
sphereIndices[tri+1][1] = rowStart + col;
|
||||
sphereIndices[tri+1][2] = (col<numColSphere-1) ? (rowStart + col + 1) : rowStart;
|
||||
}
|
||||
|
||||
// Prep buffers
|
||||
glGenBuffers(NumBuffers, m_Buffers);
|
||||
// Prep buffers
|
||||
glGenBuffers(NumBuffers, m_Buffers);
|
||||
|
||||
// Fill cube vertex VBO
|
||||
GLsizeiptr offsetVertices = 0;
|
||||
GLsizeiptr offsetNormals = sizeof(verticesCube);
|
||||
GLsizeiptr offsetUV = offsetNormals + sizeof(normals);
|
||||
// Fill cube vertex VBO
|
||||
|
||||
GLsizeiptr dataSize = offsetUV + sizeof(uvs);
|
||||
GLsizeiptr offsetVertices = 0;
|
||||
GLsizeiptr offsetNormals = sizeof(verticesCube);
|
||||
GLsizeiptr offsetUV = offsetNormals + sizeof(normals);
|
||||
GLsizeiptr dataSize = offsetUV + sizeof(uvs);
|
||||
|
||||
|
||||
glBindVertexArray(m_VAOs[VAO_Cube]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
|
||||
glBufferData(GL_ARRAY_BUFFER, dataSize,
|
||||
NULL, GL_STATIC_DRAW);
|
||||
glBindVertexArray(m_VAOs[VAO_Cube]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
|
||||
glBufferData(GL_ARRAY_BUFFER, dataSize,
|
||||
NULL, GL_STATIC_DRAW);
|
||||
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetVertices, sizeof(verticesCube), verticesCube);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetNormals, sizeof(normals), normals);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetUV, sizeof(uvs), uvs);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetVertices, sizeof(verticesCube), verticesCube);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetNormals, sizeof(normals), normals);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetUV, sizeof(uvs), uvs);
|
||||
|
||||
glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
|
||||
glEnableVertexAttribArray(m_vPositionLocation);
|
||||
glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
|
||||
glEnableVertexAttribArray(m_vPositionLocation);
|
||||
|
||||
glVertexAttribPointer(m_vNormalLocation, 3, GL_FLOAT, GL_TRUE, 0, BUFFER_OFFSET(offsetNormals));
|
||||
glEnableVertexAttribArray(m_vNormalLocation);
|
||||
glVertexAttribPointer(m_vNormalLocation, 3, GL_FLOAT, GL_TRUE, 0, BUFFER_OFFSET(offsetNormals));
|
||||
glEnableVertexAttribArray(m_vNormalLocation);
|
||||
|
||||
glVertexAttribPointer(s_vUvLocation, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(offsetUV));
|
||||
glEnableVertexAttribArray(s_vUvLocation);
|
||||
glVertexAttribPointer(s_vUvLocation, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(offsetUV));
|
||||
glEnableVertexAttribArray(s_vUvLocation);
|
||||
|
||||
// Fill Sphere VBO
|
||||
/*GLsizeiptr offsetVertices = 0;
|
||||
GLsizeiptr offsetNormals = sizeof(verticesCube);
|
||||
GLsizeiptr offsetUV = offsetNormals + sizeof(normals);
|
||||
GLsizeiptr dataSize = offsetUV + sizeof(uvs);
|
||||
|
||||
|
||||
GLsizeiptr offsetSphereV = 0;
|
||||
GLsizeiptr offsetSphereN = offsetSphereV + sizeof(sphereVertices);
|
||||
GLsizeiptr sphereDataSize = offsetSphereN + sizeof(sphereNormals);
|
||||
glBindVertexArray(m_VAOs[VAO_Cube]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
|
||||
glBufferData(GL_ARRAY_BUFFER, dataSize, NULL, GL_STATIC_DRAW);
|
||||
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetVertices, sizeof(verticesCube), verticesCube);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetNormals, sizeof(normals), normals);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetUV, sizeof(uvs), uvs);
|
||||
|
||||
glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
|
||||
glEnableVertexAttribArray(m_vPositionLocation);
|
||||
|
||||
glVertexAttribPointer(m_vNormalLocation, 3, GL_FLOAT, GL_TRUE, 0, BUFFER_OFFSET(sizeof(offsetNormals)));
|
||||
glEnableVertexAttribArray(m_vNormalLocation);
|
||||
|
||||
glVertexAttribPointer(s_vUvLocation, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(offsetUV)));
|
||||
glEnableVertexAttribArray(s_vUvLocation);//*/
|
||||
|
||||
// Fill Sphere VBO
|
||||
|
||||
|
||||
glBindVertexArray(m_VAOs[VAO_Sphere]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Sphere]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sphereDataSize,
|
||||
NULL, GL_STATIC_DRAW);
|
||||
GLsizeiptr offsetSphereV = 0;
|
||||
GLsizeiptr offsetSphereN = offsetSphereV + sizeof(sphereVertices);
|
||||
GLsizeiptr sphereDataSize = offsetSphereN + sizeof(sphereNormals);
|
||||
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetSphereV, sizeof(sphereVertices), sphereVertices);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetSphereN, sizeof(sphereNormals), sphereNormals);
|
||||
|
||||
glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
|
||||
glEnableVertexAttribArray(m_vPositionLocation);
|
||||
glBindVertexArray(m_VAOs[VAO_Sphere]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Sphere]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sphereDataSize,
|
||||
NULL, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(m_vNormalLocation, 3, GL_FLOAT, GL_TRUE, 0, BUFFER_OFFSET(offsetNormals));
|
||||
glEnableVertexAttribArray(m_vNormalLocation);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetSphereV, sizeof(sphereVertices), sphereVertices);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offsetSphereN, sizeof(sphereNormals), sphereNormals);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Buffers[EBO_Sphere]);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sphereIndices), sphereIndices, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
|
||||
glEnableVertexAttribArray(m_vPositionLocation);
|
||||
|
||||
glVertexAttribPointer(m_vNormalLocation, 3, GL_FLOAT, GL_TRUE, 0, BUFFER_OFFSET(offsetNormals));
|
||||
glEnableVertexAttribArray(m_vNormalLocation);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Buffers[EBO_Sphere]);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sphereIndices), sphereIndices, GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
void Viewer::initBuffers(){
|
||||
@ -631,7 +639,7 @@ void Viewer::initBuffers(){
|
||||
|
||||
void Viewer::visit(Cube &s)
|
||||
{
|
||||
QMatrix4x4 modelViewMatrix = modelStack.top() * QMatrix4x4(s.transform);
|
||||
QMatrix4x4 modelViewMatrix = modelStack.top() * QMatrix4x4(s.transform);
|
||||
QColor* faceColor = new QColor;
|
||||
|
||||
glBindVertexArray(m_VAOs[VAO_Cube]);
|
||||
@ -657,7 +665,7 @@ void Viewer::visit(Cube &s)
|
||||
|
||||
void Viewer::visit(Sphere &s)
|
||||
{
|
||||
// std::cout << "Sphere found";
|
||||
// std::cout << "Sphere found";
|
||||
QMatrix4x4 modelViewMatrix = modelStack.top() * QMatrix4x4(s.transform);
|
||||
|
||||
if(!isPickingActivated){
|
||||
@ -711,10 +719,10 @@ void Viewer::visit(SceneGroup &s)
|
||||
|
||||
void Viewer::setPhong(bool on) {
|
||||
m_program->bind();
|
||||
m_program->setUniformValue(m_isPhongLoc, on);
|
||||
if(on) std::cout << "Phong ON\n";
|
||||
else std::cout << "Phong OFF\n";
|
||||
this->update();
|
||||
m_program->setUniformValue(m_isPhongLoc, on);
|
||||
if(on) std::cout << "Phong ON\n";
|
||||
else std::cout << "Phong OFF\n";
|
||||
this->update();
|
||||
}
|
||||
|
||||
void Viewer::changeColor(QColor c){
|
||||
@ -776,7 +784,7 @@ QMatrix4x4 Viewer::pickGeom(int x, int y){
|
||||
root.accept(*this);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
||||
// for debugging purposes
|
||||
// for debugging purposes
|
||||
/*unsigned char pdata[512][512][4];
|
||||
glReadPixels(x-256, y-256, 512, 512, GL_RGBA, GL_UNSIGNED_BYTE, pdata);
|
||||
QImage *im = new QImage(512, 512, QImage::Format_RGB32);
|
||||
@ -789,10 +797,10 @@ QMatrix4x4 Viewer::pickGeom(int x, int y){
|
||||
if(i==256 && j == 256)
|
||||
std::cout<<"--- Color under cursor: " << (int)pdata[j][i][0] <<" "<< (int)pdata[j][i][1] <<" "<< (int)pdata[j][i][2] << endl;
|
||||
pickedColor->setAlpha(255);
|
||||
im->setPixelColor(i, j, pickedColor->rgb());
|
||||
}
|
||||
}
|
||||
im->save("./screenshot.bmp");//*/
|
||||
im->setPixelColor(i, j, pickedColor->rgb());
|
||||
}
|
||||
}
|
||||
im->save("./screenshot.bmp");//*/
|
||||
|
||||
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user