This commit is contained in:
unknown 2016-11-10 18:51:45 -05:00
parent 968f0761a2
commit 52d547bd1e
8 changed files with 40 additions and 110 deletions

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@ -53,9 +53,7 @@ HEADERS += QGLViewer/camera.h \
DISTFILES += src/shaders/basicShader.vert \ DISTFILES += src/shaders/basicShader.vert \
src/shaders/basicShader.frag \ src/shaders/basicShader.frag \
src/data/skybox.jpg \ src/data/skybox.jpg
src/shaders/skyboxShader.frag \
src/shaders/skyboxShader.vert
FORMS += QGLViewer/ImageInterface.ui mainwindow.ui FORMS += QGLViewer/ImageInterface.ui mainwindow.ui

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@ -7,6 +7,7 @@ uniform float skyMult;
uniform bool drawTextures; uniform bool drawTextures;
uniform bool isLightSource; uniform bool isLightSource;
uniform vec3 pointLight[3]; uniform vec3 pointLight[3];
uniform vec4 pointLightCol[3];
in vec3 fNormal; in vec3 fNormal;
in vec3 fPosition; in vec3 fPosition;
@ -30,7 +31,7 @@ vec4 calcDirLight(vec4 tex, vec3 fPos, vec3 fNorm) {
float spec = 0.1*pow(max(0.0, dot(Rl, nviewDirection)), 16); float spec = 0.1*pow(max(0.0, dot(Rl, nviewDirection)), 16);
// Compute ambient component // Compute ambient component
float amb = 0.1; float amb = 0.05;
//return vec4(0); //return vec4(0);
return vec4(tex.xyz * (amb + diff + spec), tex.w); return vec4(tex.xyz * (amb + diff + spec), tex.w);
@ -38,7 +39,7 @@ vec4 calcDirLight(vec4 tex, vec3 fPos, vec3 fNorm) {
vec4 calcPointLight(vec4 tex, vec3 fPos, vec3 fNorm, int i) { vec4 calcPointLight(vec4 tex, vec3 fPos, vec3 fNorm, int i) {
// Get lighting vectors // Get lighting vectors
vec3 LightDirection = normalize(lDirection); vec3 LightDirection = normalize(fPos - pointLight[i]);
vec3 nfNormal = normalize(fNorm); vec3 nfNormal = normalize(fNorm);
vec3 nviewDirection = normalize(fPos); vec3 nviewDirection = normalize(fPos);
@ -56,7 +57,7 @@ vec4 calcPointLight(vec4 tex, vec3 fPos, vec3 fNorm, int i) {
// Compute ambient component // Compute ambient component
float amb = 0; float amb = 0;
return vec4(tex.xyz * attenuation * (amb + diff + spec), tex.w); return vec4(1 * pointLightCol[i].xyz * attenuation * (amb + diff + spec), pointLightCol[i].w);
} }
void void

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@ -44,7 +44,7 @@ vec4 calcDirLight(vec4 eye, vec3 fPos, vec3 fNorm) {
vec4 calcPointLight(vec4 eye, vec3 fPos, vec3 fNorm, int i) { vec4 calcPointLight(vec4 eye, vec3 fPos, vec3 fNorm, int i) {
// Get lighting vectors // Get lighting vectors
vec3 LightDirection = normalize(lDirection); vec3 LightDirection = normalize(pointLight[i] - fPos);
vec3 nfNormal = normalize(fNorm); vec3 nfNormal = normalize(fNorm);
vec3 nviewDirection = normalize(fPos); vec3 nviewDirection = normalize(fPos);

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@ -1,11 +0,0 @@
#version 400 core
in vec2 texCoords;
out vec4 fColor;
uniform sampler2D skybox;
void main()
{
//fColor = vec4(1);
//fColor = texture(skybox, texCoords);
}

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@ -1,15 +0,0 @@
#version 400 core
uniform mat4 mvMatrix;
uniform mat4 projMatrix;
out vec2 texCoords;
in vec2 vUv;
in vec4 vPosition;
void
main()
{
gl_Position = projMatrix * mvMatrix * vPosition;
texCoords = vUv;
}

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@ -1,15 +0,0 @@
#version 400 core
uniform mat4 mvMatrix;
uniform mat4 projMatrix;
out vec2 texCoords;
in vec2 vUv;
in vec4 vPosition;
void
main()
{
gl_Position = projMatrix * mvMatrix * vPosition;
texCoords = vUv;
}

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@ -162,9 +162,9 @@ void Viewer::draw()
// Adjust sun position // Adjust sun position
float rotAngle = std::fmod(angle_mult * frame, 360); 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, (sunRotate * sun)); m_program->setUniformValue(m_lDirLoc, (modelViewMatrix * sunRotate * sun));
selection->transform.setToIdentity(); selection->transform.setToIdentity();
selection->transform.rotate(rotAngle, 0, 1, 0); selection->transform.rotate(rotAngle, 0, 1, 0);
@ -172,7 +172,7 @@ void Viewer::draw()
modelStack.push(modelViewMatrix); modelStack.push(modelViewMatrix);
root.accept(*this); root.accept(*this);
frame++; frame += 2;
sunRotate.setToIdentity(); sunRotate.setToIdentity();
//float rotAngle = (frame * angle_mult) % 360; //float rotAngle = (frame * angle_mult) % 360;
@ -250,16 +250,26 @@ void Viewer::init()
Shape* cube = new Cube(); Shape* cube = new Cube();
cube->setColor(*activeColor); cube->setColor(*activeColor);
QColor* c1 = new QColor(255, 0, 255, 255);
QColor* c2 = new QColor(0, 255, 255, 255);
QColor* c3 = new QColor(255, 255, 0, 255);
Shape* s1 = new Sphere(); Shape* s1 = new Sphere();
Shape* s2 = new Sphere(); Shape* s2 = new Sphere();
Shape* s3 = new Sphere(); Shape* s3 = new Sphere();
s1->transform.rotate(360 * 1/3,0,1,0); s1->transform.rotate(360 * 1/3,0,1,0);
s1->transform.translate(1.5,0,0); s1->transform.translate(0.5,1,0);
s1->transform.scale(0.3);
s1->setColor(*c1);
s2->transform.rotate(360 * 2/3,0,1,0); s2->transform.rotate(360 * 2/3,0,1,0);
s2->transform.translate(1.5,0,0); s2->transform.translate(0.5,1,0);
s2->transform.scale(0.3);
s2->setColor(*c2);
s3->transform.rotate(360 * 3/3,0,1,0); s3->transform.rotate(360 * 3/3,0,1,0);
s3->transform.translate(1.5,0,0); s3->transform.translate(0.5,1,0);
s3->transform.scale(0.3);
s3->setColor(*c3);
// uncomment this and the quaternion transformation in draw() // uncomment this and the quaternion transformation in draw()
// to see the cube rotate. This is how we can easily make the sun. // to see the cube rotate. This is how we can easily make the sun.
@ -350,58 +360,18 @@ void Viewer::initShaders()
if ((m_point3Loc = m_program->uniformLocation("pointLight[2]")) < 0) if ((m_point3Loc = m_program->uniformLocation("pointLight[2]")) < 0)
qDebug() << "Unable to find m_shader location for" << "pointLight[2]"; qDebug() << "Unable to find m_shader location for" << "pointLight[2]";
if ((m_c1Loc = m_program->uniformLocation("pointLightCol[0]")) < 0)
qDebug() << "Unable to find m_shader location for" << "pointLightCol[0]";
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]";
m_program->setUniformValue(m_isPhongLoc, true); m_program->setUniformValue(m_isPhongLoc, true);
m_program->setUniformValue(m_drawTextLoc, true); m_program->setUniformValue(m_drawTextLoc, true);
/*
* Adding Texture Shader
*/
/*
textureRenderShaderprogram = new QOpenGLShaderProgram;
if (!textureRenderShaderprogram->addShaderFromSourceFile(QOpenGLShader::Vertex, "src/shaders/textureShader.vert")) {
cerr << "Unable to load Shader" << endl
<< "Log file:" << endl;
qDebug() << textureRenderShaderprogram->log();
}
if (!textureRenderShaderprogram->addShaderFromSourceFile(QOpenGLShader::Fragment, "src/shaders/textureShader.frag")) {
cerr << "Unable to load Shader" << endl
<< "Log file:" << endl;
qDebug() << textureRenderShaderprogram->log();
}
textureRenderShaderprogram->link();
*/
/*
* Adding Skybox Shaders
*
*/
skyboxRenderShaderProgram = new QOpenGLShaderProgram;
if (!skyboxRenderShaderProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, "src/shaders/skyboxShader.vert")) {
cerr << "Unable to load Shader" << endl
<< "Log file:" << endl;
qDebug() << skyboxRenderShaderProgram->log();
}
if (!skyboxRenderShaderProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, "src/shaders/skyboxShader.frag")) {
cerr << "Unable to load Shader" << endl
<< "Log file:" << endl;
qDebug() << skyboxRenderShaderProgram->log();
}
skyboxRenderShaderProgram->link();
// if ((s_texCoordsLocation = m_program->attributeLocation("texCoords")) < 0)
// qDebug() << "Unable to find shader location for " << "vPosition";
if ((s_vPositionLocation = skyboxRenderShaderProgram->attributeLocation("vPosition")) < 0)
qDebug() << "Unable to find shader location for " << "vPosition";
if ((s_projMatrixLocation = skyboxRenderShaderProgram->uniformLocation("projMatrix")) < 0)
qDebug() << "Unable to find shader location for " << "projMatrix";
if ((s_mvMatrixLocation = skyboxRenderShaderProgram->uniformLocation("mvMatrix")) < 0)
qDebug() << "Unable to find shader location for " << "mvMatrix";
s_texture = new QOpenGLTexture(QImage("src/data/skybox.jpg"));/*/ s_texture = new QOpenGLTexture(QImage("src/data/skybox.jpg"));/*/
s_texture = new QOpenGLTexture(QImage("src/data/uvLayoutGrid.png"));//*/ s_texture = new QOpenGLTexture(QImage("src/data/uvLayoutGrid.png"));//*/
@ -652,25 +622,23 @@ void Viewer::visit(Sphere &s)
m_program->setUniformValue(m_isSkyLoc, false); m_program->setUniformValue(m_isSkyLoc, false);
m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix); m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
m_program->setUniformValue(m_normalMatrixLoc, modelViewMatrix.normalMatrix()); m_program->setUniformValue(m_normalMatrixLoc, modelViewMatrix.normalMatrix());
m_program->setUniformValue(m_colorLocation, QColor(255, 255, 255, 200)); m_program->setUniformValue(m_colorLocation, s.getColor());
m_program->setUniformValue(m_drawTextLoc, false); m_program->setUniformValue(m_drawTextLoc, false);
m_program->setUniformValue(m_isLightLoc, true); m_program->setUniformValue(m_isLightLoc, true);
// This will save the current position of this light ball as the next point // This will save the current position of this light ball as the next point
// This means point lights are technically 1 frame behind // This means point lights are technically 1 frame behind
QVector3D point = QVector3D(1,0,0); QVector3D point = QVector3D(0,0,0);
point = modelViewMatrix * point point = modelViewMatrix * point;
;
int pointLocs[3] = {m_point1Loc, m_point2Loc, m_point3Loc}; int pointLocs[3] = {m_point1Loc, m_point2Loc, m_point3Loc};
int pointCLocs[3] = {m_c1Loc, m_c2Loc, m_c3Loc};
std::cout << "Point " << currentPoint << " x:" << point.x() << " y:" << point.y() << " z:" << point.z() << "\n"; m_program->setUniformValue(pointLocs[currentPoint], point);
m_program->setUniformValue(pointCLocs[currentPoint], s.getColor());
m_program->setUniformValue(pointLocs[currentPoint], point * modelViewMatrix);
currentPoint = (currentPoint + 1) % 3; currentPoint = (currentPoint + 1) % 3;

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@ -106,6 +106,10 @@ private:
int m_point2Loc; int m_point2Loc;
int m_point3Loc; int m_point3Loc;
int m_c1Loc;
int m_c2Loc;
int m_c3Loc;
float angle_mult; float angle_mult;
QOpenGLTexture *s_texture; QOpenGLTexture *s_texture;