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working on texturing
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Before Width: | Height: | Size: 352 KiB After Width: | Height: | Size: 431 KiB |
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src/data/uvLayoutGrid.png
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src/data/uvLayoutGrid.png
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After Width: | Height: | Size: 858 KiB |
@ -7,5 +7,5 @@ uniform sampler2D skybox;
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void main()
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{
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//fColor = texture(skybox, texCoords);
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fColor = vec4(1.0, 0, 1.0, 1.0);// * texture(skybox, texCoords);
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fColor = texture(skybox, texCoords);
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}
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@ -228,6 +228,8 @@ void Viewer::init()
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void Viewer::initShaders()
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{
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// Load vertex and fragment shaders
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m_program = new QOpenGLShaderProgram;
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colorPickerShaderProgram = m_program;
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@ -313,7 +315,8 @@ void Viewer::initShaders()
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if ((s_vUvLocation = skyboxRenderShaderProgram->attributeLocation("vUv")) < 0)
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qDebug() << "Unable to find shader location for " << "vUv";
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s_texture = new QOpenGLTexture(QImage("src/data/skybox.jpg").mirrored());
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s_texture = new QOpenGLTexture(QImage("src/data/skybox.jpg"));
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//s_texture = new QOpenGLTexture(QImage("src/data/uvLayoutGrid.png"));
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s_texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
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s_texture->setMagnificationFilter(QOpenGLTexture::Linear);
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}
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@ -355,25 +358,28 @@ void Viewer::initGeometries()
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{ 0.5, -0.5, -0.5 }, { -0.5, -0.5, 0.5 }, { -0.5, -0.5, -0.5 }
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};
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float ux = 0;
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float vy = 0;
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GLfloat uvs[numVerticesCube][2] = {
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GLfloat uvs[numVerticesCube][2] = {
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{ 0, 0 }, { 1, 0 }, { 0, 1 },
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{ 1, 1 }, { 0, 0 }, { 1, 0 },
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{ 0, 0}, { 0, 0}, { 0, 0},
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{ 0, 0}, { 0, 0}, { 0, 0},
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{ 0, 0 }, { 1, 0 }, { 0, 1 },
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{ 1, 1 }, { 0, 0 }, { 1, 0 },
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{ .25 + ux, .25 + vy }, { .50 + ux, .25 + vy }, { .50 + ux, .50 + vy },
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{ 0, 0}, { 0, 0}, { 0, 0},
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{ 0, 0 }, { 1, 0 }, { 0, 1 },
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{ 1, 1 }, { 0, 0 }, { 1, 0 },
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{ 0, 0}, { 0, 0}, { 0, 0},
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{ 0, 0}, { 0, 0}, { 0, 0},
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{ 0, 0 }, { 1, 0 }, { 0, 1 },
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{ 1, 1 }, { 0, 0 }, { 1, 0 },
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{ 0, 0}, { 0, 0}, { 0, 0},
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{ 0, 0}, { 0, 0}, { 0, 0},
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{ 0, 0 }, { 1, 0 }, { 0, 1 },
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{ 1, 1 }, { 0, 0 }, { 1, 0 },
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{ 0, 0}, { 0, 0}, { 0, 0},
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{ 0, 0}, { 0, 0}, { 0, 0},
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{ 0, 0}, { 0, 0}, { 0, 0},
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{ 0, 0}, { 0, 0}, { 0, 0},
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{ 0, 0 }, { 1, 0 }, { 0, 1 },
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{ 1, 1 }, { 0, 0 }, { 1, 0 },
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};
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