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authorSebastian Park <SebPark03@gmail.com>2024-05-09 22:02:12 -0400
committerSebastian Park <SebPark03@gmail.com>2024-05-09 22:02:12 -0400
commit481e582be02385271f87524bfe46d6c41654e23c (patch)
treeddb9a0b98de7e5b40aeea55464deb75cc753a15d /src/glwidget.cpp
parentf1230ea24dc87a3bb5c9c709d4571e3298d7d07f (diff)
"raytraced" caustics.
Diffstat (limited to 'src/glwidget.cpp')
-rwxr-xr-xsrc/glwidget.cpp61
1 files changed, 57 insertions, 4 deletions
diff --git a/src/glwidget.cpp b/src/glwidget.cpp
index bac695c..62d8482 100755
--- a/src/glwidget.cpp
+++ b/src/glwidget.cpp
@@ -67,7 +67,7 @@ void GLWidget::initializeGL()
glClearColor(1, 0.98f, 0.85f, 1);
// Enable depth-testing and backface culling
- glEnable(GL_DEPTH_TEST);
+// glEnable(GL_DEPTH_TEST);
// glEnable(GL_CULL_FACE);
// glCullFace(GL_BACK);
// glShadeModel(GL_SMOOTH);
@@ -78,7 +78,7 @@ void GLWidget::initializeGL()
m_pointShader = new Shader(":resources/shaders/anchorPoint.vert", ":resources/shaders/anchorPoint.geom", ":resources/shaders/anchorPoint.frag");
// m_texture_shader = new Shader(":/resources/shaders/texture.vert", ":/resources/shaders/texture.frag");
m_colorShader = new Shader(":resources/shaders/color.vert", ":resources/shaders/color.frag");
-
+ m_causticsShader = new Shader(":resources/shaders/caustics.vert", ":resources/shaders/caustics.frag");
initCaustics();
// INITIALIZE TEXTURE STUFF
@@ -103,11 +103,12 @@ void GLWidget::initializeGL()
m_devicePixelRatio = this->devicePixelRatio();
- m_defaultFBO = 2;
+ m_defaultFBO = 3;
m_fbo_width = size().width() * m_devicePixelRatio;
m_fbo_height = size().height() * m_devicePixelRatio;
makeFBO();
+ makeFBO1();
// FBO STUFF END
@@ -171,7 +172,7 @@ void GLWidget::paintCaustics() {
glClearColor(0.68f, 0.58f, 0.38f, 1);
// glClearColor(0., 0., 0., 1);
- glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_fbo1);
// glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBO);
// Clear Screen
@@ -189,6 +190,7 @@ void GLWidget::paintCaustics() {
//// // Draw the VAO
// glDrawArrays(GL_TRIANGLES, 0, 3);
+
m_colorShader->bind();
//
m_colorShader->setUniform("proj", m_camera.getProjection());
@@ -205,6 +207,23 @@ void GLWidget::paintCaustics() {
// Unbind the shader
glUseProgram(0);
+
+ m_causticsShader->bind();
+
+// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, m_fbo_texture);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable( GL_BLEND );
+
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, m_fbo_texture1);
+ glUniform1i(glGetUniformLocation(m_causticsShader ->id(), "normSamp"), 2);
+
+ m_arap.m_causticsShape.draw(m_causticsShader, GL_TRIANGLES);
+ glBindVertexArray(0);
+ glUseProgram(0);
}
void GLWidget::initCaustics() {
@@ -307,7 +326,37 @@ void GLWidget::makeFBO() {
// Task 22
glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBO);
+}
+void GLWidget::makeFBO1() {
+ // Task 19
+ glActiveTexture(GL_TEXTURE2);
+ glGenTextures(1, &m_fbo_texture1);
+ glBindTexture(GL_TEXTURE_2D, m_fbo_texture1);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_fbo_width, m_fbo_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Task 20
+ glGenRenderbuffers(1, &m_fbo_renderbuffer1);
+ glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_renderbuffer1);
+ glRenderbufferStorage(GL_RENDERBUFFER,
+ GL_DEPTH24_STENCIL8,
+ m_fbo_width,
+ m_fbo_height);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ // Task 18
+ glGenFramebuffers(1, &m_fbo1);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_fbo1);
+
+ // Task 21
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fbo_texture1, 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_fbo_renderbuffer1);
+
+ // Task 22
+ glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBO);
}
void GLWidget::paintGL()
@@ -356,7 +405,11 @@ void GLWidget::resizeGL(int w, int h)
glDeleteTextures(1, &m_fbo_texture);
glDeleteRenderbuffers(1, &m_fbo_renderbuffer);
glDeleteFramebuffers(1, &m_fbo);
+ glDeleteTextures(1, &m_fbo_texture1);
+ glDeleteRenderbuffers(1, &m_fbo_renderbuffer1);
+ glDeleteFramebuffers(1, &m_fbo1);
makeFBO();
+ makeFBO1();
}
// ================== Event Listeners