diff options
Diffstat (limited to 'src/glwidget.cpp')
-rwxr-xr-x | src/glwidget.cpp | 119 |
1 files changed, 79 insertions, 40 deletions
diff --git a/src/glwidget.cpp b/src/glwidget.cpp index f5fc941..8ab2115 100755 --- a/src/glwidget.cpp +++ b/src/glwidget.cpp @@ -73,12 +73,52 @@ void GLWidget::initializeGL() glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); - // glShadeModel(GL_SMOOTH); +// glShadeModel(GL_SMOOTH); // Initialize shaders m_defaultShader = new Shader(":resources/shaders/shader.vert", ":resources/shaders/shader.frag"); 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"); + + // INITIALIZE TEXTURE STUFF + + // Prepare filepath + + +// // TASK 11: Fix this "fullscreen" quad's vertex data +// // TASK 12: Play around with different values! +// // TASK 13: Add UV coordinates +// std::vector<GLfloat> fullscreen_quad_data = +// { // POSITIONS // UVs // +// -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, +// -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, +// 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, +// 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, +// -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, +// 1.0f, -1.0f, 0.0f, 1.0f, 0.0f +// }; + m_arap.initGroundPlane(":/resources/images/anamorphic.jpg", 2, m_defaultShader); + +// // Generate and bind a VBO and a VAO for a fullscreen quad +// glGenBuffers(1, &m_fullscreen_vbo); +// glBindBuffer(GL_ARRAY_BUFFER, m_fullscreen_vbo); +// glBufferData(GL_ARRAY_BUFFER, fullscreen_quad_data.size()*sizeof(GLfloat), fullscreen_quad_data.data(), GL_STATIC_DRAW); +// glGenVertexArrays(1, &m_fullscreen_vao); +// glBindVertexArray(m_fullscreen_vao); + +// // TASK 14: modify the code below to add a second attribute to the vertex attribute array +// glEnableVertexAttribArray(0); +// glEnableVertexAttribArray(1); +// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), nullptr); +// glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat))); + +// // Unbind the fullscreen quad's VBO and VAO +// glBindBuffer(GL_ARRAY_BUFFER, 0); +// glBindVertexArray(0); + + // END INITIALIZE TEXTURE STUFF + // initialize texture m_texture0 = loadTextureFromFile("/Users/jesswan/Desktop/cs2240/ocean-simulation/resources/images/hello.png").textureID; @@ -118,22 +158,41 @@ void GLWidget::initializeGL() //m_arap.initGroundPlane(":resources/images/kitty.png", 2, m_defaultShader); //INIT FBO - m_devicePixelRatio = this->devicePixelRatio(); + // m_devicePixelRatio = this->devicePixelRatio(); - m_defaultFBO = 2; - m_screen_width = size().width() * m_devicePixelRatio; - m_screen_height = size().height() * m_devicePixelRatio; - m_fbo_width = m_screen_width; - m_fbo_height = m_screen_height; + // m_defaultFBO = 2; + // m_screen_width = size().width() * m_devicePixelRatio; + // m_screen_height = size().height() * m_devicePixelRatio; + // m_fbo_width = m_screen_width; + // m_fbo_height = m_screen_height; - initFullScreenQuad(); + // initFullScreenQuad(); } +//void GLWidget::paintTexture(GLuint texture, bool filtered){ +//// glUseProgram(m_texture_shader->id()); +// m_texture_shader->bind(); +// // TASK 32: Set your bool uniform on whether or not to filter the texture drawn +//// glUniform1i(glGetUniformLocation(m_texture_shader->id(), "filtered"), filtered); +// m_texture_shader->setUniform("filtered", filtered); +// // TASK 10: Bind "texture" to slot 0 +// glActiveTexture(GL_TEXTURE0); +// glBindTexture(GL_TEXTURE_2D, texture); +// glBindVertexArray(m_fullscreen_vao); +//// std::cout << texture << std::endl; +// glDrawArrays(GL_TRIANGLES, 0, 6); +// glBindTexture(GL_TEXTURE_2D, 0); +// glBindVertexArray(0); +// glUseProgram(0); +// m_texture_shader->unbind(); +//} + void GLWidget::paintGL() { - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable( GL_BLEND ); +// paintTexture(m_ground_texture, false); +// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +// glEnable( GL_BLEND ); m_defaultShader->bind(); m_defaultShader->setUniform("proj", m_camera.getProjection()); @@ -143,39 +202,19 @@ void GLWidget::paintGL() m_defaultShader->setUniform("widthBounds", m_arap.minCorner[0], m_arap.maxCorner[0]); m_defaultShader->setUniform("lengthBounds", m_arap.minCorner[2], m_arap.maxCorner[2]); - // bind texture - m_defaultShader->setUniform("texture_img", 0); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, m_texture0); - - -// m_defaultShader->setUniform(""); m_arap.draw(m_defaultShader, GL_TRIANGLES); m_defaultShader->unbind(); - //glBindTexture(GL_TEXTURE_2D, 0); - -// glClear(GL_DEPTH_BUFFER_BIT); - - -// glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); -// // Task 25: Bind the default framebuffer -// glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBO); -// glViewport(0, 0, m_screen_width, m_screen_height); - - // Task 26: Clear the color and depth buffers - - // Task 27: Call paintTexture to draw our FBO color attachment texture | Task 31: Set bool parameter to true - paintTexture(m_texture0, true); + glClear(GL_DEPTH_BUFFER_BIT); -// m_pointShader->bind(); -// m_pointShader->setUniform("proj", m_camera.getProjection()); -// m_pointShader->setUniform("view", m_camera.getView()); -// m_pointShader->setUniform("vSize", m_vSize); -// m_pointShader->setUniform("width", width()); -// m_pointShader->setUniform("height", height()); -// m_arap.draw(m_pointShader, GL_POINTS); -// m_pointShader->unbind(); +//// m_pointShader->bind(); +//// m_pointShader->setUniform("proj", m_camera.getProjection()); +//// m_pointShader->setUniform("view", m_camera.getView()); +//// m_pointShader->setUniform("vSize", m_vSize); +//// m_pointShader->setUniform("width", width()); +//// m_pointShader->setUniform("height", height()); +//// m_arap.draw(m_pointShader, GL_POINTS); +//// m_pointShader->unbind(); } void GLWidget::paintTexture(GLuint texture, bool postProcessOn){ |