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-rwxr-xr-xsrc/glwidget.cpp136
1 files changed, 135 insertions, 1 deletions
diff --git a/src/glwidget.cpp b/src/glwidget.cpp
index 8fdd549..8ab2115 100755
--- a/src/glwidget.cpp
+++ b/src/glwidget.cpp
@@ -3,6 +3,9 @@
#include <QApplication>
#include <QKeyEvent>
#include <iostream>
+#define STB_IMAGE_IMPLEMENTATION
+#include "stb/stb_image.h"
+
#define SPEED 1.5
#define ROTATE_SPEED 0.0025
@@ -117,6 +120,9 @@ void GLWidget::initializeGL()
// END INITIALIZE TEXTURE STUFF
+ // initialize texture
+ m_texture0 = loadTextureFromFile("/Users/jesswan/Desktop/cs2240/ocean-simulation/resources/images/hello.png").textureID;
+
// Initialize ARAP, and get parameters needed to decide the camera position, etc
Vector3f coeffMin, coeffMax;
m_arap.init(coeffMin, coeffMax);
@@ -135,7 +141,8 @@ void GLWidget::initializeGL()
// Note for maintainers: Z-up
float fovY = 120;
- float nearPlane = 0.0001f;
+// float nearPlane = 0.0001f;
+ float nearPlane = 0.01;
float farPlane = 3 * extentLength;
// Initialize camera with a reasonable transform
@@ -148,6 +155,18 @@ void GLWidget::initializeGL()
m_deltaTimeProvider.start();
m_intervalTimer.start(1000 / 60);
+ //m_arap.initGroundPlane(":resources/images/kitty.png", 2, m_defaultShader);
+
+ //INIT FBO
+ // 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;
+
+ // initFullScreenQuad();
}
//void GLWidget::paintTexture(GLuint texture, bool filtered){
@@ -198,6 +217,121 @@ void GLWidget::paintGL()
//// m_pointShader->unbind();
}
+void GLWidget::paintTexture(GLuint texture, bool postProcessOn){
+ m_defaultShader->bind();
+
+ // Task 32: Set your bool uniform on whether or not to filter the texture drawn
+ glBindVertexArray(m_fullscreen_vao);
+ // Task 10: Bind "texture" to slot 0
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture);
+
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindVertexArray(0);
+ m_defaultShader->unbind();
+}
+
+void GLWidget::initFullScreenQuad(){
+ // 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);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), reinterpret_cast<void *>(0*sizeof(GLfloat)));
+
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(3, 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);
+
+ makeFBO();
+}
+
+void GLWidget::makeFBO(){
+ // Task 19: Generate and bind an empty texture, set its min/mag filter interpolation, then unbind
+ glGenTextures(1, &m_fbo_texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, m_fbo_texture);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_fbo_width, m_fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+ // Set min and mag filters' interpolation mode to linear
+ 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: Generate and bind a renderbuffer of the right size, set its format, then unbind
+ glGenRenderbuffers(1, &m_fbo_renderbuffer);
+ glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_renderbuffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_fbo_width, m_fbo_height);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ // Task 18: Generate and bind an FBO
+ glGenFramebuffers(1, &m_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
+
+ // Task 21: Add our texture as a color attachment, and our renderbuffer as a depth+stencil attachment, to our FBO
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fbo_texture, 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_fbo_renderbuffer);
+
+ // Task 22: Unbind the FBO
+ glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBO);
+
+}
+
+TextureData GLWidget::loadTextureFromFile(const char *path)
+{
+ std::string filename = std::string(path);
+
+ GLuint textureID;
+ glGenTextures(1, &textureID);
+
+ int width, height, nrComponents;
+ stbi_set_flip_vertically_on_load(true);
+ unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
+ stbi_set_flip_vertically_on_load(false);
+ if (data)
+ {
+ GLenum format;
+ if (nrComponents == 1)
+ format = GL_RED;
+ else if (nrComponents == 3)
+ format = GL_RGB;
+ else if (nrComponents == 4)
+ format = GL_RGBA;
+
+ glBindTexture(GL_TEXTURE_2D, textureID);
+ glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
+ glGenerateMipmap(GL_TEXTURE_2D);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ stbi_image_free(data);
+ }
+ else
+ {
+ std::cout << "Texture failed to load at path: " << path << std::endl;
+ stbi_image_free(data);
+ }
+
+ TextureData newtex;
+ newtex.textureID = textureID;
+ newtex.height = height;
+ newtex.width = width;
+ return newtex;
+}
+
void GLWidget::resizeGL(int w, int h)
{
glViewport(0, 0, w, h);