diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/arap.cpp | 123 | ||||
-rw-r--r-- | src/arap.h | 8 | ||||
-rwxr-xr-x | src/glwidget.cpp | 60 | ||||
-rwxr-xr-x | src/glwidget.h | 7 |
4 files changed, 146 insertions, 52 deletions
diff --git a/src/arap.cpp b/src/arap.cpp index 6239f83..b6f2f8c 100644 --- a/src/arap.cpp +++ b/src/arap.cpp @@ -66,41 +66,7 @@ void ARAP::init // minCorner = Vector3f(-1.0f, -1.0f, -1.0f); // maxCorner = Vector3f(1.0f, 1.0f, 1.0f); - -// m_shape.initGroundPlane("cornell_box_full_lighting.png") -// QImage ocean_floor_image; -// GLuint ocean_floor_texture; -// // Prepare filepath -// QString ocean_floor_filepath = QString(":/resources/images/kitten.png"); - -// // TASK 1: Obtain image from filepath -// ocean_floor_image = QImage(ocean_floor_filepath); - -// // TASK 2: Format image to fit OpenGL -// ocean_floor_image = ocean_floor_image.convertToFormat(QImage::Format_RGBA8888).mirrored(); - -// // TASK 3: Generate kitten texture -// glGenTextures(1, &ocean_floor_texture); - -// // TASK 9: Set the active texture slot to texture slot 0 -// glActiveTexture(GL_TEXTURE0); - -// // TASK 4: Bind kitten texture -// glBindTexture(GL_TEXTURE_2D, ocean_floor_texture); - -// // TASK 5: Load image into kitten texture -// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ocean_floor_image.width(), ocean_floor_image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, ocean_floor_image.bits()); - -// // TASK 6: 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); - -// // TASK 7: Unbind kitten texture -// glBindTexture(GL_TEXTURE_2D, 0); - -// // TASK 10: set the texture.frag uniform for our texture -// glUseProgram(m_texture_shader); -// glUniform1i(glGetUniformLocation(m_texture_shader, "sampler"), 0); + initCausticsShape(10); } void ARAP::update(double seconds) @@ -117,27 +83,27 @@ void ARAP::update(double seconds) // Note that the "seconds" parameter represents the amount of time that has passed since // the last update m_ocean.fft_prime(m_time); - m_ocean.update_ocean(); - m_shape.setVertices_and_Normals(m_ocean.get_vertices(), m_ocean.getNormals()); - // m_shape.setVertices(m_ocean.get_vertices()); + m_ocean.update_ocean(); +// m_shape.setVertices_and_Normals(m_ocean.get_vertices(), m_ocean.getNormals()); + m_shape.setVertices(m_ocean.get_vertices()); - auto tmp = m_ocean.get_vertices(); +// auto tmp = m_ocean.get_vertices(); // print the min and max of the vertices - Vector3f min = Vector3f::Ones() * 1000000; - Vector3f max = Vector3f::Ones() * -1000000; - for (int i = 0; i < tmp.size(); i++) { - min = min.cwiseMin(tmp[i]); - max = max.cwiseMax(tmp[i]); - } - std::cout << "min: " << min << std::endl; -std::cout << "max: " << max << std::endl; +// Vector3f min = Vector3f::Ones() * 1000000; +// Vector3f max = Vector3f::Ones() * -1000000; +// for (int i = 0; i < tmp.size(); i++) { +// min = min.cwiseMin(tmp[i]); +// max = max.cwiseMax(tmp[i]); +// } +// std::cout << "min: " << min << std::endl; +//std::cout << "max: " << max << std::endl; FoamConstants foam = m_ocean.getFoamConstants(); m_foam_shape.setFoamInputs(m_shape.getVertices(), foam.wavelengths, foam.k_vectors, foam.texCoords); m_time += m_timestep; - // std::cout << m_time << std::endl; +// std::cout << m_time << std::endl; } // Move an anchored vertex, defined by its index, to targetPosition @@ -162,3 +128,64 @@ void ARAP::move // - Minus and equal keys (click repeatedly) to change the size of the vertices } +void ARAP::initCausticsShape(int res) { +// std::vector<Eigen::Vector3f> gridPoints; +// float step = 2.f / ((float) res); + +// for (int i = 0; i < res; ++i) { +// for (int j = 0; j < res; ++j) { +// float x = -1.f + i * step; // calculate x coordinate +// float y = -1.f + j * step; // calculate y coordinate +// gridPoints.push_back(Eigen::Vector3f(x, y, 0.f)); // add point to grid +// } +// } +// std::vector<Eigen::Vector3f> verts; +// float step = 2.f / ((float) res); + +// for (int i = 0; i < res; ++i) { +// for (int j = 0; j < res; ++j) { +// float x = -1.f + i * step; // calculate x coordinate +// float y = -1.f + j * step; // calculate y coordinate +// Eigen::Vector3f bottomLeft = Eigen::Vector3f(x, y, 0.f); +// Eigen::Vector3f bottomRight = Eigen::Vector3f(x + step, y, 0.f); +// Eigen::Vector3f topRight = Eigen::Vector3f(x + step, y + step, 0.f); +// Eigen::Vector3f topLeft = Eigen::Vector3f(x, y + step, 0.f); +// verts.push_back(topLeft); +// verts.push_back(bottomLeft); +// verts.push_back(bottomRight); +// verts.push_back(topLeft); +// verts.push_back(bottomRight); +// verts.push_back(topRight); +// } +// } +// m_causticsShape.setVertices(verts); + std::vector<Eigen::Vector3f> verts; + std::vector<Eigen::Vector3i> faces; + float size = 2.f; + float step = size / ((float) res); + + for (int i = 0; i <= res; ++i) { + for (int j = 0; j <= res; ++j) { + float x = -(size / 2.f) + i * step; // calculate x coordinate + float y = -(size / 2.f) + j * step; // calculate y coordinate + Eigen::Vector3f bottomLeft = Eigen::Vector3f(x, y, 0.f); + verts.push_back(bottomLeft); + } + } + + for (int i = 0; i < res; ++i) { + for (int j = 0; j < res; ++j) { + int bottomLeft = i * (res + 1) + j; + int bottomRight = i * (res + 1) + j + 1; + int topRight = (i + 1) * (res + 1) + j + 1; + int topLeft = (i + 1) * (res + 1) + j; + faces.push_back(Eigen::Vector3i(topLeft, bottomLeft, bottomRight)); + faces.push_back(Eigen::Vector3i(topLeft, bottomRight, topRight)); + faces.push_back(Eigen::Vector3i(bottomRight, bottomLeft, topLeft)); + faces.push_back(Eigen::Vector3i(topRight, bottomRight, topLeft)); + } + } + m_causticsShape.init(verts, faces); + m_causticsShape.setColor(0.27f, .803f, .96f); +} + @@ -1,6 +1,7 @@ #pragma once #include "graphics/shape.h" +//#include "graphics/simpleshape.h" //#include "graphics/oceanshape.h" #include "Eigen/StdList" #include "Eigen/StdVector" @@ -22,6 +23,8 @@ private: Shape m_foam_shape; +// OceanShape m_oceanShape; + void initCausticsShape(int res); public: ARAP(); @@ -39,8 +42,7 @@ public: void draw(Shader *shader, GLenum mode) { - - +// m_causticsShape.draw(shader, mode); m_shape.draw(shader, mode); } @@ -99,5 +101,7 @@ public: double m_timestep = 0.3; Eigen::Vector3f minCorner, maxCorner; + + Shape m_causticsShape; }; diff --git a/src/glwidget.cpp b/src/glwidget.cpp index 91d38bc..47df4f5 100755 --- a/src/glwidget.cpp +++ b/src/glwidget.cpp @@ -110,6 +110,7 @@ void GLWidget::initializeGL() m_foam_tex = loadTextureFromFile(":resources/images/foam3.png").textureID; + m_causticsShader = new Shader(":resources/shaders/caustics.vert", ":resources/shaders/caustics.frag"); initCaustics(); @@ -138,11 +139,12 @@ 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 @@ -209,7 +211,7 @@ 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 @@ -227,6 +229,7 @@ void GLWidget::paintCaustics() { //// // Draw the VAO // glDrawArrays(GL_TRIANGLES, 0, 3); + m_colorShader->bind(); // m_colorShader->setUniform("proj", m_camera.getProjection()); @@ -243,6 +246,24 @@ 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 ); + glDisable( GL_DEPTH_TEST ); + + 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() { @@ -345,7 +366,37 @@ 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() @@ -358,6 +409,7 @@ void GLWidget::paintGL() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable( GL_BLEND ); + glEnable(GL_DEPTH_TEST); m_defaultShader->bind(); m_defaultShader->setUniform("proj", m_camera.getProjection()); @@ -517,7 +569,11 @@ 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 diff --git a/src/glwidget.h b/src/glwidget.h index 006f027..d992ab6 100755 --- a/src/glwidget.h +++ b/src/glwidget.h @@ -47,6 +47,7 @@ private: void keyReleaseEvent (QKeyEvent *event) override; void makeFBO(); + void makeFBO1(); void initCaustics(); void paintCaustics(); @@ -65,6 +66,7 @@ private: Shader *m_defaultShader; Shader *m_pointShader; Shader *m_texture_shader; + Shader *m_causticsShader; Shader *m_colorShader; Shader *m_foamShader; @@ -84,6 +86,11 @@ private: GLuint m_fbo; GLuint m_fbo_texture; GLuint m_fbo_renderbuffer; + + GLuint m_fbo1; + GLuint m_fbo_texture1; + GLuint m_fbo_renderbuffer1; + GLuint m_defaultFBO; GLuint m_floor_vbo; |