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authorSebastian Park <51029066+Seb-Park@users.noreply.github.com>2024-04-22 00:59:29 -0400
committerGitHub <noreply@github.com>2024-04-22 00:59:29 -0400
commitcd7c76017a12bb548036571c1ff13e551369d06d (patch)
tree03cd022c7625c5c5682d21c20b0a8b8532e57140 /src/graphics
parent5233a708a165ba8a3153e054ce74eb11084c0158 (diff)
parent28d74097815a8d52b8f47f6eae6464005a6bc552 (diff)
Merge pull request #2 from Seb-Park/shaders
Shaders
Diffstat (limited to 'src/graphics')
-rw-r--r--src/graphics/shader.cpp8
-rw-r--r--src/graphics/shader.h2
-rw-r--r--src/graphics/shape.cpp44
-rw-r--r--src/graphics/shape.h6
4 files changed, 60 insertions, 0 deletions
diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp
index 6ac9949..161eeae 100644
--- a/src/graphics/shader.cpp
+++ b/src/graphics/shader.cpp
@@ -83,6 +83,14 @@ void Shader::setUniform(const std::string &name, bool b) {
glUniform1i(m_uniforms[name], static_cast<GLint>(b));
}
+void Shader::setUniform(const std::string &name, Eigen::Vector3f v) {
+ glUniform3f(m_uniforms[name], static_cast<GLfloat>(v[0]), static_cast<GLfloat>(v[1]), static_cast<GLfloat>(v[2]));
+}
+
+void Shader::setUniform(const std::string &name, float a, float b) {
+ glUniform2f(m_uniforms[name], static_cast<GLfloat>(a), static_cast<GLfloat>(b));
+}
+
void Shader::setUniformArrayByIndex(const std::string &name, float f, size_t index) {
glUniform1f(m_uniformArrays[std::make_tuple(name, index)], f);
}
diff --git a/src/graphics/shader.h b/src/graphics/shader.h
index bc3c0c1..7e9dad4 100644
--- a/src/graphics/shader.h
+++ b/src/graphics/shader.h
@@ -32,6 +32,8 @@ public:
void setUniform(const std::string &name, float f);
void setUniform(const std::string &name, int i);
void setUniform(const std::string &name, bool b);
+ void setUniform(const std::string &name, Eigen::Vector3f v);
+ void setUniform(const std::string &name, float a, float b);
void setUniformArrayByIndex(const std::string &name, float f, size_t index);
void setUniformArrayByIndex(const std::string &name, const Eigen::Vector2f &vec2, size_t index);
diff --git a/src/graphics/shape.cpp b/src/graphics/shape.cpp
index 9459306..c5dde0d 100644
--- a/src/graphics/shape.cpp
+++ b/src/graphics/shape.cpp
@@ -1,6 +1,7 @@
#include "shape.h"
#include <iostream>
+//#include <QImage>
#include "graphics/shader.h"
using namespace Eigen;
@@ -126,8 +127,12 @@ void Shape::draw(Shader *shader, GLenum mode)
shader->setUniform("blue", m_blue);
shader->setUniform("alpha", m_alpha);
glBindVertexArray(m_surfaceVao);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, ocean_floor_texture);
+ shader->setUniform("sampler", 1);
glDrawElements(mode, m_numSurfaceVertices, GL_UNSIGNED_INT, reinterpret_cast<GLvoid *>(0));
glBindVertexArray(0);
+ glBindTexture(GL_TEXTURE_2D, 0);
break;
}
case GL_POINTS:
@@ -276,3 +281,42 @@ void Shape::updateMesh(const std::vector<Eigen::Vector3i> &faces,
}
}
+void Shape::initGroundPlane(std::string texturePath, float depth, Shader* shader) {
+
+ // Prepare filepath
+ QString ocean_floor_filepath = QString(texturePath.c_str());
+
+ // TASK 1: Obtain image from filepath
+ this->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();
+ auto bits = this->ocean_floor_image.bits();
+ auto dat = ocean_floor_image.data_ptr();
+
+ // TASK 3: Generate 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(shader->id());
+// glUniform1i(glGetUniformLocation(shader->id(), "sampler"), 0);
+ shader->setUniform("sampler", 0);
+ glUseProgram(0);
+}
+
diff --git a/src/graphics/shape.h b/src/graphics/shape.h
index 1451c85..b909606 100644
--- a/src/graphics/shape.h
+++ b/src/graphics/shape.h
@@ -3,6 +3,8 @@
#include <GL/glew.h>
#include <vector>
#include <unordered_set>
+#include <QString>
+#include <QImage>
#define EIGEN_DONT_VECTORIZE
#define EIGEN_DISABLE_UNALIGNED_ARRAY_ASSERT
@@ -33,6 +35,8 @@ public:
void setColor(float r, float g, float b);
+ void initGroundPlane(std::string texturePath, float depth, Shader* shader);
+
void draw(Shader *shader, GLenum mode);
SelectMode select(Shader *shader, int vertex);
bool selectWithSpecifiedMode(Shader *shader, int vertex, SelectMode mode);
@@ -47,6 +51,8 @@ private:
GLuint m_surfaceVao;
GLuint m_surfaceVbo;
GLuint m_surfaceIbo;
+ GLuint ocean_floor_texture;
+ QImage ocean_floor_image;
unsigned int m_numSurfaceVertices;
unsigned int m_verticesSize;