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-rw-r--r--.DS_Storebin10244 -> 10244 bytes
-rw-r--r--CMakeLists.txt5
-rw-r--r--CMakeLists.txt.user2
-rw-r--r--resources/images/sand_text.jpgbin0 -> 23150 bytes
-rw-r--r--resources/images/uv1 copy.pngbin48020 -> 0 bytes
-rw-r--r--resources/images/uv1.pngbin86064 -> 48020 bytes
-rw-r--r--resources/images/uv1_cut.pngbin0 -> 86064 bytes
-rwxr-xr-xresources/shaders/shader.frag23
-rwxr-xr-xresources/shaders/shader.vert14
-rw-r--r--resources/shaders/texture.frag24
-rw-r--r--resources/shaders/texture.vert15
-rwxr-xr-xsrc/glwidget.cpp122
-rwxr-xr-xsrc/glwidget.h7
-rw-r--r--src/graphics/shape.cpp8
14 files changed, 193 insertions, 27 deletions
diff --git a/.DS_Store b/.DS_Store
index 8e365cf..a6de465 100644
--- a/.DS_Store
+++ b/.DS_Store
Binary files differ
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 35ac139..cdacb7f 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -84,11 +84,16 @@ qt6_add_resources(${PROJECT_NAME} "Resources"
FILES
resources/images/uv1.png
resources/images/kitten.png
+ resources/images/hello.png
+ resources/images/sand_text.jpg
+# resources/images/ground.png
resources/shaders/shader.frag
resources/shaders/shader.vert
resources/shaders/anchorPoint.vert
resources/shaders/anchorPoint.geom
resources/shaders/anchorPoint.frag
+ resources/shaders/texture.vert
+ resources/shaders/texture.frag
)
# GLEW: this provides support for Windows (including 64-bit)
diff --git a/CMakeLists.txt.user b/CMakeLists.txt.user
index 24cd5bb..fdc72cf 100644
--- a/CMakeLists.txt.user
+++ b/CMakeLists.txt.user
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE QtCreatorProject>
-<!-- Written by QtCreator 8.0.1, 2024-04-18T19:39:10. -->
+<!-- Written by QtCreator 8.0.1, 2024-04-22T22:56:11. -->
<qtcreator>
<data>
<variable>EnvironmentId</variable>
diff --git a/resources/images/sand_text.jpg b/resources/images/sand_text.jpg
new file mode 100644
index 0000000..6a64486
--- /dev/null
+++ b/resources/images/sand_text.jpg
Binary files differ
diff --git a/resources/images/uv1 copy.png b/resources/images/uv1 copy.png
deleted file mode 100644
index fcf4825..0000000
--- a/resources/images/uv1 copy.png
+++ /dev/null
Binary files differ
diff --git a/resources/images/uv1.png b/resources/images/uv1.png
index 82ff8ac..fcf4825 100644
--- a/resources/images/uv1.png
+++ b/resources/images/uv1.png
Binary files differ
diff --git a/resources/images/uv1_cut.png b/resources/images/uv1_cut.png
new file mode 100644
index 0000000..82ff8ac
--- /dev/null
+++ b/resources/images/uv1_cut.png
Binary files differ
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index 82a0387..2e4e780 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -20,6 +20,20 @@ uniform vec2 widthBounds;
uniform vec2 lengthBounds;
//uniform float test = 0;
+float rand(vec2 n) {
+ return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
+}
+
+float rand(float n) {
+ return fract(sin(n) * 43758.5453123);
+}
+
+float rand(vec4 n) {
+// vec2 first2 = vec2(n[0], n[1]);
+//// return 1.f;
+ return rand(vec2(n[0] * rand(n[2]), n[1] * rand(n[3])));
+}
+
vec2 uvFromWorldPoint(vec3 point) {
float u = (point.x - widthBounds[0]) / (widthBounds[1] - widthBounds[0]);
float v = (point.z - lengthBounds[0]) / (lengthBounds[1] - lengthBounds[0]);
@@ -45,11 +59,14 @@ void main() {
// fragColor = vec4(fragColor.x, 0.f, fragColor.z, 1.f);
// fragColor = vec4(test, test, test, 1.f);
vec2 refrUV = uvFromWorldPoint(refrPos);
- float beerAtt = exp(-length((pos - refrPos)) * 2.0f); // TODO: Make uniform
+ float beerAtt = exp(-length((pos - refrPos)) * 0.2f); // TODO: Make uniform
vec4 diffuse = vec4(red * d, green * d, blue * d, 1.0f);
vec4 specular = vec4(1, 1, 1, 1) * pow(spec, 10.f);
- vec4 transmissive = vec4(vec3(refrUV, 1.f - refrUV.y), 1.f);
+// vec4 transmissive = vec4(vec3(refrUV, 1.f - refrUV.y), 1.f);
+ float waterBlurriness = 0.1f;
+ vec2 refrUVBlurry = (1 - beerAtt) * vec2(rand(refrUV), rand(vec4(pos, d))) * waterBlurriness + refrUV;
+ vec4 transmissive = texture(sampler, vec2(refrUVBlurry));
// refrProb *= beerAtt;
@@ -68,4 +85,6 @@ void main() {
// VELOCITY * DIFFUSE
// (1 - refrProb) * SPECULAR
// refrProb * (BEER * TRANSMISSIVE + (1 - beerAtt) * VOLUME (which is somewhat diffuse too?))
+ // Transmissive shouldn't just get darker, but blurrier as beer attenuation lowers.
+// fragColor = texture(sampler, vec2(refrUV));
}
diff --git a/resources/shaders/shader.vert b/resources/shaders/shader.vert
index fbb9950..3271498 100755
--- a/resources/shaders/shader.vert
+++ b/resources/shaders/shader.vert
@@ -22,7 +22,7 @@ out vec2 uv;
out float matIor;
vec4 getRefrPos() {
- float depth = -1.f; // TODO: Pass as uniform
+ float depth = -3.f; // TODO: Pass as uniform
vec3 w_o = normalize(pos - camera_worldSpace);
float cos_theta_i = dot(-w_o, normal_worldSpace);
float n_i = 1;
@@ -52,8 +52,8 @@ vec4 getRefrPos() {
}
void main() {
- float depth = -2.f;
- float dist = position.y - depth;
+// float depth = -4.f;
+// float dist = position.y - depth;
float width = 81.f * 2.f;
float length = 81.f * 2.f;
matIor = 1.33f;
@@ -64,10 +64,10 @@ void main() {
pos = vec3(model * vec4(position, 1.f)); //vec3(model * vec4(objSpacePos, 1.f));
// pos = position;
- float depthScale = dist / normal.y;
- vec3 groundContactPoint = -(normal * depthScale) + position; // carries down to ground
- groundContactPoint = vec3(model * vec4(position, 1));
- uv = vec2((position.x + 81.f) / (162.f), groundContactPoint.z);
+// float depthScale = dist / normal.y;
+// vec3 groundContactPoint = -(normal * depthScale) + position; // carries down to ground
+// groundContactPoint = vec3(model * vec4(position, 1));
+// uv = vec2((position.x + 81.f) / (162.f), groundContactPoint.z);
// uv = vec2(normal);
vec4 refrPos_and_prob = getRefrPos();
refrPos = vec3(refrPos_and_prob);
diff --git a/resources/shaders/texture.frag b/resources/shaders/texture.frag
new file mode 100644
index 0000000..c7a5956
--- /dev/null
+++ b/resources/shaders/texture.frag
@@ -0,0 +1,24 @@
+#version 330 core
+
+// TASK 16: Create a UV coordinate in variable
+in vec2 uv;
+
+// TASK 8: Add a sampler2D uniform
+uniform sampler2D sampler;
+
+// TASK 29: Add a bool on whether or not to filter the texture
+uniform bool filtered;
+
+out vec4 fragColor;
+
+void main()
+{
+ // TASK 17: Set fragColor using the sampler2D at the UV coordinate
+ fragColor = texture(sampler, uv);
+
+ // TASK 33: Invert fragColor's r, g, and b color channels if your bool is true
+ if(filtered){
+ fragColor = vec4(1) - fragColor;
+ fragColor.w = 1;
+ }
+}
diff --git a/resources/shaders/texture.vert b/resources/shaders/texture.vert
new file mode 100644
index 0000000..c87f366
--- /dev/null
+++ b/resources/shaders/texture.vert
@@ -0,0 +1,15 @@
+#version 330 core
+
+// TASK 15: add a second layout variable representing a UV coordinate
+layout (location = 0) in vec3 position;
+layout (location = 1) in vec2 uv_raw;
+
+// TASK 16: create an "out" variable representing a UV coordinate
+out vec2 uv;
+
+void main() {
+ // TASK 16: assign the UV layout variable to the UV "out" variable
+ uv = uv_raw;
+
+ gl_Position = vec4(position, 1.0);
+}
diff --git a/src/glwidget.cpp b/src/glwidget.cpp
index 263b7dd..472966b 100755
--- a/src/glwidget.cpp
+++ b/src/glwidget.cpp
@@ -70,12 +70,87 @@ 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
+ QString kitten_filepath = QString(":/resources/images/kitten.png");
+
+ // TASK 1: Obtain image from filepath
+ m_image = QImage(kitten_filepath);
+
+ // TASK 2: Format image to fit OpenGL
+ m_image = m_image.convertToFormat(QImage::Format_RGBA8888).mirrored();
+
+ auto bits = m_image.bits();
+
+ // TASK 3: Generate kitten texture
+ glGenTextures(1, &m_kitten_texture);
+
+ // TASK 9: Set the active texture slot to texture slot 0
+ glActiveTexture(GL_TEXTURE0);
+
+ // TASK 4: Bind kitten texture
+ glBindTexture(GL_TEXTURE_2D, m_kitten_texture);
+
+ // TASK 5: Load image into kitten texture
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_image.width(), m_image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, m_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->id());
+// glUniform1i(glGetUniformLocation(m_texture_shader->id(), "sampler"), 0);
+// glUseProgram(0);
+
+ glUseProgram(m_defaultShader->id());
+ glUniform1i(glGetUniformLocation(m_defaultShader->id(), "sampler"), 0);
+ glUseProgram(0);
+
+// // 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
+// };
+
+// // 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 ARAP, and get parameters needed to decide the camera position, etc
Vector3f coeffMin, coeffMax;
@@ -111,11 +186,30 @@ void GLWidget::initializeGL()
m_arap.initGroundPlane(":resources/images/kitty.png", 2, m_defaultShader);
}
+//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_kitten_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());
@@ -124,7 +218,9 @@ void GLWidget::paintGL()
m_defaultShader->setUniform("inverseView", inverseView);
m_defaultShader->setUniform("widthBounds", m_arap.minCorner[0], m_arap.maxCorner[0]);
m_defaultShader->setUniform("lengthBounds", m_arap.minCorner[2], m_arap.maxCorner[2]);
-// m_defaultShader->setUniform("");
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, m_kitten_texture);
m_arap.draw(m_defaultShader, GL_TRIANGLES);
m_defaultShader->unbind();
@@ -132,14 +228,14 @@ void GLWidget::paintGL()
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::resizeGL(int w, int h)
diff --git a/src/glwidget.h b/src/glwidget.h
index b319756..6433e22 100755
--- a/src/glwidget.h
+++ b/src/glwidget.h
@@ -29,6 +29,7 @@ private:
// Basic OpenGL Overrides
void initializeGL() override;
void paintGL() override;
+ void paintTexture(GLuint texture, bool filtered);
void resizeGL(int w, int h) override;
// Event Listeners
@@ -48,6 +49,12 @@ private:
Camera m_camera;
Shader *m_defaultShader;
Shader *m_pointShader;
+ Shader *m_texture_shader;
+
+ GLuint m_fullscreen_vbo;
+ GLuint m_fullscreen_vao;
+ QImage m_image;
+ GLuint m_kitten_texture;
float m_movementScaling;
float m_vertexSelectionThreshold;
diff --git a/src/graphics/shape.cpp b/src/graphics/shape.cpp
index c5dde0d..824a012 100644
--- a/src/graphics/shape.cpp
+++ b/src/graphics/shape.cpp
@@ -127,12 +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);
+// glActiveTexture(GL_TEXTURE0);
+// glBindTexture(GL_TEXTURE_2D, ocean_floor_texture);
+// shader->setUniform("sampler", 0);
glDrawElements(mode, m_numSurfaceVertices, GL_UNSIGNED_INT, reinterpret_cast<GLvoid *>(0));
glBindVertexArray(0);
- glBindTexture(GL_TEXTURE_2D, 0);
+// glBindTexture(GL_TEXTURE_2D, 0);
break;
}
case GL_POINTS: