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-rwxr-xr-xsrc/glwidget.cpp169
1 files changed, 167 insertions, 2 deletions
diff --git a/src/glwidget.cpp b/src/glwidget.cpp
index 1e9b26b..47df4f5 100755
--- a/src/glwidget.cpp
+++ b/src/glwidget.cpp
@@ -3,6 +3,11 @@
#include <QApplication>
#include <QKeyEvent>
#include <iostream>
+#define STB_IMAGE_IMPLEMENTATION
+
+#include "stb/stb_image.h"
+
+
#define SPEED 1.5
#define ROTATE_SPEED 0.0025
@@ -45,12 +50,20 @@ GLWidget::GLWidget(QWidget *parent) :
// Function tick() will be called once per interva
connect(&m_intervalTimer, SIGNAL(timeout()), this, SLOT(tick()));
+
+ //m_skybox = new skybox();
}
GLWidget::~GLWidget()
{
if (m_defaultShader != nullptr) delete m_defaultShader;
if (m_pointShader != nullptr) delete m_pointShader;
+ if (m_foamShader != nullptr) delete m_foamShader;
+
+ if (m_skyboxShader != nullptr) delete m_skyboxShader;
+ //if (m_skybox != nullptr) delete m_skybox;
+
+
}
// ================== Basic OpenGL Overrides
@@ -64,9 +77,13 @@ void GLWidget::initializeGL()
fprintf(stdout, "Successfully initialized GLEW %s\n", glewGetString(GLEW_VERSION));
// Set clear color to white
- glClearColor(1, 0.98f, 0.85f, 1);
+ glClearColor(0, 0, 0, 1);
+// glEnable(GL_DEPTH_TEST);
+// glEnable(GL_CULL_FACE);
+// glEnable(GL_BLEND);
+// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- // Enable depth-testing and backface culling
+// // Enable depth-testing and backface culling
glEnable(GL_DEPTH_TEST);
// glEnable(GL_CULL_FACE);
// glCullFace(GL_BACK);
@@ -78,9 +95,28 @@ void GLWidget::initializeGL()
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");
m_colorShader = new Shader(":resources/shaders/color.vert", ":resources/shaders/color.frag");
+ m_foamShader = new Shader(":resources/shaders/foam.vert", ":resources/shaders/foam.frag");
+ m_skyboxShader = new Shader(":resources/shaders/skybox.vert", ":resources/shaders/skybox.frag");
+
+ // specify texture for skybox
+// m_skyboxShader->bind();
+// glUniform1i(glGetUniformLocation(m_skyboxShader->id(), "cubeMap"), 9); // bind texture at slot 9
+// Eigen::Vector3f sc = Eigen::Vector3f(.77f, .85f, .99f); // skycolor for fade effect
+// glUniform3f(glGetUniformLocation(m_skyboxShader->id(), "skyColor"), sc[0], sc[1], sc[2]);
+// m_skyboxShader->unbind();
+
+
+ m_halftone_tex = loadTextureFromFile(":resources/images/halftone.png").textureID;
+ m_foam_tex = loadTextureFromFile(":resources/images/foam3.png").textureID;
+
+
m_causticsShader = new Shader(":resources/shaders/caustics.vert", ":resources/shaders/caustics.frag");
initCaustics();
+
+ // init skybox stuff
+ m_skybox.initializeVAO();
+
// INITIALIZE TEXTURE STUFF
// Prepare filepath
@@ -162,6 +198,9 @@ void GLWidget::initializeGL()
m_camera.lookAt(eye, target);
m_camera.setOrbitPoint(target);
m_camera.setPerspective(120, width() / static_cast<float>(height()), nearPlane, farPlane);
+ m_camera.setPosition(Eigen::Vector3f( 0,
+ 0,
+ 0));
m_deltaTimeProvider.start();
m_intervalTimer.start(1000 / 60);
@@ -398,8 +437,131 @@ void GLWidget::paintGL()
// m_pointShader->setUniform("height", height());
// m_arap.draw(m_pointShader, GL_POINTS);
// m_pointShader->unbind();
+
+// m_foamShader->bind();
+// m_foamShader->setUniform("proj", m_camera.getProjection());
+// m_foamShader->setUniform("view", m_camera.getView());
+//// m_foamShader->setUniform("vSize", m_vSize);
+//// m_foamShader->setUniform("width", width());
+//// m_foamShader->setUniform("height", height());
+// glUniform1f(glGetUniformLocation(m_foamShader->id(), "time"), m_arap.getTime());
+// glUniform1f(glGetUniformLocation(m_foamShader->id(), "phaseC"), 1.f);
+// m_foamShader->setUniform("widthBounds", m_arap.minCorner[0], m_arap.maxCorner[0]);
+// m_foamShader->setUniform("lengthBounds", m_arap.minCorner[2], m_arap.maxCorner[2]);
+//
+// glActiveTexture(GL_TEXTURE5);
+// glBindTexture(GL_TEXTURE_2D, m_halftone_tex);
+// glUniform1i(glGetUniformLocation(m_foamShader->id(), "halftone_texture"), 5);
+//
+// glActiveTexture(GL_TEXTURE6);
+// glBindTexture(GL_TEXTURE_2D, m_foam_tex);
+// glUniform1i(glGetUniformLocation(m_foamShader->id(), "foam_texture"), 6);
+
+
+
+
+// m_arap.drawFoam(m_foamShader, GL_TRIANGLES);
+// m_foamShader->unbind();
+//
+// // skybox
+//
+//
+//
+// m_skybox.draw(m_skyboxShader, m_camera);
+
+
+
}
+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_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ 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;
+}
+
+GLuint GLWidget::loadCubeMap(std::vector<const char*> textureFiles){
+ std::cout << "hello 111" << std::endl;
+
+ // create empty texture
+ GLuint textureID;
+ glGenTextures(1, &textureID);
+
+ std::cout << "hello fssd" << std::endl;
+
+
+ //glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ std::cout << "hello fssd" << std::endl;
+
+ GLuint target = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
+ for (int i=0; i<6; i++){
+ std::string filename = std::string(textureFiles[i]);//directory + '/' + filename;
+ int width, height, nrChannels;
+ unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrChannels, 0);
+
+ if (data){
+ stbi_set_flip_vertically_on_load(false);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
+ stbi_image_free(data);
+
+ } else {
+ std::cout << "Texture failed to load at path: " << textureFiles[i] << std::endl;
+ stbi_image_free(data);
+ }
+ }
+
+ return textureID;
+}
+
+
+
void GLWidget::resizeGL(int w, int h)
{
glViewport(0, 0, w, h);
@@ -568,6 +730,8 @@ void GLWidget::tick()
{
float deltaSeconds = m_deltaTimeProvider.restart() / 1000.f;
m_arap.update(deltaSeconds);
+ // rotate skybox
+ m_skybox.update(deltaSeconds);
// Move camera
auto look = m_camera.getLook();
@@ -579,6 +743,7 @@ void GLWidget::tick()
moveVec *= deltaSeconds;
m_camera.move(moveVec);
+
// Flag this view for repainting (Qt will call paintGL() soon after)
update();
}