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-rw-r--r--src/graphics/shape.cpp77
-rw-r--r--src/graphics/shape.h5
2 files changed, 62 insertions, 20 deletions
diff --git a/src/graphics/shape.cpp b/src/graphics/shape.cpp
index c5dde0d..6c7ea00 100644
--- a/src/graphics/shape.cpp
+++ b/src/graphics/shape.cpp
@@ -113,6 +113,10 @@ void Shape::setColor(float r, float g, float b) {
void Shape::draw(Shader *shader, GLenum mode)
{
+ // Drawing the ground texture.
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, m_ground_texture);
+
Eigen::Matrix3f m3 = m_modelMatrix.topLeftCorner(3, 3);
Eigen::Matrix3f inverseTransposeModel = m3.inverse().transpose();
@@ -127,12 +131,12 @@ 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:
@@ -145,6 +149,7 @@ void Shape::draw(Shader *shader, GLenum mode)
break;
}
}
+ glBindTexture(GL_TEXTURE_2D, 0);
}
SelectMode Shape::select(Shader *shader, int closest_vertex)
@@ -283,28 +288,27 @@ 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());
+ QString ground_texture_filepath = QString(texturePath.c_str());
// TASK 1: Obtain image from filepath
- this->ocean_floor_image = QImage(ocean_floor_filepath);
+ m_ground_image = QImage(ground_texture_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();
+ m_ground_image = m_ground_image.convertToFormat(QImage::Format_RGBA8888).mirrored();
+
+ auto bits = m_ground_image.bits();
- // TASK 3: Generate texture
- glGenTextures(1, &ocean_floor_texture);
+ // TASK 3: Generate kitten texture
+ glGenTextures(1, &m_ground_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);
+ glBindTexture(GL_TEXTURE_2D, m_ground_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());
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_ground_image.width(), m_ground_image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, m_ground_image.bits());
// TASK 6: Set min and mag filters' interpolation mode to linear
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -313,10 +317,47 @@ void Shape::initGroundPlane(std::string texturePath, float depth, Shader* shader
// 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);
+// // TASK 10: set the texture.frag uniform for our texture
+ shader->bind();
shader->setUniform("sampler", 0);
- glUseProgram(0);
+ shader->unbind();
+}
+
+void Shape::initSkyPlane(std::string texturePath, float depth, Shader* shader) {
+ //TODO: Complete
+
+ QString ground_texture_filepath = QString(texturePath.c_str());
+
+ // TASK 1: Obtain image from filepath
+ m_ground_image = QImage(ground_texture_filepath);
+
+ // TASK 2: Format image to fit OpenGL
+ m_ground_image = m_ground_image.convertToFormat(QImage::Format_RGBA8888).mirrored();
+
+ auto bits = m_ground_image.bits();
+
+ // TASK 3: Generate kitten texture
+ glGenTextures(1, &m_ground_texture);
+
+ // TASK 9: Set the active texture slot to texture slot 0
+ glActiveTexture(GL_TEXTURE1);
+
+ // TASK 4: Bind kitten texture
+ glBindTexture(GL_TEXTURE_2D, m_ground_texture);
+
+ // TASK 5: Load image into kitten texture
+ glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, m_ground_image.width(), m_ground_image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, m_ground_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
+ shader->bind();
+ shader->setUniform("sampler", 1);
+ shader->unbind();
}
diff --git a/src/graphics/shape.h b/src/graphics/shape.h
index b909606..4a3632c 100644
--- a/src/graphics/shape.h
+++ b/src/graphics/shape.h
@@ -36,6 +36,7 @@ public:
void setColor(float r, float g, float b);
void initGroundPlane(std::string texturePath, float depth, Shader* shader);
+ void initSkyPlane(std::string texturePath, float depth, Shader* shader);
void draw(Shader *shader, GLenum mode);
SelectMode select(Shader *shader, int vertex);
@@ -51,8 +52,8 @@ private:
GLuint m_surfaceVao;
GLuint m_surfaceVbo;
GLuint m_surfaceIbo;
- GLuint ocean_floor_texture;
- QImage ocean_floor_image;
+ GLuint m_ground_texture;
+ QImage m_ground_image;
unsigned int m_numSurfaceVertices;
unsigned int m_verticesSize;