Example #1
0
void meGLWidget::sendDataToOpenGL()
{

    ShapeData shape = ShapeGenerator::makeCube();//ShapeGenerator::makeTriangle();


    GLuint vertexBufferID;

    glGenBuffers(1,&vertexBufferID);
    glBindBuffer(GL_ARRAY_BUFFER,vertexBufferID);
    glBufferData(GL_ARRAY_BUFFER,shape.vertexBufferSize(),shape.vertices,GL_STATIC_DRAW);


    glEnableVertexAttribArray(0);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,VERTEX_BYTE_SIZE, 0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,VERTEX_BYTE_SIZE, (char*)(sizeof(float)*3));


    GLuint indexBufferID;

    glGenBuffers(1,&indexBufferID);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indexBufferID );

    glBufferData(GL_ELEMENT_ARRAY_BUFFER,shape.indexBufferSize(),shape.indices,GL_STATIC_DRAW);

    numIndices = shape.numIndices;
    shape.cleanUp();



}
Example #2
0
void generateSphere(GLuint program, ShapeData* sphereData)
{
    tetrahedron(N);
    
    // Normals and tangents
    for (int i = 0; i < numSphereVertices; i++) {
        sphereData->normals[i] = vec3(sphereData->points[i].x, sphereData->points[i].y, sphereData->points[i].z);
    }
    
    // TexCoords
    double u, v;
    for (int i = 0; i < numSphereVertices; i++) {
        u = 0.5*(atan2(sphereData->points[i].z, sphereData->points[i].x)/M_PI + 1); //0~1
        v = 1 + asin(sphereData->points[i].y)/M_PI - 0.5; //0~1, and right ways up
        
        // make sure that we have no seam
        if( i % 3 > 0 ) {
            vec2 prev = sphereData->UVs[i-(i%3)];
            if( fabs(u - prev.x) > 0.5 ) {
                float diff = ( u < prev.x ) ? ( u + 1 - prev.x ) : ( u - 1 - prev.x );
                u = prev.x + diff;
            }
        }
        sphereData->UVs[i] = vec2(u,v);
    }
    
    // Create a vertex array object
    sphereData->enableUVArray( true, program );
    sphereData->bind(program);
}
Example #3
0
void Natla::initialize(const char* path, ShaderInfo* shader)
{	
	where = _mat4();
	ShapeData natlaData = FileInterperter::binaryToModel("Assets\\Models\\Natla.bin");
	if (!natlaShape)
		natlaShape = renderer.addGeometry(natlaData.verts, natlaData.vertexBufferSize(), natlaData.indices, natlaData.numIndices, GL_TRIANGLES, shapeManager.getVertexLayout());

	const char* textures[] = {
		"Assets\\Textures\\Natla\\cd076559.PNG",
		"Assets\\Textures\\Natla\\e32ef3b4.PNG",
		"Assets\\Textures\\Natla\\3467d32f.PNG",
		"Assets\\Textures\\Natla\\1a5850cd.PNG",
		"Assets\\Textures\\Natla\\6aaf6b2b.PNG",
		"Assets\\Textures\\Natla\\d4e192b1.PNG",
		"Assets\\Textures\\Natla\\14b8ae4d.PNG",
		"Assets\\Textures\\Natla\\fc372885.PNG",
		"Assets\\Textures\\Natla\\476eee47.PNG",
	};
	numTextures = sizeof(textures) / sizeof(textures[0]);

	TextureInfo* natlaTextures = renderer.addTextureArray(PT_2DIMAGEARRAY, numTextures, textures);

	model = renderer.addRenderable(natlaShape, shader, where);

	renderer.addRenderableUniformParameter(model, "meTextures", PT_2DIMAGEARRAY, natlaTextures);
	renderer.addRenderableUniformParameter(model, "numTextures", PT_FLOAT, &numTextures);
}
Example #4
0
ShapeData* genCube(GLuint program, float tex_size) {
    ShapeData* ret = new ShapeData(numCubeVertices);
    colorcube(ret, tex_size);
    ret->enableTangentArray( program, true );
    ret->enableUVArray( program, true );
    ret->bind(program);
    return ret;
}
Geometry* DebugShape::getLine(){
	if(myLine != 0)
		return myLine;
	ShapeData lineData = ShapeGenerator::makeLine();
	myLine = renderer.addGeometry(lineData.verts, lineData.vertexBufferSize(),
		lineData.indices, lineData.indexBufferSize(), lineData.numIndices,
		GL_TRIANGLES, vertLayout);
	return myLine;
}
Geometry* DebugShape::getSphere(){
	if(mySphere != 0)
		return mySphere;
	ShapeData sphereData = ShapeGenerator::makeSphere(20);
	mySphere = renderer.addGeometry(sphereData.verts, sphereData.vertexBufferSize(),
		sphereData.indices, sphereData.indexBufferSize(), sphereData.numIndices,
		GL_TRIANGLES, vertLayout);
	return mySphere;
}
Geometry* DebugShape::getCube(){
	if(myCube != 0){
		return myCube;
	}
	ShapeData cubeData = ShapeGenerator::makeCube();
	myCube = renderer.addGeometry(cubeData.verts, cubeData.vertexBufferSize(), 
		cubeData.indices, cubeData.indexBufferSize(), cubeData.numIndices, 
		GL_TRIANGLES, vertLayout);
	return myCube;
}
void MusikQuadRender::initializeTexGeometry()
{
    ShapeData shape = ShapeGenerator::makeQuadTex();

    tVertex.create();
    tVertex.bind();
    tVertex.setUsagePattern(QOpenGLBuffer::StaticDraw);
    tVertex.allocate(shape.vertices,shape.numVertices*sizeof(Vertex));

    tObject.create();
    tObject.bind();

    programm->enableAttributeArray(vposAttr);
    programm->enableAttributeArray(vcolAttr);
    programm->setAttributeBuffer(vposAttr,GL_FLOAT,Vertex::positionOffset(),Vertex::PositionTupleSize,Vertex::stride());
    programm->setAttributeBuffer(vcolAttr,GL_FLOAT,Vertex::colorOffset(),Vertex::ColorTupleSize,Vertex::stride());

    tIndex.create();
    tIndex.bind();

    tIndex.setUsagePattern(QOpenGLBuffer::StaticDraw);
    tIndex.allocate(shape.indices,shape.indexBufferSize());

    numIndx = shape.numIndices;

    tVertex.release();
    tObject.release();

    tTransform.create();
    tTransform.bind();
    tTransform.setUsagePattern(QOpenGLBuffer::StaticDraw);
    tTransform.allocate(quadTransforms,sizeof(QMatrix4x4)*numQuads);

    tObject.bind();



    programm->setAttributeBuffer(vmatrixAttr,GL_FLOAT,sizeof(QVector4D)*0,4,sizeof(QMatrix4x4));

    QMatrix4x4 mat;
    programm->setAttributeValue(vmatrixAttr,mat.data(),4,4);



    tObject.release();
    tTransform.release();

    shape.cleanup();
}
Example #9
0
void generateCone(GLuint program, ShapeData* coneData) {
    
    vec2 circlePoints[numConeDivisions];
    makeCircle(circlePoints, numConeDivisions);
    int Index = 0;
    makeCircleWall(coneData->points, coneData->normals, numConeDivisions, 1.0f, 1.0f, Index, 1);
    makeCircleWall(coneData->points, coneData->normals, numConeDivisions, 1.0f, -1.0f, Index, -1);
    
    // Create a vertex array object
    coneData->bind(program);
}
Example #10
0
void generateCylinder(GLuint program, ShapeData* cylData) {
    int Index = 0;
    vec3 tangent = vec3(0.0f, 0.0f, 1.0f);
    vec2 circlePoints[numCylDivisions];
    makeCircle(circlePoints, numCylDivisions);
    makeCircleWall(cylData->points, cylData->normals, numCylDivisions, 1.0f, 1.0f, Index, 1);
    makeCircleWall(cylData->points, cylData->normals, numCylDivisions, -1.0f, -1.0f, Index, -1);
    
    for (int i = 0; i < numCylDivisions; i++)
    {
        int i2 = (i+1)%numCylDivisions;
        float iAngle  = ( i  / (float)numCylDivisions );
        float i2Angle = ( (i+1) / (float)numCylDivisions );
        
        vec3 p1(circlePoints[i2].x, circlePoints[i2].y, -1.0f);
        vec3 p2(circlePoints[i2].x, circlePoints[i2].y,  1.0f);
        vec3 p3(circlePoints[i].x,  circlePoints[i].y,   1.0f);
        cylData->points[Index] = p1; cylData->normals[Index] = vec3(p1.x, p1.y, 0.0f); cylData->tangents[Index] = tangent;
        cylData->UVs[Index] = vec2(i2Angle, 1); Index++;
        cylData->points[Index] = p2; cylData->normals[Index] = vec3(p2.x, p2.y, 0.0f); cylData->tangents[Index] = tangent;
        cylData->UVs[Index] = vec2(i2Angle, 0); Index++;
        cylData->points[Index] = p3; cylData->normals[Index] = vec3(p3.x, p3.y, 0.0f); cylData->tangents[Index] = tangent;
        cylData->UVs[Index] = vec2(iAngle, 0); Index++;
        
        p1 = vec3(circlePoints[i2].x, circlePoints[i2].y, -1.0f);
        p2 = vec3(circlePoints[i].x,  circlePoints[i].y,   1.0f);
        p3 = vec3(circlePoints[i].x,  circlePoints[i].y,  -1.0f);
        cylData->points[Index] = p1; cylData->normals[Index] = vec3(p1.x, p1.y, 0.0f); cylData->tangents[Index] = tangent;
        cylData->UVs[Index] = vec2(i2Angle, 1); Index++;
        cylData->points[Index] = p2; cylData->normals[Index] = vec3(p2.x, p2.y, 0.0f); cylData->tangents[Index] = tangent;
        cylData->UVs[Index] = vec2(iAngle, 0); Index++;
        cylData->points[Index] = p3; cylData->normals[Index] = vec3(p3.x, p3.y, 0.0f); cylData->tangents[Index] = tangent;
        cylData->UVs[Index] = vec2(iAngle, 1); Index++;
    }
    
    // Create a vertex array object
    cylData->enableTangentArray( program, true );
    cylData->enableUVArray( program, true );
    cylData->bind(program);
}
Renderable* DebugShape::vector(vec3 end){
	ShapeData cyl = ShapeMaker::makeCylinder(20);
	ShapeData cone = ShapeMaker::makeCone(20);
	Geometry * cylinder = renderer.addGeometry(cyl.verts, cyl.vertexBufferSize(),
		cyl.indices, cyl.indexBufferSize(), cyl.numIndices,
		GL_TRIANGLES, vertLayout);

	Geometry* theCone = renderer.addGeometry(cone.verts, cone.vertexBufferSize(),
		cone.indices, cone.indexBufferSize(), cone.numIndices,
		GL_TRIANGLES, vertLayout);

	vec3 direction = glm::normalize(end);
	mat4 orient = glm::orientation(direction, vec3(1.0f, 0.0f, 0.0f)) * glm::scale(vec3(1.0f, 0.1f, 0.1f));
	Renderable* myCyl = renderer.addRenderable(cylinder, shader, orient);

	mat4 trans = glm::translate(direction) * glm::orientation(direction, vec3(1.0f, 0.0f, 0.0f));
	Renderable* myCone = renderer.addRenderable(theCone, shader, trans);
	return myCyl;
}
void MusikQuadRender::initializeGeometry()
{
    ShapeData shape = ShapeGenerator::makeQuad();

    vVertex.create();
    vVertex.bind();
    vVertex.setUsagePattern(QOpenGLBuffer::StaticDraw);
    vVertex.allocate(shape.vertices,shape.numVertices*sizeof(Vertex));

    vObject.create();
    vObject.bind();

    programm->enableAttributeArray(vposAttr);

    programm->setAttributeBuffer(vposAttr,GL_FLOAT,Vertex::positionOffset(),Vertex::PositionTupleSize,Vertex::stride());


//    programmTex->enableAttributeArray(texVpos);
 //   programmTex->setAttributeBuffer(texVpos,GL_FLOAT,Vertex::positionOffset(),Vertex::PositionTupleSize,Vertex::stride());

    vIndex.create();
    vIndex.bind();

    vIndex.setUsagePattern(QOpenGLBuffer::StaticDraw);
    vIndex.allocate(shape.indices,shape.indexBufferSize());

    numIndx = shape.numIndices;

    vVertex.release();
    vObject.release();

    vTransform.create();
    vTransform.bind();
    vTransform.setUsagePattern(QOpenGLBuffer::DynamicDraw);
    vTransform.allocate(quadTransforms,sizeof(QMatrix4x4)*numQuads);

    vObject.bind();

    programm->enableAttributeArray(vmatrixAttr);
    programm->enableAttributeArray(vmatrixAttr+1);
    programm->enableAttributeArray(vmatrixAttr+2);
    programm->enableAttributeArray(vmatrixAttr+3);

    programm->setAttributeBuffer(vmatrixAttr,GL_FLOAT,sizeof(QVector4D)*0,4,sizeof(QMatrix4x4));
    programm->setAttributeBuffer(vmatrixAttr+1,GL_FLOAT,sizeof(QVector4D)*1,4,sizeof(QMatrix4x4));
    programm->setAttributeBuffer(vmatrixAttr+2,GL_FLOAT,sizeof(QVector4D)*2,4,sizeof(QMatrix4x4));
    programm->setAttributeBuffer(vmatrixAttr+3,GL_FLOAT,sizeof(QVector4D)*3,4,sizeof(QMatrix4x4));


    glVertexAttribDivisor(vmatrixAttr,1);
    glVertexAttribDivisor(vmatrixAttr+1,1);
    glVertexAttribDivisor(vmatrixAttr+2,1);
    glVertexAttribDivisor(vmatrixAttr+3,1);

    vColor.create();
    vColor.bind();
    vColor.setUsagePattern(QOpenGLBuffer::DynamicDraw);
    vColor.allocate(quadColors,sizeof(QVector3D)*numQuads);


    programm->setAttributeBuffer(vcolAttr,GL_FLOAT,0,3,sizeof(QVector3D));
    programm->enableAttributeArray(vcolAttr);

    glVertexAttribDivisor(vcolAttr,1);
    vObject.release();
    vTransform.release();

    shape.cleanup();
}
Example #13
0
void MeGlWindow::sendDataToOpenGL()
{
	ShapeData cube = ShapeGenerator::makeCube();
	ShapeData arrow = ShapeGenerator::makeArrow();
	ShapeData plane = ShapeGenerator::makePlane();
	ShapeData teapot = ShapeGenerator::makeTeapot();
	ShapeData sphere = ShapeGenerator::makeSphere();
	ShapeData torus = ShapeGenerator::makeTorus();

	glGenBuffers(1, &theBufferID);
	glBindBuffer(GL_ARRAY_BUFFER, theBufferID);
	glBufferData(GL_ARRAY_BUFFER, 
		cube.vertexBufferSize() + cube.indexBufferSize() +
		arrow.vertexBufferSize() + arrow.indexBufferSize() +
		plane.vertexBufferSize() + plane.indexBufferSize() +
		teapot.vertexBufferSize() + teapot.indexBufferSize() +
		sphere.vertexBufferSize() + sphere.indexBufferSize() +
		torus.vertexBufferSize() + torus.indexBufferSize(), 0, GL_STATIC_DRAW);

	GLsizeiptr currentOffset = 0;
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, cube.vertexBufferSize(), cube.vertices);
	currentOffset += cube.vertexBufferSize();
	cubeIndexByteOffset = currentOffset;
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, cube.indexBufferSize(), cube.indices);
	currentOffset += cube.indexBufferSize();
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, arrow.vertexBufferSize(), arrow.vertices);
	currentOffset += arrow.vertexBufferSize();
	arrowIndexByteOffset = currentOffset;
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, arrow.indexBufferSize(), arrow.indices);
	currentOffset += arrow.indexBufferSize();
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, plane.vertexBufferSize(), plane.vertices);
	currentOffset += plane.vertexBufferSize();
	planeIndexByteOffset = currentOffset;
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, plane.indexBufferSize(), plane.indices);
	currentOffset += plane.indexBufferSize();
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, teapot.vertexBufferSize(), teapot.vertices);
	currentOffset += teapot.vertexBufferSize();
	teapotIndexByteOffset = currentOffset;
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, teapot.indexBufferSize(), teapot.indices);
	currentOffset += teapot.indexBufferSize();
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, sphere.vertexBufferSize(), sphere.vertices);
	currentOffset += sphere.vertexBufferSize();
	sphereIndexByteOffset = currentOffset;
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, sphere.indexBufferSize(), sphere.indices);
	currentOffset += sphere.indexBufferSize();
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, torus.vertexBufferSize(), torus.vertices);
	currentOffset += torus.vertexBufferSize();
	torusIndexByteOffset = currentOffset;
	glBufferSubData(GL_ARRAY_BUFFER, currentOffset, torus.indexBufferSize(), torus.indices);
	currentOffset += torus.indexBufferSize();

	cubeNumIndices = cube.numIndices;
	arrowNumIndices = arrow.numIndices;
	planeNumIndices = plane.numIndices;
	teapotNumIndices = teapot.numIndices;
	sphereNumIndices = sphere.numIndices;
	torusNumIndices = torus.numIndices;

	glGenVertexArrays(1, &cubeVertexArrayObjectID);
	glGenVertexArrays(1, &arrowVertexArrayObjectID);
	glGenVertexArrays(1, &planeVertexArrayObjectID);
	glGenVertexArrays(1, &teapotVertexArrayObjectID);
	glGenVertexArrays(1, &sphereVertexArrayObjectID);
	glGenVertexArrays(1, &torusVertexArrayObjectID);

	glBindVertexArray(cubeVertexArrayObjectID);
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
	glEnableVertexAttribArray(2);
	glBindBuffer(GL_ARRAY_BUFFER, theBufferID);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, 0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(sizeof(float) * 3));
	glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(sizeof(float) * 6));
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, theBufferID);

	glBindVertexArray(arrowVertexArrayObjectID);
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
	glEnableVertexAttribArray(2);
	glBindBuffer(GL_ARRAY_BUFFER, theBufferID);
	GLuint arrowByteOffset = cube.vertexBufferSize() + cube.indexBufferSize();
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)arrowByteOffset);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(arrowByteOffset + sizeof(float) * 3));
	glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(arrowByteOffset + sizeof(float) * 6));
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, theBufferID);

	glBindVertexArray(planeVertexArrayObjectID);
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
	glEnableVertexAttribArray(2);
	glBindBuffer(GL_ARRAY_BUFFER, theBufferID);
	GLuint planeByteOffset = arrowByteOffset + arrow.vertexBufferSize() + arrow.indexBufferSize();
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)planeByteOffset);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(planeByteOffset + sizeof(float) * 3));
	glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(planeByteOffset + sizeof(float) * 6));
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, theBufferID);

	glBindVertexArray(teapotVertexArrayObjectID);
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
	glEnableVertexAttribArray(2);
	glBindBuffer(GL_ARRAY_BUFFER, theBufferID);
	GLuint teapotByteOffset = planeByteOffset + plane.vertexBufferSize() + plane.indexBufferSize();
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)teapotByteOffset);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(teapotByteOffset + sizeof(float) * 3));
	glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(teapotByteOffset + sizeof(float) * 6));
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, theBufferID);

	glBindVertexArray(sphereVertexArrayObjectID);
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
	glEnableVertexAttribArray(2);
	glBindBuffer(GL_ARRAY_BUFFER, theBufferID);
	GLuint sphereByteOffset = teapotByteOffset + teapot.vertexBufferSize() + teapot.indexBufferSize();
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)sphereByteOffset);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(sphereByteOffset + sizeof(float) * 3));
	glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(sphereByteOffset + sizeof(float) * 6));
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, theBufferID);

	glBindVertexArray(torusVertexArrayObjectID);
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
	glEnableVertexAttribArray(2);
	glBindBuffer(GL_ARRAY_BUFFER, theBufferID);
	GLuint torusByteOffset = sphereByteOffset + sphere.vertexBufferSize() + sphere.indexBufferSize();
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)torusByteOffset);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(torusByteOffset + sizeof(float) * 3));
	glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, VERTEX_BYTE_SIZE, (void*)(torusByteOffset + sizeof(float) * 6));
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, theBufferID);

	cube.cleanup();
	arrow.cleanup();
	plane.cleanup();
	teapot.cleanup();
	sphere.cleanup();
	torus.cleanup();
}