Exemplo n.º 1
0
bool Reflection::paintGL()
{
    // Pass 1. Draw scene reversed and store it to the texture
    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    m_pProgram->bind();
    m_pProgram->setUniformValue("factor", (float)-1.0);
    m_pProgram->setUniformValue("texture", false);
    m_pProgram->setUniformValue("colorMap", 0);
    m_pProgram->setUniformValue("SIZE", QVector2D(glwidget()->width(), glwidget()->height()));
    
    Box b = scene()->boundingBox();
    m_pProgram->setUniformValue("radius", b.radius());
    m_pProgram->setUniformValue("boundingMin", b.min());
    m_pProgram->setUniformValue("boundingMax", b.max());
    
    m_pProgram->setUniformValue("modelViewProjectionMatrix",
                                camera()->projectionMatrix() *
                                camera()->modelviewMatrix());
    m_pProgram->setUniformValue("modelViewMatrix", camera()->modelviewMatrix());
    m_pProgram->setUniformValue("normalMatrix", camera()->modelviewMatrix().normalMatrix());

    // Ligth specs
    m_pProgram->setUniformValue("lightAmbient", QVector4D(1., 1., 1., 1.));
    m_pProgram->setUniformValue("lightDiffuse", QVector4D(1., 1., 1., 1.));
    m_pProgram->setUniformValue("lightSpecular", QVector4D(1., 1., 1., 1.));
    m_pProgram->setUniformValue("lightPosition", QVector4D(100., 100., 100., 1.));

    m_pProgram->setUniformValue("matAmbient", QVector4D(.5, .4, .0, 1.));
    m_pProgram->setUniformValue("matDiffuse", QVector4D(.5, .4, .0, 1.));
    m_pProgram->setUniformValue("matSpecular", QVector4D(1., 1., 1., 1.));
    m_pProgram->setUniformValue("matShininess", (float) 30.);

    drawPlugin()->drawScene();

    // Get texture
    glBindTexture(GL_TEXTURE_2D, m_textureId);
    glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, glwidget()->width(), glwidget()->height());
    glGenerateMipmap(GL_TEXTURE_2D);

    // Pass 2 Draw Scene normal
    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    m_pProgram->setUniformValue("factor", (float)1.0);

    
    drawPlugin()->drawScene();

    // Pass 3 Draw quad using texture
    m_pProgram->setUniformValue("texture", true);
    glBindVertexArray(m_VAO_rect);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glBindVertexArray(0);

    m_pProgram->release();
    glBindTexture(GL_TEXTURE_2D, 0);

    return true;
}
Exemplo n.º 2
0
void Reflection::onPluginLoad()
{
    // Resize to power-of-two viewport
    //glwidget()->resize(IMAGE_WIDTH, IMAGE_HEIGHT);

    // Carregar shader, compile & link
    m_pVs = new QGLShader(QGLShader::Vertex, this);
    m_pVs->compileSourceFile(":/reflection.vert");

    m_pFs = new QGLShader(QGLShader::Fragment, this);
    m_pFs->compileSourceFile(":/reflection.frag");

    m_pProgram = new QGLShaderProgram(this);
    m_pProgram->addShader(m_pVs);
    m_pProgram->addShader(m_pFs);
    m_pProgram->link();


    // Setup texture
    glActiveTexture(GL_TEXTURE0);
    glGenTextures( 1, &m_textureId);
    glBindTexture(GL_TEXTURE_2D, m_textureId);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glwidget()->width(), glwidget()->height(), 0, GL_RGB, GL_FLOAT,
                 NULL);
    glBindTexture(GL_TEXTURE_2D, 0);

    // Create & bind empty VAO
    glGenVertexArrays(1, &m_VAO_rect);
    glBindVertexArray(m_VAO_rect);

    // Create VBO with (x,y,z) coordinates
    float coords[] = { -1, -1, -1,
                       1,  -1, -1,
                       -1,  -1,  1,
                       1,  -1,  1 };

    GLuint VBO_coords;
    glGenBuffers(1, &VBO_coords);
    glBindBuffer(GL_ARRAY_BUFFER, VBO_coords);
    glBufferData(GL_ARRAY_BUFFER, sizeof(coords), coords, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(0);
    glBindVertexArray(0);
}
Exemplo n.º 3
0
void Glowing::onPluginLoad()
{
  // Resize to power-of-two viewport
  glwidget()->resize(IMAGE_WIDTH,IMAGE_HEIGHT);
  
  // Carregar shader, compile & link 
  vs = new QGLShader(QGLShader::Vertex, this);
  vs->compileSourceFile(":/glowing.vert");
  
  fs = new QGLShader(QGLShader::Fragment, this);
  fs->compileSourceFile(":/glowing.frag");
  
  program = new QGLShaderProgram(this);
  program->addShader(vs);
  program->addShader(fs);
  program->link();
  
  // Setup texture
  glActiveTexture(GL_TEXTURE0);
  glGenTextures( 1, &textureId);
  glBindTexture(GL_TEXTURE_2D, textureId);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, IMAGE_WIDTH, IMAGE_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
  glBindTexture(GL_TEXTURE_2D, 0);
}
Exemplo n.º 4
0
void ShowHelp::postFrame() 
{ 
  const int SIZE = 1024;
  // 1. Create image with text
  QImage image(SIZE,SIZE,QImage::Format_RGB32);
  image.fill(Qt::white);    
  QPainter painter(&image);
  QFont font;
  font.setPixelSize(32);
  painter.setFont(font);
  painter.setPen(QColor(50,50,50));
  int x = 15;
  int y = 50;
  painter.drawText(x, y, QString("L - Load object     A - Add plugin"));    
  painter.end();
  
  // 2. Create texture
  const int textureUnit = 5;
  glActiveTexture(GL_TEXTURE0+textureUnit);
  QImage im0 = QGLWidget::convertToGLFormat(image);
  glGenTextures( 1, &textureID);
  glBindTexture(GL_TEXTURE_2D, textureID);
  glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, im0.width(), im0.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, im0.bits());
  glGenerateMipmap(GL_TEXTURE_2D);
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  
  // Pass 2. Draw quad using texture
  program->bind();
  program->setUniformValue("colorMap", textureUnit);
  program->setUniformValue("WIDTH", float(glwidget()->width()));
  program->setUniformValue("HEIGHT", float(glwidget()->height()));    
  
  // quad covering viewport 
  drawRect();
  program->release();
  glBindTexture(GL_TEXTURE_2D, 0);
  
  
  glDeleteTextures(1, &textureID);
  
  
}
Exemplo n.º 5
0
void AlphaBlending::mouseMoveEvent(QMouseEvent * e)
{
    glClearColor(0, 0, 0, 0);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    // Llegir posicio del cursor
    int x = e->x();
    int y = glwidget()->height()-e->y();

    program->bind();
    program->setUniformValue("mouse", QVector2D(x, y));
    program->release();
}
Exemplo n.º 6
0
void DrawBoundingBox::onPluginLoad()
{
    // Carregar shader, compile & link
    vs = new QGLShader(QGLShader::Vertex, this);
    vs->compileSourceFile("draw-bounding-box.vert");

    fs = new QGLShader(QGLShader::Fragment, this);
    fs->compileSourceFile("draw-bounding-box.frag");

    program = new QGLShaderProgram(this);
    program->addShader(vs);
    program->addShader(fs);
    program->link();
    cout << "Link log:" << program->log().toStdString() << endl;

    createBuffers();

    glwidget()->clearScene();
}
Exemplo n.º 7
0
void AlphaBlending::onPluginLoad()
{
    // Carregar shader, compile & link
    vs = new QGLShader(QGLShader::Vertex, this);
    vs->compileSourceFile("alphablending.vert");

    fs = new QGLShader(QGLShader::Fragment, this);
    fs->compileSourceFile("alphablending.frag");

    program = new QGLShaderProgram(this);
    program->addShader(vs);
    program->addShader(fs);
    program->link();
    cout << "Link log:" << program->log().toStdString() << endl;

    QTimer *timer = new QTimer(this);
    connect(timer, SIGNAL(timeout()), glwidget(), SLOT(updateGL()));
    timer->start();
}
Exemplo n.º 8
0
void SeleccioTeclat::setSelectedObject(int selected) {
    if (selected < 0 || selected >= (int)scene()->objects().size()) selected = -1;
    scene()->setSelectedObject(selected);
    glwidget()->updateGL();
}