added lots of things, but it crashes
This commit is contained in:
commit
2bd9205c37
@ -1,6 +1,6 @@
|
||||
#include "gridmesh.h"
|
||||
|
||||
GridMesh::GridMesh(int width, int height, bool alternate) : Mesh()
|
||||
GridMesh::GridMesh(int width, int height, bool alternate) : Mesh(), m_width(width), m_height(height)
|
||||
{
|
||||
for(int i=0; i<=width; ++i)
|
||||
{
|
||||
@ -38,5 +38,5 @@ GridMesh::GridMesh(int width, int height, bool alternate) : Mesh()
|
||||
|
||||
int GridMesh::getVertexId(int i, int j)
|
||||
{
|
||||
return i*(height+1) + j;
|
||||
return i*(m_height+1) + j;
|
||||
}
|
||||
|
@ -8,6 +8,8 @@ class GridMesh : public Mesh
|
||||
public:
|
||||
GridMesh(int width, int height, bool alternate);
|
||||
private:
|
||||
int m_height;
|
||||
int m_width;
|
||||
int getVertexId(int i, int j);
|
||||
};
|
||||
|
||||
|
12
material.cpp
12
material.cpp
@ -1,12 +0,0 @@
|
||||
#include "material.h"
|
||||
|
||||
Material::Material()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
Material::~Material()
|
||||
{
|
||||
|
||||
}
|
||||
|
11
material.h
11
material.h
@ -1,12 +1,19 @@
|
||||
#ifndef MATERIAL_H
|
||||
#define MATERIAL_H
|
||||
|
||||
#include "shader.h"
|
||||
#include "glm/fwd.hpp"
|
||||
|
||||
class Material
|
||||
{
|
||||
public:
|
||||
Material();
|
||||
~Material();
|
||||
Material(Shader* myShader) : shader(myShader) {}
|
||||
Shader* getShader() {return shader;}
|
||||
|
||||
virtual void bindAttributes() = 0;
|
||||
|
||||
protected:
|
||||
Shader* shader;
|
||||
};
|
||||
|
||||
#endif // MATERIAL_H
|
||||
|
9
phongmaterial.cpp
Normal file
9
phongmaterial.cpp
Normal file
@ -0,0 +1,9 @@
|
||||
#include "phongmaterial.h"
|
||||
|
||||
void PhongMaterial::bindAttributes()
|
||||
{
|
||||
shader->bindVec3(shader->getLocation("materialKd"), kd);
|
||||
shader->bindVec3(shader->getLocation("materialKs"), ks);
|
||||
shader->bindFloat(shader->getLocation("materialNs"), ns);
|
||||
}
|
||||
|
18
phongmaterial.h
Normal file
18
phongmaterial.h
Normal file
@ -0,0 +1,18 @@
|
||||
#ifndef PHONGMATERIAL_H
|
||||
#define PHONGMATERIAL_H
|
||||
|
||||
#include "material.h"
|
||||
#include "glm/vec3.hpp"
|
||||
|
||||
class PhongMaterial : public Material
|
||||
{
|
||||
glm::vec3 kd;
|
||||
glm::vec3 ks;
|
||||
float ns;
|
||||
public:
|
||||
PhongMaterial(Shader* myShader) : Material(myShader), kd(0.5f), ks(0.5f), ns(10) {}
|
||||
PhongMaterial(Shader* myShader, glm::vec3 myKd, glm::vec3 myKs, float myNs) : Material(myShader), kd(myKd), ks(myKs), ns(myNs) {}
|
||||
virtual void bindAttributes();
|
||||
};
|
||||
|
||||
#endif // PHONGMATERIAL_H
|
24
scene.cpp
24
scene.cpp
@ -15,25 +15,27 @@ Scene::~Scene()
|
||||
delete(e);
|
||||
}
|
||||
|
||||
void Scene::addEntity(Mesh& mesh, Material& mat)
|
||||
void Scene::addEntity(Mesh* mesh, Material* mat)
|
||||
{
|
||||
entities.push_back(new Entity(NULL, mesh, mat));
|
||||
}
|
||||
|
||||
void Scene::addEntity(Mesh& mesh)
|
||||
{
|
||||
Material default_material = Material();
|
||||
entities.push_back(new Entity(NULL, mesh, default_material));
|
||||
}
|
||||
|
||||
void Scene::drawEntities(GLuint programId)
|
||||
void Scene::drawEntities()
|
||||
{
|
||||
glm::mat4 viewMatrix = camera->getViewMatrix();
|
||||
glm::mat4 projectionMatrix = camera->getProjectionMatrix();
|
||||
glAssert(GLuint viewMatrixUniform = glGetUniformLocation(programId, "viewMatrix"));
|
||||
glAssert(glUniformMatrix4fv(viewMatrixUniform, 1, GL_FALSE, glm::value_ptr(viewMatrix)));
|
||||
for(Entity* e : entities)
|
||||
e->mesh.draw();
|
||||
{
|
||||
glm::mat4 modelViewMatrix = viewMatrix * e->modelMatrix;
|
||||
glm::mat4 mvp = projectionMatrix * modelViewMatrix;
|
||||
Shader* shader = e->mat->getShader();
|
||||
shader->bind();
|
||||
e->mat->bindAttributes();
|
||||
shader->bindMatrix(shader->getLocation("viewMatrix"), viewMatrix);
|
||||
shader->bindMatrix(shader->getLocation("modelViewMatrix"), modelViewMatrix);
|
||||
shader->bindMatrix(shader->getLocation("MVP"), mvp);
|
||||
e->mesh->draw();
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::setCamera(Camera* myCamera)
|
||||
|
11
scene.h
11
scene.h
@ -11,11 +11,11 @@ class Scene
|
||||
{
|
||||
typedef struct s_entity
|
||||
{
|
||||
Material mat;
|
||||
Mesh mesh;
|
||||
Material* mat;
|
||||
Mesh* mesh;
|
||||
s_entity* parent;
|
||||
glm::mat4 modelMatrix;
|
||||
s_entity(s_entity* myParent, Mesh &myMesh, Material &myMat)
|
||||
s_entity(s_entity* myParent, Mesh* myMesh, Material* myMat)
|
||||
{
|
||||
parent = myParent;
|
||||
mesh = myMesh;
|
||||
@ -29,9 +29,8 @@ class Scene
|
||||
public:
|
||||
Scene();
|
||||
~Scene();
|
||||
void addEntity(Mesh& mesh, Material& mat);
|
||||
void addEntity(Mesh& mesh);
|
||||
void drawEntities(GLuint programId);
|
||||
void addEntity(Mesh* mesh, Material* mat);
|
||||
void drawEntities();
|
||||
void setCamera(Camera* myCamera);
|
||||
Camera* getCamera();
|
||||
};
|
||||
|
31
shader.cpp
31
shader.cpp
@ -4,6 +4,7 @@
|
||||
#include <QTextStream>
|
||||
#include <iostream>
|
||||
#include "glassert.h"
|
||||
#include <glm/ext.hpp>
|
||||
|
||||
const std::string Shader::DEFAULT_VERT = "#version 330\nlayout(location = 0)in vec3 inPosition;\nvoid main(){gl_Position = vec4(inPosition, 1.0);}";
|
||||
const std::string Shader::DEFAULT_FRAG = "#version 330\nlayout(location = 0)out vec4 outColor;\nvoid main(){outColor = vec4(1, 0, 0, 1);}";
|
||||
@ -108,7 +109,33 @@ void Shader::printProgramInfoLog(GLuint programId)
|
||||
}
|
||||
}
|
||||
|
||||
GLuint Shader::getProgramId()
|
||||
GLuint Shader::getLocation(std::string attribName)
|
||||
{
|
||||
return program;
|
||||
glAssert(GLuint loc = glGetUniformLocation(program, attribName.c_str()));
|
||||
return loc;
|
||||
}
|
||||
|
||||
void Shader::bind()
|
||||
{
|
||||
glAssert(glUseProgram(program));
|
||||
}
|
||||
|
||||
void Shader::unbind()
|
||||
{
|
||||
glAssert(glUseProgram(0));
|
||||
}
|
||||
|
||||
void Shader::bindFloat(GLuint location, float val)
|
||||
{
|
||||
glAssert(glUniform1f(location, val));
|
||||
}
|
||||
|
||||
void Shader::bindMatrix(GLuint location, glm::mat4 mat)
|
||||
{
|
||||
glAssert(glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(mat)));
|
||||
}
|
||||
|
||||
void Shader::bindVec3(GLuint location, glm::vec3 vec)
|
||||
{
|
||||
glAssert(glUniform3fv(location, 1, glm::value_ptr(vec)));
|
||||
}
|
||||
|
9
shader.h
9
shader.h
@ -3,6 +3,7 @@
|
||||
|
||||
#include <glew/glew.h>
|
||||
#include <string>
|
||||
#include <glm/fwd.hpp>
|
||||
|
||||
class QString;
|
||||
|
||||
@ -19,7 +20,13 @@ class Shader
|
||||
public:
|
||||
Shader(const QString &vertFilename, const QString &fragFilename);
|
||||
~Shader();
|
||||
GLuint getProgramId();
|
||||
GLuint getLocation(std::string attribName);
|
||||
|
||||
void bind();
|
||||
void unbind();
|
||||
void bindFloat(GLuint location, float val);
|
||||
void bindMatrix(GLuint location, glm::mat4 mat);
|
||||
void bindVec3(GLuint location, glm::vec3 vec);
|
||||
};
|
||||
|
||||
#endif // SHADER_H
|
||||
|
@ -27,8 +27,9 @@ SOURCES += main.cpp\
|
||||
camera.cpp \
|
||||
sparrowrenderer.cpp \
|
||||
scene.cpp \
|
||||
material.cpp \
|
||||
gridmesh.cpp
|
||||
gridmesh.cpp \
|
||||
texture.cpp \
|
||||
phongmaterial.cpp
|
||||
|
||||
HEADERS += mainwindow.h \
|
||||
myglwidget.h \
|
||||
@ -39,7 +40,9 @@ HEADERS += mainwindow.h \
|
||||
glassert.h \
|
||||
scene.h \
|
||||
material.h \
|
||||
gridmesh.h
|
||||
gridmesh.h \
|
||||
texture.h \
|
||||
phongmaterial.h
|
||||
|
||||
FORMS += mainwindow.ui
|
||||
|
||||
|
@ -1,22 +1,27 @@
|
||||
#include "sparrowrenderer.h"
|
||||
#include "phongmaterial.h"
|
||||
#include "shader.h"
|
||||
#include "camera.h"
|
||||
#include "scene.h"
|
||||
#include "gridmesh.h"
|
||||
#include "glassert.h"
|
||||
#include <glew/glew.h>
|
||||
#include <QString>
|
||||
|
||||
SparrowRenderer::SparrowRenderer(int width, int height)
|
||||
{
|
||||
shader = new Shader(QString("../phong.vert"), QString("../phong.frag"));
|
||||
Shader* shader = new Shader(QString("../phong.vert"), QString("../phong.frag"));
|
||||
Material* mat = new PhongMaterial(shader);
|
||||
scene = new Scene();
|
||||
scene->setCamera(new Camera(width, height));
|
||||
Mesh* myGrid = new GridMesh(10, 10, false);
|
||||
myGrid->initGL();
|
||||
scene->addEntity(myGrid, mat);
|
||||
}
|
||||
|
||||
SparrowRenderer::~SparrowRenderer()
|
||||
{
|
||||
delete(scene->getCamera());
|
||||
delete(shader);
|
||||
delete(scene);
|
||||
}
|
||||
|
||||
@ -27,9 +32,6 @@ void SparrowRenderer::resize(int width, int height)
|
||||
|
||||
void SparrowRenderer::render()
|
||||
{
|
||||
// bind shader
|
||||
GLuint programId = shader->getProgramId();
|
||||
glAssert(glUseProgram(programId));
|
||||
// draw geometry
|
||||
scene->drawEntities(programId);
|
||||
scene->drawEntities();
|
||||
}
|
||||
|
@ -7,7 +7,6 @@ class Scene;
|
||||
|
||||
class SparrowRenderer
|
||||
{
|
||||
Shader* shader;
|
||||
Scene* scene;
|
||||
public:
|
||||
SparrowRenderer(int width, int height);
|
||||
|
12
texture.cpp
Normal file
12
texture.cpp
Normal file
@ -0,0 +1,12 @@
|
||||
#include "texture.h"
|
||||
|
||||
Texture::Texture()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
Texture::~Texture()
|
||||
{
|
||||
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user