added first version of noise texture
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8d3331dce1
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@ -18,6 +18,11 @@ void Entity::draw(const glm::mat4 viewMatrix, const glm::mat4 projectionMatrix)
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mesh->draw();
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}
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glm::mat4* Entity::getTransform()
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{
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return &modelMatrix;
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}
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Shader* Entity::getShader()
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{
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return mat->getShader();
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1
entity.h
1
entity.h
@ -17,6 +17,7 @@ protected:
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public:
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Entity(Entity* myParent, Mesh* myMesh, Material* myMat) : parent(myParent), mesh(myMesh), mat(myMat) {}
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virtual void draw(const glm::mat4 viewMatrix, const glm::mat4 projectionMatrix);
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glm::mat4* getTransform();
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Shader* getShader();
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Material* getMaterial();
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};
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@ -8,10 +8,12 @@
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#include "skybox.h"
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#include "utils.h"
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#include "texture.h"
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#include "gridmesh.h"
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#include "sparrowrenderer.h"
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#include "focuscontroller.h"
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#include <iostream>
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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#include <QKeyEvent>
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#include <QMouseEvent>
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@ -46,19 +48,23 @@ Scene* MyGLWidget::buildScene()
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SkyBox* skybox = new SkyBox(filenames);
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scene->addEntity(skybox);
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Mesh* myGrid = new Sphere(2);
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Mesh* myGrid = new GridMesh(10, 10, true); //new Sphere(2);
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myGrid->initGL();
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std::string vertSource = Utils::fileToString("../phong.vert");
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std::string fragSource = Utils::fileToString("../phong.frag");
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Shader* shader = new Shader(vertSource, fragSource);
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PhongMaterial* mat = new PhongMaterial(shader, glm::vec3(1), glm::vec3(1), 20.0f);
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Texture* tex = new Texture("../data/noise.png");
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Texture* tex = new Texture(); // new Texture("../data/noise.png");
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mat->setTexture(tex);
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scene->addEntity(myGrid, mat);
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Entity* myEntity = new Entity(NULL, myGrid, mat);
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glm::mat4* transform = myEntity->getTransform();
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*transform = glm::translate(glm::rotate(glm::scale(*transform, glm::vec3(4)), 3.1416f/2, glm::vec3(-1, 0, 0)), glm::vec3(-0.5f, -0.5f, 0));
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scene->addEntity(myEntity);
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scene->addDirectionnalLight(glm::vec3(6, 4, -4), glm::vec3(0.7f, 0.6f, 0.4f)); // sun
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scene->addPointLight(glm::vec3(0, 0, 4), glm::vec3(0.7f, 0.6f, 0.4f));
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return scene;
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}
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44
texture.cpp
44
texture.cpp
@ -1,6 +1,17 @@
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#include "texture.h"
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#include "glassert.h"
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#include "utils.h"
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#include <glm/gtc/noise.hpp>
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Texture::Texture() : type(GL_TEXTURE_2D)
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{
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glAssert(glGenTextures(1, &texId));
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glAssert(glBindTexture(type, texId));
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createNoiseTexture(GL_TEXTURE_2D, 512, 512, 10, 1);
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setWrap(GL_REPEAT);
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setFiltering(GL_LINEAR);
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}
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Texture::Texture(const std::string filename) : type(GL_TEXTURE_2D)
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{
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@ -31,6 +42,39 @@ Texture::~Texture()
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glAssert(glDeleteTextures(1, &texId));
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}
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void Texture::createNoiseTexture(GLenum textureSlot, int width, int height, float frequency, float myScale)
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{
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GLubyte *data = new GLubyte[ width * height * 4 ];
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float xFactor = 1.0f / (width - 1);
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float yFactor = 1.0f / (height - 1);
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for( int row = 0; row < height; row++ ) {
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for( int col = 0 ; col < width; col++ ) {
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float x = xFactor * col;
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float y = yFactor * row;
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float sum = 0.0f;
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float freq = frequency;
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float scale = myScale;
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// Compute the sum for each octave
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for( int oct = 0; oct < 4; oct++ ) {
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glm::vec2 p(x * freq, y * freq);
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float val = glm::perlin(p, glm::vec2(freq)) / scale;
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sum += val;
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float result = (sum + 1.0f)/ 2.0f;
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// Store in texture buffer
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data[((row * width + col) * 4) + oct] =
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(GLubyte) ( result * 255.0f );
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freq *= 2.0f; // Double the frequency
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scale *= myScale; // Next power of b
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}
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}
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}
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glAssert(glTexImage2D(textureSlot, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data));
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}
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void Texture::createTexture(std::string filename, GLenum textureSlot)
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{
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Utils::Image img(filename);
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@ -12,10 +12,13 @@ private:
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GLuint texId;
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GLenum type;
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void createTexture(std::string filename, GLenum type);
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void createNoiseTexture(GLenum textureSlot, int width, int height, float frequency, float myScale);
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void createTexture(std::string filename, GLenum textureSlot);
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void setWrap(GLint wrap);
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void setFiltering(GLint filter);
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public:
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// creates a 2D texture from perlin noise
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Texture();
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// creates a standard texture from an image
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Texture(const std::string filename);
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// creates a cubeMap from 6 images
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