Impl 2.2.3

This commit is contained in:
hodasemi 2018-11-26 13:11:05 +01:00
parent 4264f2dfa3
commit cca1fb5212
4 changed files with 62 additions and 9 deletions

View file

@ -4,11 +4,13 @@
// Copyright (C) CGV TU Dresden - All Rights Reserved // Copyright (C) CGV TU Dresden - All Rights Reserved
in vec3 n; in vec3 n;
in vec2 uv;
out vec4 color; out vec4 color;
uniform vec3 cameraPos; uniform vec3 cameraPos;
uniform sampler2D grass;
uniform sampler2D background; uniform sampler2D background;
uniform vec2 screenSize; uniform vec2 screenSize;
@ -37,7 +39,8 @@ void main()
vec3 dirToViewer = vec3(0, 1, 0); vec3 dirToViewer = vec3(0, 1, 0);
//material properties //material properties
color = vec4(0.6, 0.6, 0.6, 1); //color = vec4(0.6, 0.6, 0.6, 1);
color = texture(grass, uv);
float specular = 0; float specular = 0;

View file

@ -6,6 +6,7 @@
in vec4 position; in vec4 position;
out vec3 n; out vec3 n;
out vec2 uv;
uniform mat4 mvp; uniform mat4 mvp;
@ -28,6 +29,9 @@ void main()
{ {
vec4 terrain_position = vec4(position.x, getTerrainHeight(vec2(position.x, position.z)), position.z, position.w); vec4 terrain_position = vec4(position.x, getTerrainHeight(vec2(position.x, position.z)), position.z, position.w);
n = calculate_normal(position); n = calculate_normal(position);
//n = vec3(0.0, 1.0, 0.0);
uv = vec2(terrain_position.x / 255.0, terrain_position.z / 255.0);
gl_Position = mvp * terrain_position; gl_Position = mvp * terrain_position;
} }

View file

@ -21,7 +21,6 @@ public:
bool resizeEvent(const Eigen::Vector2i &); bool resizeEvent(const Eigen::Vector2i &);
private: private:
void RenderSky(); void RenderSky();
Eigen::Matrix4f view, proj; Eigen::Matrix4f view, proj;
@ -36,6 +35,8 @@ private:
GLuint grassTexture, rockTexture, roadColorTexture, roadNormalMap, roadSpecularMap, alphaMap; GLuint grassTexture, rockTexture, roadColorTexture, roadNormalMap, roadSpecularMap, alphaMap;
GLint grass_texture_location;
nse::gui::GLBuffer offsetBuffer; nse::gui::GLBuffer offsetBuffer;
GLuint backgroundFBO, backgroundTexture; GLuint backgroundFBO, backgroundTexture;

View file

@ -29,6 +29,8 @@ Viewer::Viewer()
LoadShaders(); LoadShaders();
CreateGeometry(); CreateGeometry();
grass_texture_location = terrainShader.uniform("grass");
//Create a texture and framebuffer for the background //Create a texture and framebuffer for the background
glGenFramebuffers(1, &backgroundFBO); glGenFramebuffers(1, &backgroundFBO);
glGenTextures(1, &backgroundTexture); glGenTextures(1, &backgroundTexture);
@ -92,7 +94,46 @@ GLuint CreateTexture(const unsigned char *fileData, size_t fileLength, bool repe
GLuint textureName; GLuint textureName;
int textureWidth, textureHeight, textureChannels; int textureWidth, textureHeight, textureChannels;
auto pixelData = stbi_load_from_memory(fileData, fileLength, &textureWidth, &textureHeight, &textureChannels, 3); auto pixelData = stbi_load_from_memory(fileData, fileLength, &textureWidth, &textureHeight, &textureChannels, 3);
textureName = 0;
GLenum provided_format;
if (textureChannels == 1)
{
provided_format = GL_R;
}
else if (textureChannels == 2)
{
provided_format = GL_RG;
}
else if (textureChannels == 3)
{
provided_format = GL_RGB;
}
else if (textureChannels == 4)
{
provided_format = GL_RGBA;
}
glGenTextures(1, &textureName);
glBindTexture(GL_TEXTURE_2D, textureName);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, provided_format, GL_UNSIGNED_BYTE, pixelData);
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_MIPMAP_LINEAR);
if (repeat)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
stbi_image_free(pixelData); stbi_image_free(pixelData);
return textureName; return textureName;
} }
@ -227,6 +268,10 @@ void Viewer::drawContents()
terrainShader.setUniform("mvp", mvp); terrainShader.setUniform("mvp", mvp);
terrainShader.setUniform("cameraPos", cameraPosition, false); terrainShader.setUniform("cameraPos", cameraPosition, false);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, grassTexture);
glUniform1i(grass_texture_location, 0);
/* Task: Render the terrain */ /* Task: Render the terrain */
glPrimitiveRestartIndex(512); glPrimitiveRestartIndex(512);
glDrawElements(GL_TRIANGLE_STRIP, (PATCH_SIZE - 1) * (PATCH_SIZE - 1) * 4, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLE_STRIP, (PATCH_SIZE - 1) * (PATCH_SIZE - 1) * 4, GL_UNSIGNED_INT, 0);