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viewer.cpp
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executable file
·593 lines (484 loc) · 18.7 KB
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#include "viewer.h"
#include <math.h>
#include <iostream>
#include <QTime>
using namespace std;
Viewer::Viewer(char *,const QGLFormat &format)
: QGLWidget(format),
_timer(new QTimer(this)),
_light(glm::vec3(0,0,1)),
_motion(glm::vec3(0,0,0)),
_mode(false),
_showShadowMap(false),
_animation(true),
_ndResol(64),
_len(1.0),
_currentTexture(0) {
setlocale(LC_ALL,"C");
_grid = new Grid(_ndResol, -_len, _len);
_cam = new Camera(_len, glm::vec3(0.0f,0.0f,0.0f));
_timer->setInterval(1);
connect(_timer,SIGNAL(timeout()),this,SLOT(updateGL()));
}
Viewer::~Viewer() {
delete _timer;
delete _grid;
delete _cam;
// delete all GPU objects
deleteShaders();
deleteVAO();
deleteFBO();
deleteTextures();
}
void Viewer::deleteTextures() {
// delete loaded textures
glDeleteTextures(5, _texWater);
}
void Viewer::deleteFBO() {
// delete all FBO Ids
glDeleteFramebuffers(1, &_fboNoise);
glDeleteTextures(1, &_texNormal);
glDeleteTextures(1, &_texHeight);
glDeleteFramebuffers(1, &_fboShadow);
glDeleteTextures(1, &_texDepth);
glDeleteFramebuffers(1, &_fboTerrain);
glDeleteTextures(1, &_texTerrainColor);
glDeleteTextures(1, &_texTerrainNormal);
glDeleteTextures(1, &_texTerrainDepth);
}
void Viewer::createFBO() {
// generate fbo and associated textures
glGenFramebuffers(1, &_fboNoise);
glGenTextures(1, &_texNormal);
glGenTextures(1, &_texHeight);
glGenFramebuffers(1, &_fboShadow);
glGenTextures(1, &_texDepth);
glGenFramebuffers(1, &_fboTerrain);
glGenTextures(1, &_texTerrainColor);
glGenTextures(1, &_texTerrainNormal);
glGenTextures(1, &_texTerrainDepth);
}
void Viewer::initFBO() {
/***************** _fboNoise *****************/
// create the texture for normal noise
glBindTexture(GL_TEXTURE_2D, _texNormal);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA32F,width(),height(),0,GL_RGBA,GL_FLOAT,NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
// create the texture for height (generated in noise shader)
glBindTexture(GL_TEXTURE_2D, _texHeight);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA32F,width(),height(),0,GL_RGBA,GL_FLOAT,NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
// attach textures to framebuffer object
glBindFramebuffer(GL_FRAMEBUFFER,_fboNoise);
glBindTexture(GL_TEXTURE_2D, _texNormal);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,_texNormal,0);
glBindTexture(GL_TEXTURE_2D, _texHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT1,GL_TEXTURE_2D,_texHeight,0);
glBindFramebuffer(GL_FRAMEBUFFER,0);
/***************** _fboShadow *****************/
glBindTexture(GL_TEXTURE_2D, _texDepth);
glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT24,width(),height(),0,GL_DEPTH_COMPONENT,GL_FLOAT,NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
// attach textures to framebuffer object
glBindFramebuffer(GL_FRAMEBUFFER,_fboShadow);
glBindTexture(GL_TEXTURE_2D, _texDepth);
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,_texDepth,0);
glBindFramebuffer(GL_FRAMEBUFFER,0);
/***************** _fboTerrain *****************/
glBindTexture(GL_TEXTURE_2D, _texTerrainColor);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA32F,width(),height(),0,GL_RGBA,GL_FLOAT,NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glBindTexture(GL_TEXTURE_2D, _texTerrainNormal);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA32F,width(),height(),0,GL_RGBA,GL_FLOAT,NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glBindTexture(GL_TEXTURE_2D, _texTerrainDepth);
glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT24,width(),height(),0,GL_DEPTH_COMPONENT,GL_FLOAT,NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
// attach textures to framebuffer object
glBindFramebuffer(GL_FRAMEBUFFER,_fboTerrain);
glBindTexture(GL_TEXTURE_2D, _texTerrainColor);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,_texTerrainColor,0);
glBindTexture(GL_TEXTURE_2D, _texTerrainNormal);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT1,GL_TEXTURE_2D,_texTerrainNormal,0);
glBindTexture(GL_TEXTURE_2D, _texTerrainDepth);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,_texTerrainDepth,0);
// test if everything is ok
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
cout << "Warning: FBO not complete!" << endl;
}
// disable FBO
glBindFramebuffer(GL_FRAMEBUFFER,0);
}
void Viewer::loadTexture(GLuint id, const char *filename) {
// load image
QImage image = QGLWidget::convertToGLFormat(QImage(filename));
// activate texture
glBindTexture(GL_TEXTURE_2D, id);
// set textute parameters
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);
// store texture in the GPU
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid *)image.bits());
// generate mipmaps
glGenerateMipmap(GL_TEXTURE_2D);
}
void Viewer::createTextures() {
// generate texture ids
glGenTextures(5, _texWater);
// load all needed textures
loadTexture(_texWater[0], "textures/water1.jpg");
loadTexture(_texWater[1], "textures/water2.jpg");
loadTexture(_texWater[2], "textures/water3.jpg");
loadTexture(_texWater[3], "textures/water4.jpg");
loadTexture(_texWater[4], "textures/water5.jpg");
}
void Viewer::createVAO() {
// data associated with the screen quad
const GLfloat quadData[] = {
-1.0f,-1.0f,0.0f, 1.0f,-1.0f,0.0f, -1.0f,1.0f,0.0f, -1.0f,1.0f,0.0f, 1.0f,-1.0f,0.0f, 1.0f,1.0f,0.0f
};
// cree les buffers associés au terrain
glGenBuffers(2, _terrain);
glGenBuffers(1, &_quad);
glGenVertexArrays(1, &_vaoTerrain);
glGenVertexArrays(1, &_vaoQuad);
// create the VBO associated with the grid (the terrain)
glBindVertexArray(_vaoTerrain);
glBindBuffer(GL_ARRAY_BUFFER,_terrain[0]); // vertices
glBufferData(GL_ARRAY_BUFFER,_grid->nbVertices()*3*sizeof(float),_grid->vertices(),GL_STATIC_DRAW);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,(void *)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,_terrain[1]); // indices
glBufferData(GL_ELEMENT_ARRAY_BUFFER,_grid->nbFaces()*3*sizeof(int),_grid->faces(),GL_STATIC_DRAW);
glBindVertexArray(_vaoQuad);
glBindBuffer(GL_ARRAY_BUFFER, _quad);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadData), quadData, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
}
void Viewer::deleteVAO() {
glDeleteBuffers(2,_terrain);
glDeleteBuffers(1, &_quad);
glDeleteVertexArrays(1,&_vaoTerrain);
glDeleteVertexArrays(1, &_vaoQuad);
}
void Viewer::createShaders() {
_noiseShader = new Shader();
_shadowMapShader = new Shader();
_debugShader = new Shader();
_terrainShader = new Shader();
_postProcessShader = new Shader();
_noiseShader->load("shaders/noise.vert","shaders/noise.frag");
_shadowMapShader->load("shaders/shadow-map.vert","shaders/shadow-map.frag");
_debugShader->load("shaders/show-shadow-map.vert","shaders/show-shadow-map.frag");
_terrainShader->load("shaders/terrain.vert","shaders/terrain.frag");
_postProcessShader->load("shaders/pp.vert","shaders/pp.frag");
}
void Viewer::deleteShaders() {
delete _noiseShader;
delete _shadowMapShader;
delete _debugShader;
delete _terrainShader;
delete _postProcessShader;
_noiseShader = NULL;
_debugShader = NULL;
_shadowMapShader = NULL;
_terrainShader = NULL;
_postProcessShader = NULL;
}
void Viewer::reloadShaders() {
if (_terrainShader) {
_noiseShader->load("shaders/noise.vert","shaders/noise.frag");
_shadowMapShader->load("shaders/shadow-map.vert","shaders/shadow-map.frag");
_debugShader->load("shaders/show-shadow-map.vert","shaders/show-shadow-map.frag");
_terrainShader->load("shaders/terrain.vert","shaders/terrain.frag");
_postProcessShader->load("shaders/pp.vert","shaders/pp.frag");
}
}
void Viewer::animation() {
const float animationStep = 0.005;
_motion[0] -= animationStep;
_motion[1] -= animationStep;
}
void Viewer::drawNoise(GLuint id) {
// send uniform variables
glUniform3fv(glGetUniformLocation(id,"motion"),1,&(_motion[0]));
drawQuad();
}
void Viewer::drawSceneFromLight(GLuint id) {
// mdv matrix from the light point of view
const float size = _cam->getRadius() * 2;
glm::vec3 l = glm::transpose(_cam->normalMatrix())*_light;
glm::mat4 p = glm::ortho<float>(-size, size, -size, size, -size, 2*size);
glm::mat4 v = glm::lookAt(l, glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
glm::mat4 m = glm::mat4(1.0);
glm::mat4 mv = v*m;
const glm::mat4 mvp = p*mv;
glUniformMatrix4fv(glGetUniformLocation(id, "mvpMat"), 1, GL_FALSE, &mvp[0][0]);
// send the height map
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _texHeight);
glUniform1i(glGetUniformLocation(id, "heightmap"), 0);
// draw the terrain
glBindVertexArray(_vaoTerrain);
glDrawElements(GL_TRIANGLES,3*_grid->nbFaces(),GL_UNSIGNED_INT,(void *)0);
glBindVertexArray(0);
}
void Viewer::drawShadowMap(GLuint id) {
// send depth texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _texDepth);
glUniform1i(glGetUniformLocation(id, "shadowmap"), 0);
drawQuad();
}
void Viewer::drawSceneFromCamera(GLuint id) {
// mdv matrix from the light point of view
const float size = _cam->getRadius();
glm::vec3 l = glm::transpose(_cam->normalMatrix())*_light;
glm::mat4 p = glm::ortho<float>(-size, size, -size, size, -size, 2*size);
glm::mat4 v = glm::lookAt(l, glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
glm::mat4 m = glm::mat4(1.0);
glm::mat4 mv = v*m;
glm::mat4 mvp = p*mv;
// send uniform variables
glUniformMatrix3fv(glGetUniformLocation(id,"mvpMat"),1,GL_FALSE, &mvp[0][0]);
glUniformMatrix4fv(glGetUniformLocation(id,"mdvMat"),1,GL_FALSE,&(_cam->mdvMatrix()[0][0]));
glUniformMatrix4fv(glGetUniformLocation(id,"projMat"),1,GL_FALSE,&(_cam->projMatrix()[0][0]));
glUniformMatrix3fv(glGetUniformLocation(id,"normalMat"),1,GL_FALSE,&(_cam->normalMatrix()[0][0]));
glUniform3fv(glGetUniformLocation(id,"light"),1,&(_light[0]));
glUniform3fv(glGetUniformLocation(id,"motion"),1,&(_motion[0]));
// send textures (imported & fbo)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _texWater[_currentTexture]);
glUniform1i(glGetUniformLocation(id, "texWater"), 0);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, _texNormal);
glUniform1i(glGetUniformLocation(id, "normalmap"), 1);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, _texDepth);
glUniform1i(glGetUniformLocation(id, "shadowmap"), 2);
// draw the terrain
glBindVertexArray(_vaoTerrain);
glDrawElements(GL_TRIANGLES,3*_grid->nbFaces(),GL_UNSIGNED_INT,(void *)0);
// disable VAO
glBindVertexArray(0);
}
void Viewer::drawPostProcess(GLuint id) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _texTerrainColor);
glUniform1i(glGetUniformLocation(id, "colormap"), 0);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, _texTerrainNormal);
glUniform1i(glGetUniformLocation(id, "normalmap"), 1);
drawQuad();
}
void Viewer::drawQuad() {
// draw the quad (actually just 2 triangles)
glBindVertexArray(_vaoQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
// disable VAO
glBindVertexArray(0);
}
void Viewer::paintGL() {
// modify the terrain
if (_animation) {
animation();
}
/***************** 1st pass: noise *****************/
// write in _texNormal & _texHeight
glBindFramebuffer(GL_FRAMEBUFFER, _fboNoise);
GLenum buffers1[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, buffers1);
// set size & clear buffers
glViewport(0, 0, width(), height());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// activate noise shader
glUseProgram(_noiseShader->id());
drawNoise(_noiseShader->id());
// disable shader & fbo
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
/***************** 2nd pass: shadows *****************/
// write in _texDepth (this is done automaticaly thanks to openGL)
glBindFramebuffer(GL_FRAMEBUFFER, _fboShadow);
glDrawBuffer(GL_NONE);
// set size & clear buffers
glViewport(0, 0, width(), height()); // shadow map size
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// activate shadow-map shader
glUseProgram(_shadowMapShader->id());
drawSceneFromLight(_shadowMapShader->id());
// disable shader & fbo
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
/***************** 3rd pass (optional): show shadow map *****************/
if (_showShadowMap) {
// activate show-shadow-map shader
glUseProgram(_debugShader->id());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawShadowMap(_debugShader->id());
glUseProgram(0);
} else {
/***************** 4th pass: render terrain *****************/
// write in _texTerrainColor, _texTerrainNormal & _texTerrainDepth
glBindFramebuffer(GL_FRAMEBUFFER, _fboTerrain);
GLenum buffers2[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, buffers2);
// clear buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// activate terrain shader
glUseProgram(_terrainShader->id());
drawSceneFromCamera(_terrainShader->id());
// disable shader & fbo
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
/***************** 5th pass: post processing *****************/
// activate pp shader
glUseProgram(_postProcessShader->id());
// clear buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawPostProcess(_postProcessShader->id());
// disable shader
glUseProgram(0);
}
}
void Viewer::resizeGL(int width,int height) {
_cam->initialize(width,height,false);
glViewport(0,0,width,height);
initFBO();
updateGL();
}
void Viewer::mousePressEvent(QMouseEvent *me) {
const glm::vec2 p((float)me->x(),(float)(height()-me->y()));
if(me->button()==Qt::LeftButton) {
_cam->initRotation(p);
_mode = false;
} else if(me->button()==Qt::MidButton) {
_cam->initMoveZ(p);
_mode = false;
} else if(me->button()==Qt::RightButton) {
_light[0] = (p[0]-(float)(width()/2))/((float)(width()/2));
_light[1] = (p[1]-(float)(height()/2))/((float)(height()/2));
_light[2] = 1.0f-std::max(fabs(_light[0]),fabs(_light[1]));
_light = glm::normalize(_light);
_mode = true;
}
updateGL();
}
void Viewer::mouseMoveEvent(QMouseEvent *me) {
const glm::vec2 p((float)me->x(),(float)(height()-me->y()));
if(_mode) {
// light mode
_light[0] = (p[0]-(float)(width()/2))/((float)(width()/2));
_light[1] = (p[1]-(float)(height()/2))/((float)(height()/2));
_light[2] = 1.0f-std::max(fabs(_light[0]),fabs(_light[1]));
_light = glm::normalize(_light);
} else {
// camera mode
_cam->move(p);
}
updateGL();
}
void Viewer::keyPressEvent(QKeyEvent *ke) {
const float movementSpeed = 10.0;
// keys zqsd: move camera
if(ke->key()==Qt::Key_Z) {
_cam->addZ(movementSpeed);
}
if(ke->key()==Qt::Key_S) {
_cam->addZ(-movementSpeed);
}
if(ke->key()==Qt::Key_Q) {
_cam->addX(movementSpeed);
}
if(ke->key()==Qt::Key_D) {
_cam->addX(-movementSpeed);
}
// key a: play/stop animation
if(ke->key()==Qt::Key_A) {
_animation = !_animation;
}
// key i: init camera
if(ke->key()==Qt::Key_I) {
_cam->initialize(width(),height(),true);
}
// key r: reload shaders
if (ke->key()==Qt::Key_R) {
reloadShaders();
}
// key m: show the shadow map
if (ke->key()==Qt::Key_M) {
_showShadowMap = !_showShadowMap;
}
// key space: use the next texture
if (ke->key()==Qt::Key_Space) {
_currentTexture = (_currentTexture + 1) % 5;
}
updateGL();
}
void Viewer::initializeGL() {
// make this window the current one
makeCurrent();
// init and chack glew
if (glewInit()!=GLEW_OK) {
cerr << "Warning: glewInit failed!" << endl;
}
if (!GLEW_ARB_vertex_program ||
!GLEW_ARB_fragment_program ||
!GLEW_ARB_texture_float ||
!GLEW_ARB_draw_buffers ||
!GLEW_ARB_framebuffer_object) {
cerr << "Warning: Shaders not supported!" << endl;
}
// init OpenGL settings
glClearColor(0.0,0.0,0.0,1.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glViewport(0,0,width(),height());
// initialize camera
_cam->initialize(width(),height(),true);
// init shaders
createShaders();
// init VAO/VBO
createVAO();
createFBO();
initFBO();
// init Textures
createTextures();
// starts the timer
_timer->start();
}