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Kai Westerkamp
GraPa
Commits
eb660cbd
Commit
eb660cbd
authored
Jan 05, 2016
by
Kai Westerkamp
Browse files
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geometry
parent
86111c8b
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Showing
5 changed files
with
64 additions
and
10 deletions
+64
-10
glview.cpp
A4/glview.cpp
+9
-4
hellocube.pro
A4/hellocube.pro
+2
-1
hellocube.qrc
A4/hellocube.qrc
+1
-0
landscape.frag
A4/landscape.frag
+17
-5
landscape.geo
A4/landscape.geo
+35
-0
No files found.
A4/glview.cpp
View file @
eb660cbd
...
@@ -121,10 +121,6 @@ void GLView::initShader()
...
@@ -121,10 +121,6 @@ void GLView::initShader()
if
(
!
vertex2
->
compileSourceFile
(
QLatin1String
(
":/landscape.vert"
)))
if
(
!
vertex2
->
compileSourceFile
(
QLatin1String
(
":/landscape.vert"
)))
qCritical
()
<<
"Vertex Shader landscape failed"
<<
vertex2
->
log
();
qCritical
()
<<
"Vertex Shader landscape failed"
<<
vertex2
->
log
();
QOpenGLShader
*
fragment2
=
new
QOpenGLShader
(
QOpenGLShader
::
Fragment
);
if
(
!
fragment2
->
compileSourceFile
(
QLatin1String
(
":/landscape.frag"
)))
qCritical
()
<<
"Fragment Shader landscape failed"
<<
fragment2
->
log
();
QOpenGLShader
*
tesselationControl
=
new
QOpenGLShader
(
QOpenGLShader
::
TessellationControl
);
QOpenGLShader
*
tesselationControl
=
new
QOpenGLShader
(
QOpenGLShader
::
TessellationControl
);
if
(
!
tesselationControl
->
compileSourceFile
(
QLatin1String
(
":/landscape.tcs"
)))
if
(
!
tesselationControl
->
compileSourceFile
(
QLatin1String
(
":/landscape.tcs"
)))
qCritical
()
<<
"Tesselation Control landscape failed"
<<
tesselationControl
->
log
();
qCritical
()
<<
"Tesselation Control landscape failed"
<<
tesselationControl
->
log
();
...
@@ -133,11 +129,20 @@ void GLView::initShader()
...
@@ -133,11 +129,20 @@ void GLView::initShader()
if
(
!
tesselationEval
->
compileSourceFile
(
QLatin1String
(
":/landscape.tes"
)))
if
(
!
tesselationEval
->
compileSourceFile
(
QLatin1String
(
":/landscape.tes"
)))
qCritical
()
<<
"Tesselation Eval landscape failed"
<<
tesselationEval
->
log
();
qCritical
()
<<
"Tesselation Eval landscape failed"
<<
tesselationEval
->
log
();
QOpenGLShader
*
geometry
=
new
QOpenGLShader
(
QOpenGLShader
::
Geometry
);
if
(
!
geometry
->
compileSourceFile
(
QLatin1String
(
":/landscape.geo"
)))
qCritical
()
<<
"Tesselation Eval landscape failed"
<<
geometry
->
log
();
QOpenGLShader
*
fragment2
=
new
QOpenGLShader
(
QOpenGLShader
::
Fragment
);
if
(
!
fragment2
->
compileSourceFile
(
QLatin1String
(
":/landscape.frag"
)))
qCritical
()
<<
"Fragment Shader landscape failed"
<<
fragment2
->
log
();
landscapeShader
=
new
QOpenGLShaderProgram
(
this
);
landscapeShader
=
new
QOpenGLShaderProgram
(
this
);
landscapeShader
->
addShader
(
vertex2
);
landscapeShader
->
addShader
(
vertex2
);
landscapeShader
->
addShader
(
fragment2
);
landscapeShader
->
addShader
(
fragment2
);
landscapeShader
->
addShader
(
tesselationControl
);
landscapeShader
->
addShader
(
tesselationControl
);
landscapeShader
->
addShader
(
tesselationEval
);
landscapeShader
->
addShader
(
tesselationEval
);
landscapeShader
->
addShader
(
geometry
);
if
(
!
landscapeShader
->
link
()){
if
(
!
landscapeShader
->
link
()){
qCritical
()
<<
"Linking landscape failed:"
<<
landscapeShader
->
log
();
qCritical
()
<<
"Linking landscape failed:"
<<
landscapeShader
->
log
();
}
}
...
...
A4/hellocube.pro
View file @
eb660cbd
...
@@ -53,6 +53,7 @@ DISTFILES += \
...
@@ -53,6 +53,7 @@ DISTFILES += \
landscape
.
frag
\
landscape
.
frag
\
landscape
.
vert
\
landscape
.
vert
\
landscape
.
tec
\
landscape
.
tec
\
landscape
.
tes
landscape
.
tes
\
landscape
.
geo
FORMS
+=
FORMS
+=
A4/hellocube.qrc
View file @
eb660cbd
...
@@ -25,5 +25,6 @@
...
@@ -25,5 +25,6 @@
<file>landscape.vert</file>
<file>landscape.vert</file>
<file>landscape.tcs</file>
<file>landscape.tcs</file>
<file>landscape.tes</file>
<file>landscape.tes</file>
<file>landscape.geo</file>
</qresource>
</qresource>
</RCC>
</RCC>
A4/landscape.frag
View file @
eb660cbd
#version 420
#version 420
out
vec4
FragColor
;
out
vec4
FragColor
;
in
vec3
tePosition
;
in
vec3
gPosition
;
in
vec2
teUV
;
in
vec2
gUV
;
in
vec3
gTriDistance
;
uniform
sampler2D
heightmap
;
uniform
sampler2D
heightmap
;
uniform
sampler2D
landTex1
;
uniform
sampler2D
landTex1
;
...
@@ -14,17 +15,28 @@ void main()
...
@@ -14,17 +15,28 @@ void main()
{
{
//
//
vec2
textureUV
=
te
UV
*
8
;
vec2
textureUV
=
g
UV
*
8
;
vec3
col1
=
texture2D
(
landTex1
,
textureUV
).
xyz
;
vec3
col1
=
texture2D
(
landTex1
,
textureUV
).
xyz
;
vec3
col2
=
texture2D
(
landTex2
,
textureUV
).
xyz
;
vec3
col2
=
texture2D
(
landTex2
,
textureUV
).
xyz
;
float
height
=
te
Position
.
y
/
5
;
float
height
=
g
Position
.
y
/
5
;
float
alpha
=
smoothstep
(
0
.
4
f
,
0
.
6
f
,
height
);
float
alpha
=
smoothstep
(
0
.
4
f
,
0
.
6
f
,
height
);
//float alpha = clamp(height,0.0,1.0);
//float alpha = clamp(height,0.0,1.0);
FragColor
=
vec4
((
1
-
alpha
)
*
col2
+
alpha
*
col1
,
1
.
0
);
float
d
=
min
(
gTriDistance
[
0
],
min
(
gTriDistance
.
y
,
gTriDistance
.
z
));
float
edgeIntensity
=
exp2
(
-
1
.
0
*
d
*
d
);
FragColor
=
+
vec4
((
1
-
alpha
)
*
col2
+
alpha
*
col1
,
1
.
0
);
if
(
d
<
0
.
05
){
FragColor
=
edgeIntensity
*
vec4
(
0
.
0
,
1
.
0
,
0
.
0
,
1
.
0
);
}
//FragColor = vec4(gUV,0.0,1.0);
//FragColor = vec4(alpha);
//FragColor = vec4(alpha);
//FragColor = vec4(col1,1.0);
//FragColor = vec4(col1,1.0);
//FragColor = clamp(vec4(vec3(textureLod(heightmap,teUV,0).x), 1.0)*10,0,1);
//FragColor = clamp(vec4(vec3(textureLod(heightmap,teUV,0).x), 1.0)*10,0,1);
...
...
A4/landscape.geo
0 → 100644
View file @
eb660cbd
#version 420
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in vec2 teUV[3];
out vec2 gUV;
in vec3 tePosition[3];
out vec3 gPosition;
out vec3 gTriDistance;
void main(void)
{
gTriDistance = vec3(1, 0, 0);
gUV = teUV[0];
gPosition = tePosition[0];
gl_Position = gl_in[0].gl_Position; EmitVertex();
gTriDistance = vec3(0, 1, 0);
gUV = teUV[1];
gPosition = tePosition[1];
gl_Position = gl_in[1].gl_Position; EmitVertex();
gTriDistance = vec3(0, 0, 1);
gUV = teUV[2];
gPosition = tePosition[2];
gl_Position = gl_in[2].gl_Position; EmitVertex();
EndPrimitive();
}
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