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Copy pathplanetglwidget_load.cpp
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153 lines (126 loc) · 5.15 KB
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#include "planetglwidget.h"
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
void PlanetGLWidget::initializeGL()
{
initializeOpenGLFunctions();
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_TEXTURE_2D);
glDebugMessageCallback(MessageCallback, NULL);
loadShaders();
loadTextures();
glUniform1i(glGetUniformLocation(programID, "texture_sampler"), 0);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
}
void PlanetGLWidget::loadShaders()
{
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
loadShader(vertexShader, VertexShaderID);
loadShader(fragmentShader, FragmentShaderID);
programID = glCreateProgram();
glAttachShader(programID, VertexShaderID);
glAttachShader(programID, FragmentShaderID);
glLinkProgram(programID);
GLint result;
glGetProgramiv(programID, GL_LINK_STATUS, &result);
if (!result) {
GLint loglen;
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &loglen);
char *msg = new char[loglen + 1];
glGetShaderInfoLog(programID, loglen, NULL, msg);
std::cerr << "Error linking shaders: " << msg << std::endl;
delete[] msg;
std::exit(EXIT_FAILURE);
}
glDetachShader(programID, VertexShaderID);
glDetachShader(programID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
glUseProgram(programID);
}
void PlanetGLWidget::loadShader(const char *shader, GLuint shaderID)
{
glShaderSource(shaderID, 1, &shader, NULL);
glCompileShader(shaderID);
GLint result;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &result);
if (!result) {
GLint loglen;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &loglen);
char *msg = new char[loglen + 1];
glGetShaderInfoLog(shaderID, loglen, NULL, msg);
std::cerr << "Error compiling shader: " << msg << std::endl;
delete[] msg;
std::exit(EXIT_FAILURE);
}
}
void PlanetGLWidget::loadTextures()
{
glGenTextures(1, &textureIDbg);
glBindTexture(GL_TEXTURE_2D, textureIDbg);
// set the texture wrapping/filtering options (on the currently bound texture object)
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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load and generate the texture
int width, height, nrChannels;
unsigned char *data = stbi_load("F:\\POLI\\Comunicari_Mecanica\\ma\\planet\\spatiu.jpeg", &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture " << stbi_failure_reason() << std::endl;
std::exit(EXIT_FAILURE);
}
stbi_image_free(data);
glGenTextures(1, &textureID1);
glBindTexture(GL_TEXTURE_2D, textureID1);
// set the texture wrapping/filtering options (on the currently bound texture object)
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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load and generate the texture
data = stbi_load("F:\\POLI\\Comunicari_Mecanica\\ma\\planet\\aa.png", &width, &height, &nrChannels, 0);
if (data)
{
if (nrChannels == 3)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
else if (nrChannels == 4)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture " << stbi_failure_reason() << std::endl;
std::exit(EXIT_FAILURE);
}
stbi_image_free(data);
glGenTextures(1, &textureID2);
glBindTexture(GL_TEXTURE_2D, textureID2);
// set the texture wrapping/filtering options (on the currently bound texture object)
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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load and generate the texture
data = stbi_load("F:\\POLI\\Comunicari_Mecanica\\ma\\planet\\racheta.png", &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture " << stbi_failure_reason() << std::endl;
std::exit(EXIT_FAILURE);
}
stbi_image_free(data);
}