summaryrefslogtreecommitdiffstats
path: root/src/datavis3d/engine/q3dbars.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/datavis3d/engine/q3dbars.cpp')
-rw-r--r--src/datavis3d/engine/q3dbars.cpp36
1 files changed, 23 insertions, 13 deletions
diff --git a/src/datavis3d/engine/q3dbars.cpp b/src/datavis3d/engine/q3dbars.cpp
index 5965cc37..9a72bd1a 100644
--- a/src/datavis3d/engine/q3dbars.cpp
+++ b/src/datavis3d/engine/q3dbars.cpp
@@ -47,6 +47,7 @@
#include "qdataset_p.h"
#include "shaderhelper_p.h"
#include "objecthelper_p.h"
+#include "texturehelper_p.h"
#include "utils_p.h"
#include <QMatrix4x4>
@@ -85,8 +86,11 @@ void Q3DBars::initialize()
d_ptr->initShaders(QStringLiteral(":/shaders/vertex")
, QStringLiteral(":/shaders/fragment"));
}
- d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertex")
- , QStringLiteral(":/shaders/fragment"));
+ // TODO: Texture test
+ d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertexTexture")
+ , QStringLiteral(":/shaders/fragmentTexture"));
+// d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertexTexture")
+// , QStringLiteral(":/shaders/fragmentTexture"));
d_ptr->initSelectionShader();
#ifndef USE_HAX0R_SELECTION
@@ -623,11 +627,9 @@ void Q3DBars::drawScene()
// Bind background shader
d_ptr->m_backgroundShader->bind();
- // Texture test
- //glEnable(GL_TEXTURE_2D);
- //GLuint bgrTexture = QGLContext::bindTexture(QImage(":/cube.png"));
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ // TODO: Texture test
+ glEnable(GL_TEXTURE_2D);
+ GLuint bgrTexture = TextureHelper::create2DTexture(QImage(QStringLiteral(":/textures/cubetex")));
// Draw background
if (d_ptr->m_backgroundObj) {
@@ -660,11 +662,11 @@ void Q3DBars::drawScene()
, d_ptr->m_lightStrength);
d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->ambientS()
, d_ptr->m_ambientStrength);
-
- // Bind the texture in texture unit 0
-// glActiveTexture(GL_TEXTURE0);
-// glBindTexture(GL_TEXTURE_2D, bgrTexture);
-// glUniform1i(d_ptr->m_backgroundShader->texture(), 0);
+ // TODO: Texture test
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, bgrTexture);
+ d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->texture()
+ , 0);
// 1st attribute buffer : vertices
glEnableVertexAttribArray(d_ptr->m_backgroundShader->posAtt());
@@ -678,6 +680,7 @@ void Q3DBars::drawScene()
glVertexAttribPointer(d_ptr->m_backgroundShader->normalAtt()
, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
+ // TODO: Texture test
// 3rd attribute buffer : UVs
glEnableVertexAttribArray(d_ptr->m_backgroundShader->uvAtt());
glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_backgroundObj->uvBuf());
@@ -695,11 +698,18 @@ void Q3DBars::drawScene()
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- //glDisableVertexAttribArray(d_ptr->m_backgroundShader->uvAtt());
+ // TODO: Texture test
+ glDisableVertexAttribArray(d_ptr->m_backgroundShader->uvAtt());
+
glDisableVertexAttribArray(d_ptr->m_backgroundShader->normalAtt());
glDisableVertexAttribArray(d_ptr->m_backgroundShader->posAtt());
}
+ // TODO: Texture test
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDeleteTextures(1, &bgrTexture);
+ glDisable(GL_TEXTURE_2D);
+
// Release background shader
d_ptr->m_backgroundShader->release();