Texturing

This commit is contained in:
MrFloor
2022-01-21 20:09:43 +01:00
parent c97ab16096
commit 11791962a9
10 changed files with 8015 additions and 43 deletions

View File

@@ -3,6 +3,8 @@
#include <math.h>
#include <stdbool.h>
#include "stb_image.h"
#include "Renderer.h"
#include "Input.h"
@@ -14,47 +16,69 @@ int main() {
glfwSetKeyCallback(window, &key_pressed);
float vertices[] = {
-0.3f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.8f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
0.3f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
//pos // ColorIndecies //Texture coordnites
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f
};
float vertices2[] = {
-0.8f, -0.5f, 0.0f,
-0.3f, -0.5f, 0.0f,
-0.5f, 0.5f, 0.0f
};
char* vertex1 = "../shaders/vertex1.glsl\0";
char* fragment1 = "../shaders/fragment1.glsl\0";
char* vertex2 = "../shaders/vertex2.glsl\0";
char* fragment2 = "../shaders/fragment2.glsl\0";
unsigned int shader1, shader2;
printf("Compiling shader1\n");
// Compile Shader
char* vertex1 = "../assets/shaders/vertex3.glsl\0";
char* fragment1 = "../assets/shaders/fragment3.glsl\0";
unsigned int shader1;
shader1 = loadCompileShader(vertex1, fragment1);
printf("Compiling shader2\n");
shader2 = loadCompileShader(vertex2, fragment2);
unsigned int VAOs[2], VBOs[2];
glGenVertexArrays(2, VAOs);
glGenBuffers(2, VBOs);
// Initialise VBO and VAO
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
//unsigned int EBO;
//glGenBuffers(1, &EBO);
glBindVertexArray(VAOs[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0 );
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 );
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3,GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
glVertexAttribPointer(1, 3,GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
// Set texture parametes
float borderColor[] = { 1.0f, 1.0f, 0.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Generate Texture
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
//Set Texture Parametes
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load Texture image
int width, height, channels;
unsigned char *data = stbi_load("../assets/textures/wall.jpg", &width, &height, &channels, 0);
if(data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
printf("failed to load texture\n");
}
stbi_image_free(data);
glBindVertexArray(VAOs[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
glEnableVertexAttribArray(0);
while(!glfwWindowShouldClose(window)) {
@@ -62,24 +86,17 @@ int main() {
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader1);
glBindVertexArray(VAOs[0]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
float time = glfwGetTime();
float green = (sin(time) / 2.0f) + 0.5f;
int vertexColorLocation = glGetUniformLocation(shader2, "Color");
glUseProgram(shader2);
glUniform4f(vertexColorLocation, 0.0f, green, 0.0f, 1.0f);
glBindVertexArray(VAOs[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}

2
src/stb_image.c Normal file
View File

@@ -0,0 +1,2 @@
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>