Map a texture to the triangles.
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fe8a38d624
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7eeaa0fa42
7 changed files with 75 additions and 17 deletions
BIN
src/container.jpg
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src/container.jpg
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After Width: | Height: | Size: 181 KiB |
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@ -1,8 +1,12 @@
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// Set the GLSL version to 3.3 and use the OpenGL core profile
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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uniform sampler2D ourTexture;
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void main() {
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FragColor = vec4(ourColor, 1.0);
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FragColor = texture(ourTexture, TexCoord);
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}
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10
src/image.cc
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10
src/image.cc
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@ -0,0 +1,10 @@
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#include "image.hh"
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#include <stb/stb_image.h>
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Image::Image(const char* path) {
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data = stbi_load(path, &width, &height, &nrChannels, 0);
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}
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Image::~Image() {
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stbi_image_free(data);
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}
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11
src/image.hh
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11
src/image.hh
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#ifndef IMAGE_HH
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#define IMAGE_HH
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#define STB_IMAGE_IMPLEMENTATION
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class Image {
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public:
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int width, height, nrChannels;
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unsigned char* data;
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Image(const char* path);
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~Image();
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};
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#endif
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54
src/main.cc
54
src/main.cc
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@ -6,6 +6,7 @@
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#include "shader.hh"
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#include "utilities.hh"
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#include "image.hh"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void process_input(GLFWwindow* window);
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@ -34,10 +35,10 @@ struct GlRenderObjects {
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GlRenderObjects* triangle() {
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// An array of verticies containing data for a triangle.
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float vertices[] = {
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// positions // colors
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f,1.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
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// positions // colors // texture coords
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.0f, 0.0f,1.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f
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};
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unsigned int vertexBufferObject, vertexArrayObject;
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@ -58,14 +59,18 @@ GlRenderObjects* triangle() {
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// This will pass the position attribute to the location "0". We tell OpenGL the size of each position attribute is 3 floats.
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// We tell OpenGL that we're using floating point types.
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// We tell OpenGL we don't want our data to be normalized as its already normalized.
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// Pass the color attribute data to the location 1.
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// We tell it to offset the data per "vertex" by 3 floats to get the color data instead of the position data.
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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// Process the texture coord data.
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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@ -74,11 +79,11 @@ GlRenderObjects* triangle() {
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GlRenderObjects* rectangle() {
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float vertices[] = {
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// positions // colors
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f,1.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f
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// positions // colors // texture coords
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.0f, 0.0f,1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f
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};
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unsigned int indices[] = {
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@ -107,13 +112,17 @@ GlRenderObjects* rectangle() {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// Tell OpenGL on how to process the verticies.
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// Process the color data.
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3*sizeof(float)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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// Process the texture coord data.
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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// Unbind the current buffers and arrays from the state.
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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@ -158,6 +167,25 @@ int main() {
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GlRenderObjects* triangleRenderObjs = triangle();
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GlRenderObjects* rectangleRenderObjs = rectangle();
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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{
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Image texture(std::format("{}/container.jpg", utilities::getCurrentPath()).c_str());
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if (texture.data) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture.width, texture.height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture.data);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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std::cout << "Failed to load texture." << std::endl;
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}
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}
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// Create a render loop, which keeps the program open until glfw tells the loop that the window should close.
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while (!glfwWindowShouldClose(window)) {
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// Process input.
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@ -1,14 +1,15 @@
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sources = [
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'main.cc',
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'shader.cc',
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'utilities.cc'
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'utilities.cc',
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'image.cc'
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]
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copy = find_program('cp')
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fragment = custom_target('fragment', output: 'fragment.glsl', input: 'fragment.glsl', command: [copy, '@INPUT@', '@OUTPUT@'])
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vertex = custom_target('vertex', output: 'vertex.glsl', input: 'vertex.glsl', command: [copy, '@INPUT@', '@OUTPUT@'])
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container = custom_target('container', output: 'container.jpg', input: 'container.jpg', command: [copy, '@INPUT@', '@OUTPUT@'])
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executable('main', [sources] + [fragment, vertex], dependencies: [glfw, libepoxy])
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executable('main', [sources] + [fragment, vertex, container], dependencies: [glfw, libepoxy])
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executable('fixedfunction', ['fixedfunction.cc'], dependencies: [glfw, libepoxy])
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@ -2,9 +2,13 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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void main() {
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = aTexCoord;
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}
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