Map a texture to the triangles.

This commit is contained in:
Fries 2024-04-21 16:47:34 -07:00
parent fe8a38d624
commit 7eeaa0fa42
7 changed files with 75 additions and 17 deletions

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src/container.jpg Normal file

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@ -1,8 +1,12 @@
// Set the GLSL version to 3.3 and use the OpenGL core profile
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main() {
FragColor = vec4(ourColor, 1.0);
FragColor = texture(ourTexture, TexCoord);
}

10
src/image.cc Normal file
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@ -0,0 +1,10 @@
#include "image.hh"
#include <stb/stb_image.h>
Image::Image(const char* path) {
data = stbi_load(path, &width, &height, &nrChannels, 0);
}
Image::~Image() {
stbi_image_free(data);
}

11
src/image.hh Normal file
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@ -0,0 +1,11 @@
#ifndef IMAGE_HH
#define IMAGE_HH
#define STB_IMAGE_IMPLEMENTATION
class Image {
public:
int width, height, nrChannels;
unsigned char* data;
Image(const char* path);
~Image();
};
#endif

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@ -6,6 +6,7 @@
#include "shader.hh"
#include "utilities.hh"
#include "image.hh"
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void process_input(GLFWwindow* window);
@ -34,10 +35,10 @@ struct GlRenderObjects {
GlRenderObjects* triangle() {
// An array of verticies containing data for a triangle.
float vertices[] = {
// positions // colors
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f,1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
// positions // colors // texture coords
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f,1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f
};
unsigned int vertexBufferObject, vertexArrayObject;
@ -58,14 +59,18 @@ GlRenderObjects* triangle() {
// This will pass the position attribute to the location "0". We tell OpenGL the size of each position attribute is 3 floats.
// We tell OpenGL that we're using floating point types.
// We tell OpenGL we don't want our data to be normalized as its already normalized.
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);
// Pass the color attribute data to the location 1.
// We tell it to offset the data per "vertex" by 3 floats to get the color data instead of the position data.
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);
// Process the texture coord data.
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
@ -74,11 +79,11 @@ GlRenderObjects* triangle() {
GlRenderObjects* rectangle() {
float vertices[] = {
// positions // colors
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f,1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f
// positions // colors // texture coords
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f,1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f
};
unsigned int indices[] = {
@ -107,13 +112,17 @@ GlRenderObjects* rectangle() {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Tell OpenGL on how to process the verticies.
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);
// Process the color data.
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);
// Process the texture coord data.
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
// Unbind the current buffers and arrays from the state.
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
@ -158,6 +167,25 @@ int main() {
GlRenderObjects* triangleRenderObjs = triangle();
GlRenderObjects* rectangleRenderObjs = rectangle();
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
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_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
{
Image texture(std::format("{}/container.jpg", utilities::getCurrentPath()).c_str());
if (texture.data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture.width, texture.height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture.data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
std::cout << "Failed to load texture." << std::endl;
}
}
// Create a render loop, which keeps the program open until glfw tells the loop that the window should close.
while (!glfwWindowShouldClose(window)) {
// Process input.

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@ -1,14 +1,15 @@
sources = [
'main.cc',
'shader.cc',
'utilities.cc'
'utilities.cc',
'image.cc'
]
copy = find_program('cp')
fragment = custom_target('fragment', output: 'fragment.glsl', input: 'fragment.glsl', command: [copy, '@INPUT@', '@OUTPUT@'])
vertex = custom_target('vertex', output: 'vertex.glsl', input: 'vertex.glsl', command: [copy, '@INPUT@', '@OUTPUT@'])
container = custom_target('container', output: 'container.jpg', input: 'container.jpg', command: [copy, '@INPUT@', '@OUTPUT@'])
executable('main', [sources] + [fragment, vertex], dependencies: [glfw, libepoxy])
executable('main', [sources] + [fragment, vertex, container], dependencies: [glfw, libepoxy])
executable('fixedfunction', ['fixedfunction.cc'], dependencies: [glfw, libepoxy])

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@ -2,9 +2,13 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main() {
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}