Overlay a transparent meme over the crate texture.
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parent
7eeaa0fa42
commit
c591275bd1
10 changed files with 75 additions and 36 deletions
BIN
src/awesomeface.png
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BIN
src/awesomeface.png
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After Width: | Height: | Size: 58 KiB |
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@ -5,8 +5,9 @@ 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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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main() {
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FragColor = texture(ourTexture, TexCoord);
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
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}
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@ -1,8 +1,9 @@
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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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Image::Image(std::string path) {
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stbi_set_flip_vertically_on_load(true);
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data = stbi_load(path.c_str(), &width, &height, &nrChannels, 0);
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}
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Image::~Image() {
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@ -1,11 +1,12 @@
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#ifndef IMAGE_HH
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#define IMAGE_HH
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#include <string>
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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(std::string path);
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~Image();
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};
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#endif
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71
src/main.cc
71
src/main.cc
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@ -3,6 +3,7 @@
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#include <iostream>
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#include <format>
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#include <memory>
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#include "shader.hh"
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#include "utilities.hh"
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@ -134,6 +135,7 @@ GlRenderObjects* rectangle() {
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int main() {
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glfwInit();
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{
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// Set OpenGL version to 3.3.
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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@ -162,29 +164,56 @@ int main() {
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std::string currentPath = utilities::getCurrentPath();
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// Create a shader class.
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Shader* shader = new Shader(std::format("{}/vertex.glsl", currentPath).c_str(), std::format("{}/fragment.glsl", currentPath).c_str());
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Shader shader(std::format("{}/vertex.glsl", currentPath).c_str(), std::format("{}/fragment.glsl", currentPath).c_str());
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GlRenderObjects* triangleRenderObjs = triangle();
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GlRenderObjects* rectangleRenderObjs = rectangle();
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std::unique_ptr<GlRenderObjects> triangleRenderObjs(triangle());
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std::unique_ptr<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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unsigned int texture1, texture2;
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{
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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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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Image texture(utilities::getCurrentPath("container.jpg"));
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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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{
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glGenTextures(1, &texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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Image texture(utilities::getCurrentPath("awesomeface.png"));
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if (texture.data) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, 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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// activate the shader
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shader.activate();
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// tell the shader what texture unit the textures are on
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shader.setInt("texture1", 0);
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shader.setInt("texture2", 1);
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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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@ -198,8 +227,12 @@ int main() {
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// Clear the screen and use the color from the state.
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glClear(GL_COLOR_BUFFER_BIT);
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// activate the shader
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shader->activate();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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shader.activate();
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if (!rectangleToggled) {
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// Bind the state to use the vertexArrayObject object so OpenGL knows what to do with the verticies.
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@ -219,11 +252,7 @@ int main() {
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// Check if any events are triggered.
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glfwPollEvents();
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}
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// Clean up objects from memory.
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delete triangleRenderObjs;
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delete rectangleRenderObjs;
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delete shader;
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}
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glfwTerminate();
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return 0;
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@ -10,6 +10,7 @@ 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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awesomeface = custom_target('awesomeface', output: 'awesomeface.png', input: 'awesomeface.png', command: [copy, '@INPUT@', '@OUTPUT@'])
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executable('main', [sources] + [fragment, vertex, container], dependencies: [glfw, libepoxy])
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executable('main', [sources, fragment, vertex, container, awesomeface], dependencies: [glfw, libepoxy])
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executable('fixedfunction', ['fixedfunction.cc'], dependencies: [glfw, libepoxy])
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@ -94,12 +94,12 @@ void Shader::activate() {
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glUseProgram(id);
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}
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void Shader::setBool(const std::string &name, bool value) const {
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glUniform1f(glGetUniformLocation(id, name.c_str()), (int)value);
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void Shader::setBool(const char* name, bool value) const {
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glUniform1i(glGetUniformLocation(id, name), (int)value);
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}
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void Shader::setInt(const std::string &name, int value) const {
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glUniform1f(glGetUniformLocation(id, name.c_str()), value);
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void Shader::setInt(const char* name, int value) {
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glUniform1i(glGetUniformLocation(id, name), value);
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}
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void Shader::setFloat(const std::string &name, float value) const {
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glUniform1f(glGetUniformLocation(id, name.c_str()), value);
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void Shader::setFloat(const char* name, float value) const {
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glUniform1f(glGetUniformLocation(id, name), value);
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}
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@ -14,9 +14,9 @@ class Shader {
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// activate the shader.
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void activate();
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// utility uniform functions
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void setBool(const std::string &name, bool value) const;
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void setInt(const std::string &name, int value) const;
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void setFloat(const std::string &name, float value) const;
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void setBool(const char* name, bool value) const;
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void setInt(const char* name, int value) ;
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void setFloat(const char* name, float value) const;
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private:
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uint compileShader(std::string code, GLenum type, std::string shaderTypeName);
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uint compileVertexShader(std::string code);
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@ -4,6 +4,7 @@
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#include <sstream>
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#include <unistd.h>
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#include <linux/limits.h>
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#include <format>
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std::string utilities::getCurrentPath() {
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char result[PATH_MAX];
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@ -14,6 +15,10 @@ std::string utilities::getCurrentPath() {
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return utilities::combineString(stringVector, '/');
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}
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std::string utilities::getCurrentPath(std::string file) {
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return std::format("{}/{}", getCurrentPath(), file);
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}
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std::vector<std::string> utilities::splitString(std::string string, char delimiter) {
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size_t last = 0;
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size_t next = 0;
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@ -5,6 +5,7 @@
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namespace utilities {
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std::string getCurrentPath();
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std::string getCurrentPath(std::string file);
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std::vector<std::string> splitString(std::string string, char delimiter);
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std::string combineString(std::vector<std::string> stringVector, char delimiter);
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}
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