Overlay a transparent meme over the crate texture.

This commit is contained in:
Fries 2024-04-21 18:23:24 -07:00
parent 7eeaa0fa42
commit c591275bd1
10 changed files with 75 additions and 36 deletions

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src/awesomeface.png Normal file

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Width:  |  Height:  |  Size: 58 KiB

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@ -5,8 +5,9 @@ out vec4 FragColor;
in vec3 ourColor; in vec3 ourColor;
in vec2 TexCoord; in vec2 TexCoord;
uniform sampler2D ourTexture; uniform sampler2D texture1;
uniform sampler2D texture2;
void main() { void main() {
FragColor = texture(ourTexture, TexCoord); FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
} }

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@ -1,8 +1,9 @@
#include "image.hh" #include "image.hh"
#include <stb/stb_image.h> #include <stb/stb_image.h>
Image::Image(const char* path) { Image::Image(std::string path) {
data = stbi_load(path, &width, &height, &nrChannels, 0); stbi_set_flip_vertically_on_load(true);
data = stbi_load(path.c_str(), &width, &height, &nrChannels, 0);
} }
Image::~Image() { Image::~Image() {

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@ -1,11 +1,12 @@
#ifndef IMAGE_HH #ifndef IMAGE_HH
#define IMAGE_HH #define IMAGE_HH
#include <string>
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
class Image { class Image {
public: public:
int width, height, nrChannels; int width, height, nrChannels;
unsigned char* data; unsigned char* data;
Image(const char* path); Image(std::string path);
~Image(); ~Image();
}; };
#endif #endif

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@ -3,6 +3,7 @@
#include <iostream> #include <iostream>
#include <format> #include <format>
#include <memory>
#include "shader.hh" #include "shader.hh"
#include "utilities.hh" #include "utilities.hh"
@ -134,6 +135,7 @@ GlRenderObjects* rectangle() {
int main() { int main() {
glfwInit(); glfwInit();
{
// Set OpenGL version to 3.3. // Set OpenGL version to 3.3.
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
@ -162,22 +164,23 @@ int main() {
std::string currentPath = utilities::getCurrentPath(); std::string currentPath = utilities::getCurrentPath();
// Create a shader class. // Create a shader class.
Shader* shader = new Shader(std::format("{}/vertex.glsl", currentPath).c_str(), std::format("{}/fragment.glsl", currentPath).c_str()); Shader shader(std::format("{}/vertex.glsl", currentPath).c_str(), std::format("{}/fragment.glsl", currentPath).c_str());
GlRenderObjects* triangleRenderObjs = triangle(); std::unique_ptr<GlRenderObjects> triangleRenderObjs(triangle());
GlRenderObjects* rectangleRenderObjs = rectangle(); std::unique_ptr<GlRenderObjects> rectangleRenderObjs(rectangle());
unsigned int texture; unsigned int texture1, texture2;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture); {
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 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_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
{ Image texture(utilities::getCurrentPath("container.jpg"));
Image texture(std::format("{}/container.jpg", utilities::getCurrentPath()).c_str());
if (texture.data) { if (texture.data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture.width, texture.height, 0, GL_RGB, GL_UNSIGNED_BYTE, 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); glGenerateMipmap(GL_TEXTURE_2D);
@ -186,6 +189,32 @@ int main() {
} }
} }
{
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
Image texture(utilities::getCurrentPath("awesomeface.png"));
if (texture.data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
std::cout << "Failed to load texture." << std::endl;
}
}
// activate the shader
shader.activate();
// tell the shader what texture unit the textures are on
shader.setInt("texture1", 0);
shader.setInt("texture2", 1);
// Create a render loop, which keeps the program open until glfw tells the loop that the window should close. // Create a render loop, which keeps the program open until glfw tells the loop that the window should close.
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
// Process input. // Process input.
@ -198,8 +227,12 @@ int main() {
// Clear the screen and use the color from the state. // Clear the screen and use the color from the state.
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
// activate the shader glActiveTexture(GL_TEXTURE0);
shader->activate(); glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
shader.activate();
if (!rectangleToggled) { if (!rectangleToggled) {
// Bind the state to use the vertexArrayObject object so OpenGL knows what to do with the verticies. // Bind the state to use the vertexArrayObject object so OpenGL knows what to do with the verticies.
@ -219,11 +252,7 @@ int main() {
// Check if any events are triggered. // Check if any events are triggered.
glfwPollEvents(); glfwPollEvents();
} }
}
// Clean up objects from memory.
delete triangleRenderObjs;
delete rectangleRenderObjs;
delete shader;
glfwTerminate(); glfwTerminate();
return 0; return 0;

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@ -10,6 +10,7 @@ copy = find_program('cp')
fragment = custom_target('fragment', output: 'fragment.glsl', input: 'fragment.glsl', command: [copy, '@INPUT@', '@OUTPUT@']) 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@']) 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@']) container = custom_target('container', output: 'container.jpg', input: 'container.jpg', command: [copy, '@INPUT@', '@OUTPUT@'])
awesomeface = custom_target('awesomeface', output: 'awesomeface.png', input: 'awesomeface.png', command: [copy, '@INPUT@', '@OUTPUT@'])
executable('main', [sources] + [fragment, vertex, container], dependencies: [glfw, libepoxy]) executable('main', [sources, fragment, vertex, container, awesomeface], dependencies: [glfw, libepoxy])
executable('fixedfunction', ['fixedfunction.cc'], dependencies: [glfw, libepoxy]) executable('fixedfunction', ['fixedfunction.cc'], dependencies: [glfw, libepoxy])

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@ -94,12 +94,12 @@ void Shader::activate() {
glUseProgram(id); glUseProgram(id);
} }
void Shader::setBool(const std::string &name, bool value) const { void Shader::setBool(const char* name, bool value) const {
glUniform1f(glGetUniformLocation(id, name.c_str()), (int)value); glUniform1i(glGetUniformLocation(id, name), (int)value);
} }
void Shader::setInt(const std::string &name, int value) const { void Shader::setInt(const char* name, int value) {
glUniform1f(glGetUniformLocation(id, name.c_str()), value); glUniform1i(glGetUniformLocation(id, name), value);
} }
void Shader::setFloat(const std::string &name, float value) const { void Shader::setFloat(const char* name, float value) const {
glUniform1f(glGetUniformLocation(id, name.c_str()), value); glUniform1f(glGetUniformLocation(id, name), value);
} }

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@ -14,9 +14,9 @@ class Shader {
// activate the shader. // activate the shader.
void activate(); void activate();
// utility uniform functions // utility uniform functions
void setBool(const std::string &name, bool value) const; void setBool(const char* name, bool value) const;
void setInt(const std::string &name, int value) const; void setInt(const char* name, int value) ;
void setFloat(const std::string &name, float value) const; void setFloat(const char* name, float value) const;
private: private:
uint compileShader(std::string code, GLenum type, std::string shaderTypeName); uint compileShader(std::string code, GLenum type, std::string shaderTypeName);
uint compileVertexShader(std::string code); uint compileVertexShader(std::string code);

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@ -4,6 +4,7 @@
#include <sstream> #include <sstream>
#include <unistd.h> #include <unistd.h>
#include <linux/limits.h> #include <linux/limits.h>
#include <format>
std::string utilities::getCurrentPath() { std::string utilities::getCurrentPath() {
char result[PATH_MAX]; char result[PATH_MAX];
@ -14,6 +15,10 @@ std::string utilities::getCurrentPath() {
return utilities::combineString(stringVector, '/'); return utilities::combineString(stringVector, '/');
} }
std::string utilities::getCurrentPath(std::string file) {
return std::format("{}/{}", getCurrentPath(), file);
}
std::vector<std::string> utilities::splitString(std::string string, char delimiter) { std::vector<std::string> utilities::splitString(std::string string, char delimiter) {
size_t last = 0; size_t last = 0;
size_t next = 0; size_t next = 0;

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@ -5,6 +5,7 @@
namespace utilities { namespace utilities {
std::string getCurrentPath(); std::string getCurrentPath();
std::string getCurrentPath(std::string file);
std::vector<std::string> splitString(std::string string, char delimiter); std::vector<std::string> splitString(std::string string, char delimiter);
std::string combineString(std::vector<std::string> stringVector, char delimiter); std::string combineString(std::vector<std::string> stringVector, char delimiter);
} }