finished first chapter of Textures section

This commit is contained in:
Daniel 2023-07-24 20:06:59 +02:00
parent 6aa1460068
commit 5d149d8b3c
10 changed files with 8068 additions and 9 deletions

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@ -140,6 +140,7 @@
<ClCompile Include="..\..\..\libraries\glad\src\glad.c" /> <ClCompile Include="..\..\..\libraries\glad\src\glad.c" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
<ClCompile Include="Shaders\Shader.cpp" /> <ClCompile Include="Shaders\Shader.cpp" />
<ClCompile Include="util\stb_image.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<CopyFileToFolders Include="Shaders\default\default.frag"> <CopyFileToFolders Include="Shaders\default\default.frag">
@ -156,6 +157,11 @@
<ClInclude Include="mesh\mesh.h" /> <ClInclude Include="mesh\mesh.h" />
<ClInclude Include="Shaders\Enums.h" /> <ClInclude Include="Shaders\Enums.h" />
<ClInclude Include="Shaders\Shader.h" /> <ClInclude Include="Shaders\Shader.h" />
<ClInclude Include="util\stb_image.h" />
</ItemGroup>
<ItemGroup>
<Image Include="images\container.jpg" />
<Image Include="images\wall.jpg" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">

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@ -24,6 +24,9 @@
<ClCompile Include="Shaders\Shader.cpp"> <ClCompile Include="Shaders\Shader.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="util\stb_image.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Shaders\Shader.h"> <ClInclude Include="Shaders\Shader.h">
@ -44,6 +47,9 @@
<ClInclude Include="mesh\mesh.h"> <ClInclude Include="mesh\mesh.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="util\stb_image.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<CopyFileToFolders Include="Shaders\default\default.frag" /> <CopyFileToFolders Include="Shaders\default\default.frag" />
@ -51,4 +57,12 @@
<Filter>Resource Files</Filter> <Filter>Resource Files</Filter>
</CopyFileToFolders> </CopyFileToFolders>
</ItemGroup> </ItemGroup>
<ItemGroup>
<Image Include="images\wall.jpg">
<Filter>Resource Files</Filter>
</Image>
<Image Include="images\container.jpg">
<Filter>Resource Files</Filter>
</Image>
</ItemGroup>
</Project> </Project>

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@ -5,9 +5,10 @@
#include <string> #include <string>
#include "shaders/Shader.h" #include "shaders/Shader.h"
#include "util/stb_image.h"
// Continue: https://learnopengl.com/Getting-started/Textures // Continue: https://learnopengl.com/Getting-started/Textures
// Chapter: Not yet started // Chapter: Texture Units
// //
@ -63,11 +64,11 @@ int main()
OnWindowResize(window, WINDOW_WIDTH, WINDOW_HEIGHT); OnWindowResize(window, WINDOW_WIDTH, WINDOW_HEIGHT);
glfwSetFramebufferSizeCallback(window, OnWindowResize); glfwSetFramebufferSizeCallback(window, OnWindowResize);
GLfloat vertices[] = { GLfloat vertices[] = { // world coordinate, colour, uv coordinates
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // top right 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom right 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom left -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f // top left -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f // top left
}; };
GLuint faces[]{ GLuint faces[]{
0, 1, 3, 0, 1, 3,
@ -90,11 +91,14 @@ int main()
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(faces), faces, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(faces), faces, GL_STATIC_DRAW);
// position attribute // position attribute
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); glEnableVertexAttribArray(0);
// colour (or more general, the second vertex Attribute) // colour (or more general, the second vertex Attribute)
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); glEnableVertexAttribArray(1);
// uv-coordinates (or more general the third vertex attribute)
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
// I could unbind the VAO, but this is usually not needed because when creating a new VAO we need to bind that to change it anyway, so there shouldn't be a problem // I could unbind the VAO, but this is usually not needed because when creating a new VAO we need to bind that to change it anyway, so there shouldn't be a problem
std::string vertexPath = "shaders/default/default.vert"; std::string vertexPath = "shaders/default/default.vert";
@ -112,6 +116,34 @@ int main()
} }
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// TEXTURES
int width, height, nrChannels;
unsigned char* image = stbi_load("images/container.jpg", &width, &height, &nrChannels, 0);
if (!image)
{
std::cerr << "ERROR::IO::LOAD_TEXTURE";
stbi_image_free(image);
return -1; // it would be better to just use a default error image instead and make the error message a warning message instead
}
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(image);
GLfloat texCoords[] = {
0.0f, 0.0f, // lower-left corner
1.0f, 0.0f, // lower-right corner
0.5f, 1.0f // top-center corner
};
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // use nearest neighbour when zooming out
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // use bilinear when zooming in
// main loop // main loop
while(!glfwWindowShouldClose(window)) while(!glfwWindowShouldClose(window))
{ {
@ -125,6 +157,7 @@ int main()
//float greenValue = (sin(time) / 2.0f) + 0.5f; //float greenValue = (sin(time) / 2.0f) + 0.5f;
//shader->setFloat("ourColour", 0.0f, greenValue, 0.0f, 0.0f); //shader->setFloat("ourColour", 0.0f, greenValue, 0.0f, 0.0f);
glBindTexture(GL_TEXTURE_2D, textureID);
glBindVertexArray(vertexArrayObject); glBindVertexArray(vertexArrayObject);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

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@ -2,8 +2,11 @@
out vec4 FragColor; out vec4 FragColor;
in vec3 ourColour; in vec3 ourColour;
in vec2 texCoord;
uniform sampler2D ourTexture;
void main() void main()
{ {
FragColor = vec4(ourColour, 1.0); FragColor = texture(ourTexture, texCoord) * vec4(ourColour, 1.0);
} }

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@ -1,11 +1,14 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColour; layout (location = 1) in vec3 aColour;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColour; out vec3 ourColour;
out vec2 texCoord;
void main() void main()
{ {
gl_Position = vec4(aPos, 1.0); gl_Position = vec4(aPos, 1.0);
ourColour = aColour; ourColour = aColour;
texCoord = aTexCoord;
} }

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@ -0,0 +1,11 @@
#pragma once
// Maybe make a base "Texture" class and make a Texture2D and Texture3D child class. look into what would make more sense
class Texture2D
{
public:
Texture2D();
~Texture2D();
private:
};

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

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