first attempt to bind texture

This commit is contained in:
lukas 2022-02-06 14:47:33 +01:00
parent a00022523f
commit 29fc4f67d4
11 changed files with 161 additions and 16 deletions

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@ -27,7 +27,9 @@ SET(srcs main.cpp gl/Shader.cpp gl/Shader.h
blocks/GrasBlock.cpp blocks/GrasBlock.h
blocks/BlockRenderer.cpp blocks/BlockRenderer.h
blocks/RenderBase.cpp blocks/RenderBase.h
gl/Camera.cpp gl/Camera.h)
gl/Camera.cpp gl/Camera.h
bmploader.cpp bmploader.h
gl/Texture.cpp gl/Texture.h)
add_executable(opengltest ${srcs})

BIN
block.bmp Normal file

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After

Width:  |  Height:  |  Size: 12 KiB

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@ -3,6 +3,7 @@
//
#include "BlockRenderer.h"
#include "../gl/Texture.h"
#define GL_GLEXT_PROTOTYPES
@ -11,15 +12,15 @@
VertexArray *BlockRenderer::setVertexArray() {
float cube_vertices[] = {
// front
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 0.0f, 0.0f,
1.0, -1.0, 1.0, 1.0f, 0.0f,
1.0, 1.0, 1.0, 0.0f, 1.0f,
-1.0, 1.0, 1.0, 1.0f, 1.0f,
// back
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0
-1.0, -1.0, -1.0, 0.0f, 0.0f,
1.0, -1.0, -1.0, 1.0f, 0.0f,
1.0, 1.0, -1.0, 0.0f, 1.0f,
-1.0, 1.0, -1.0, 1.0f, 1.0f,
};
GLfloat cube_colors[] = {
@ -83,6 +84,12 @@ Shader BlockRenderer::setShader() {
Shader s;
s.loadShader(vertsrc, geosrc, fragsrc);
s.Bind();
Texture t;
t.Bind();
glUniform1i(s.getUniformHandle("u_texture"), 0);
return s;
}

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@ -1,9 +1,11 @@
R"(#version 330 core
out vec4 color;
uniform vec3 u_color;
uniform sampler2D u_texture;
in vec3 normal;
in vec4 pos;
in vec2 v_texcoords;
void main()
{
@ -15,6 +17,9 @@ void main()
// set light color
vec3 diffuse = diff * vec3(1.0,1.0,1.0);
vec3 result = (diffuse) * u_color;
color = vec4(result,0.0);
vec4 c = texture(u_texture, v_texcoords);
vec3 result = (diffuse) * c.xyz;
// color = vec4(result,0.0);
color = c;
})";

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@ -4,7 +4,6 @@ layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;
out vec3 normal;
out vec4 pos;
void main( void )

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@ -1,16 +1,17 @@
R"(#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 texCoords;
//// Values that stay constant for the whole mesh.
uniform mat4 MVP;
uniform mat4 translation;
out vec3 FragPos;
out vec2 v_texcoords;
void main(){
// Output position of the vertex, in clip space : MVP * position
vec4 pos = MVP * translation * vec4(vertexPosition_modelspace,1);
gl_Position = pos;
FragPos = pos.xyz;
v_texcoords = texCoords;
})";

73
bmploader.cpp Normal file
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@ -0,0 +1,73 @@
//
// Created by lukas on 05.02.22.
//
#include <cstdio>
#include <GL/gl.h>
#include "bmploader.h"
unsigned bmploader::loadBMP(const char *imagepath) {
// Data read from the header of the BMP file
unsigned char header[54]; // Each BMP file begins by a 54-bytes header
unsigned int dataPos; // Position in the file where the actual data begins
int width, height;
unsigned int imageSize; // = width*height*3
// Actual RGB data
unsigned char * data;
// Open the file
FILE * file = fopen(imagepath,"rb");
if (!file){printf("Image could not be opened\n"); return 0;}
if ( fread(header, 1, 54, file)!=54 ){ // If not 54 bytes read : problem
printf("Not a correct BMP file\n");
return false;
}
if ( header[0]!='B' || header[1]!='M' ){
printf("Not a correct BMP file\n");
return 0;
}
// Read ints from the byte array
dataPos = *(int*)&(header[0x0A]);
imageSize = *(int*)&(header[0x22]);
width = *(int*)&(header[0x12]);
height = *(int*)&(header[0x16]);
// Some BMP files are misformatted, guess missing information
if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component
if (dataPos==0) dataPos=54; // The BMP header is done that way
// Create a buffer
data = new unsigned char [imageSize];
// Read the actual data from the file into the buffer
fread(data,1,imageSize,file);
//Everything is in memory now, the file can be closed
fclose(file);
glEnable(GL_TEXTURE_2D);
// Create one OpenGL texture
unsigned textureID;
glGenTextures(1, &textureID);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Give the image to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
return textureID;
}

15
bmploader.h Normal file
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@ -0,0 +1,15 @@
//
// Created by lukas on 05.02.22.
//
#ifndef OPENGLTEST_BMPLOADER_H
#define OPENGLTEST_BMPLOADER_H
class bmploader {
public:
unsigned loadBMP(const char * imagepath);
};
#endif //OPENGLTEST_BMPLOADER_H

22
gl/Texture.cpp Normal file
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@ -0,0 +1,22 @@
//
// Created by lukas on 06.02.22.
//
#include "Texture.h"
#include "../bmploader.h"
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
Texture::Texture() {
mTexturehandle = bmploader().loadBMP("../block.bmp");
}
void Texture::Bind() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexturehandle);
}
void Texture::UnBind() {
glBindTexture(GL_TEXTURE_2D, 0);
}

19
gl/Texture.h Normal file
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@ -0,0 +1,19 @@
//
// Created by lukas on 06.02.22.
//
#ifndef OPENGLTEST_TEXTURE_H
#define OPENGLTEST_TEXTURE_H
class Texture {
private:
unsigned mTexturehandle;
public:
Texture();
void Bind();
void UnBind();
};
#endif //OPENGLTEST_TEXTURE_H

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@ -13,12 +13,14 @@ VertexArray::VertexArray(const VertexBuffer& buff) {
buff.Bind();
// generate new vertex array object
glGenVertexArrays(1, &handle);
glGenVertexArrays(2, &handle);
Bind();
// specify syntax of my data
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) nullptr);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *) nullptr);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *) nullptr);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
}
unsigned VertexArray::getHandle() const {