Finish Textures

This commit is contained in:
Joseph Ferano 2023-10-17 22:42:59 +07:00
parent 4f871d12bc
commit 65c81c4c58
6 changed files with 87 additions and 48 deletions

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@ -18,3 +18,6 @@ run: build
clean:
$(RM) $(P)
.PHONY: all
all: build

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awesomeface.png Normal file

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container.jpg Normal file

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112
main.c
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@ -6,6 +6,10 @@
#include <GLFW/glfw3.h>
#include "lib.h"
#define STB_IMAGE_IMPLEMENTATION
#define STBI_FAILURE_USERMSG
#include "stb_image.h"
int SCREEN_WIDTH = 1024;
int SCREEN_HEIGHT = 768;
@ -46,62 +50,84 @@ int main(void) {
GLuint shaderProgram =
compileShaderProgram("shaders/main.vert", "shaders/main.frag", NULL);
// float vertices[] = {
// 0.5f, 0.5f, 0.0f, // top right
// 0.5f, -0.5f, 0.0f, // bottom right
// -0.5f, -0.5f, 0.0f, // bottom left
// -0.5f, 0.5f, 0.0f // top left
// };
// unsigned int indices[] = { // note that we start from 0!
// 0, 1, 3, // first triangle
// 1, 2, 3 // second triangle
// };
stbi_set_flip_vertically_on_load(true);
GLuint texture1, texture2;
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_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);
int w1, h1, c1;
unsigned char* container = stbi_load("container.jpg", &w1, &h1, &c1, 0);
if (container == NULL) {
fprintf(stderr, "Failed to load image\n");
exit(-1);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w1, h1, 0, GL_RGB, GL_UNSIGNED_BYTE, container);
glGenerateMipmap(GL_TEXTURE_2D);
// float vertices[] = {
// -0.5f, -0.5f, 0.0f,
// 0.5f, -0.5f, 0.0f,
// 0.0f, 0.5f, 0.0f
// };
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_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int w2, h2, c2;
unsigned char* smiley = stbi_load("awesomeface.png", &w2, &h2, &c2, 0);
if (smiley == NULL) {
fprintf(stderr, "Failed to load image\n");
exit(-1);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w2, h2, 0, GL_RGBA, GL_UNSIGNED_BYTE, smiley);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(container);
stbi_image_free(smiley);
float v1[] = {
-1.0f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
// Position // Color // UV
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, 0.0f, 0.0f, 1.0f
};
float v2[] = {
0.0f, -0.5f, 0.0f,
1.0f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
GLuint vaos[2];
GLuint vbos[2];
unsigned int VBO1, VBO2;
// unsigned int EBO;
unsigned int EBO;
glGenVertexArrays(2, vaos);
// glGenBuffers(1, &EBO);
glGenBuffers(1, &EBO);
glGenBuffers(2, vbos);
glBindVertexArray(vaos[0]);
glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(v1), v1, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(vaos[1]);
glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(v2), v2, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(shaderProgram);
int t1Loc = glGetUniformLocation(shaderProgram, "t1");
glUniform1i(t1Loc, 0);
int t2Loc = glGetUniformLocation(shaderProgram, "t2");
glUniform1i(t2Loc, 1);
while (!glfwWindowShouldClose(window)) {
processInput(window);
@ -116,11 +142,16 @@ int main(void) {
int offsetLoc = glGetUniformLocation(shaderProgram, "offset");
glUniform1f(offsetLoc, 0.5f);
glBindVertexArray(vaos[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glBindVertexArray(vaos[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(vaos[0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glBindVertexArray(vaos[1]);
// glDrawArrays(GL_TRIANGLES, 0, 3);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
@ -130,8 +161,7 @@ int main(void) {
}
glDeleteVertexArrays(2, vaos);
glDeleteBuffers(1, &VBO1);
glDeleteBuffers(1, &VBO2);
glDeleteBuffers(2, vbos);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;

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@ -1,11 +1,13 @@
#version 330 core
in vec3 vertexPos;
in vec3 vertexColor;
in vec3 vPos;
in vec3 vCol;
in vec2 tCoord;
out vec4 FragColor;
// uniform vec4 ourColor;
uniform sampler2D t1;
uniform sampler2D t2;
void main() {
FragColor = vec4(vertexPos, 1);
FragColor = mix(texture(t1, tCoord), texture(t2, tCoord), 0.2);
}

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@ -1,12 +1,16 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 vertexPos;
out vec3 vertexColor;
out vec3 vPos;
out vec3 vCol;
out vec2 tCoord;
uniform float offset;
void main() {
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
vertexPos = vec3(abs(aPos.x), abs(aPos.y), abs(aPos.z));
vPos = aPos;
vCol = aColor;
tCoord = aTexCoord;
}