added a texture class
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78c7efd063
commit
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8 changed files with 8076 additions and 9 deletions
7988
include/stb_image.h
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7988
include/stb_image.h
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15
include/textures/texture.hpp
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15
include/textures/texture.hpp
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#ifndef TEXTURE_H
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#define TEXTURE_H
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#include <string>
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class Texture
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{
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public:
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unsigned int ID;
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Texture(const char* texturePath);
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void use();
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};
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#endif
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@ -1,7 +1,12 @@
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#version 330 core
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#version 330 core
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out vec4 FragColor;
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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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void main()
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void main()
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{
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{
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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FragColor = texture(ourTexture, TexCoord);
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}
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}
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@ -1,7 +1,14 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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void main()
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void main()
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{
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{
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = aTexCoord;
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}
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}
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27
src/main.cpp
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src/main.cpp
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@ -2,6 +2,7 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <shaders/shader.hpp>
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#include <shaders/shader.hpp>
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#include <textures/texture.hpp>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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void processInput(GLFWwindow *window);
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@ -34,13 +35,16 @@ int main()
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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float vertices[] = {
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float vertices[] = {
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0.0f, 0.5f, 0.0f,
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// positions // colors // texture coords
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-0.5f, -0.5f, 0.0f,
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top right
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0.5f, -0.5f, 0.0f
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f // top left
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};
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};
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unsigned int indices[] = { // note that we start from 0!
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unsigned int indices[] = {
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0, 1, 2
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0, 1, 2,
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2, 3, 0
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};
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};
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unsigned int VBO;
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unsigned int VBO;
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@ -59,10 +63,18 @@ int main()
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3* sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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Shader ourShader("shaders/shader.vs", "shaders/shader.fs");
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Shader ourShader("shaders/shader.vs", "shaders/shader.fs");
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Texture sataaAndagii("textures/saataa_andagii.png");
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Texture ohMyGah("textures/oh_my_gah.png");
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while(!glfwWindowShouldClose(window))
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while(!glfwWindowShouldClose(window))
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{
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{
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@ -70,8 +82,9 @@ int main()
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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ourShader.use();
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ourShader.use();
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ohMyGah.use();
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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39
src/texture.cpp
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39
src/texture.cpp
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#include <glad/glad.h> // include glad to get all the required OpenGL headers
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#include <textures/texture.hpp>
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#include <iostream>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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Texture::Texture(const char* texturePath)
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{
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glGenTextures(1, &ID);
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glBindTexture(GL_TEXTURE_2D, ID);
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// set the texture wrapping/filtering options (on the currently bound texture object)
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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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// load and generate the texture
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int width, height, nrChannels;
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unsigned char *data = stbi_load(texturePath, &width, &height, &nrChannels, 0);
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if (data)
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{
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GLenum format = GL_RGB;
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if (nrChannels == 1) format = GL_RED;
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else if (nrChannels == 3) format = GL_RGB;
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else if (nrChannels == 4) format = GL_RGBA;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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}
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void Texture::use()
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{
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glBindTexture(GL_TEXTURE_2D, ID);
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}
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BIN
textures/oh_my_gah.png
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textures/oh_my_gah.png
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After Width: | Height: | Size: 608 KiB |
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textures/saataa_andagii.png
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textures/saataa_andagii.png
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After Width: | Height: | Size: 116 KiB |
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