Single-Texture mapping is working !

This commit is contained in:
Hurlu 2019-03-18 18:45:29 +09:00
parent 909fec23f1
commit 4fbdc1a180
17 changed files with 87 additions and 69 deletions

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@ -208,6 +208,10 @@
<ItemGroup>
<None Include="simple.frag" />
</ItemGroup>
<ItemGroup>
<Image Include="brick1.jpg" />
<Image Include="earth.jpg" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

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@ -164,4 +164,12 @@
<Filter>Shaders</Filter>
</None>
</ItemGroup>
<ItemGroup>
<Image Include="brick1.jpg">
<Filter>Resource Files</Filter>
</Image>
<Image Include="earth.jpg">
<Filter>Resource Files</Filter>
</Image>
</ItemGroup>
</Project>

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@ -15,10 +15,13 @@ public:
{
vertices.clear();
normals.clear();
colors.clear();
tex_mapping.clear();
}
void simpleCube()
{
clear();
vertices = { { -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}, { -1.0, -1.0, 1.0},
{ 1.0, -1.0, 1.0}, { 1.0, -1.0, -1.0}, { 1.0, 1.0, -1.0},
@ -67,55 +70,47 @@ public:
void simpleFloor()
{
clear();
vertices = {{-10.0, 0.0, -10.0}, {-10.0, 0.0, 10.0}, {10.0, 0.0, -10.0},
{10.0, 0.0, 10.0}, {10.0, 0.0, -10.0}, {-10.0, 0.0, 10.0}};
colors = { {0.7, 0.7, 0.7}, {0.7, 0.7, 0.7}, {0.7, 0.7, 0.7},
{0.7, 0.7, 0.7}, {0.7, 0.7, 0.7}, {0.7, 0.7, 0.7} };
genEmptyTexture();
genNormals();
}
void checkeredFloor(float size, int squares,
glm::vec3 light_color, glm::vec3 dark_color)
{
clear();
float maxX = size / 2.f, maxY = size / 2.f;
float minX = -size / 2.f, minY = -size / 2.f;
float side_size = size / (float)squares;
int color = 1;
for (float x = minX; x < maxX; x += side_size)
{
for (float y = minY; y < maxY; y += side_size)
{
color *= -1;
glm::vec3 tile_color = (color > 0) ? light_color : dark_color;
//gen 1 carré
vertices.emplace_back(x, 0, y); //upleft
vertices.emplace_back(x, 0, y + side_size); //downleft
vertices.emplace_back(x + side_size, 0, y + side_size); //downright
vertices.emplace_back(x + side_size, 0, y + side_size); //downright
vertices.emplace_back(x + side_size, 0, y); //upright
vertices.emplace_back(x, 0, y); //upleft
for (int z = 0; z < 6; z++)
colors.push_back(tile_color);
}
float minX = -size / 2.f, minY = -size / 2.f;
float side_size = size / (float)squares;
int color = 1;
for (float x = minX; x < maxX; x += side_size)
{
for (float y = minY; y < maxY; y += side_size)
{
color *= -1;
glm::vec3 tile_color = (color > 0) ? light_color : dark_color;
//gen 1 carré
vertices.emplace_back(x, 0, y); //upleft
vertices.emplace_back(x, 0, y + side_size); //downleft
vertices.emplace_back(x + side_size, 0, y + side_size); //downright
vertices.emplace_back(x + side_size, 0, y + side_size); //downright
vertices.emplace_back(x + side_size, 0, y); //upright
vertices.emplace_back(x, 0, y); //upleft
for (int z = 0; z < 6; z++)
colors.push_back(tile_color);
}
genEmptyTexture();
genNormals();
color *= -1;
}
genNormals();
}
private:
void genEmptyTexture()
{
tex_mapping.clear();
for (auto vert : vertices)
for (int i = 0; i < 6; i++)
tex_mapping.push_back(glm::vec2(0, 0));
}
private:
void genNormals()
{

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@ -22,6 +22,7 @@ Mesh::MeshEntry::MeshEntry(Dataset &set, Mesh *m)
{
renderType = NO_INDEX;
parent = m;
shininessStrength = 0;
vbo[VERTEX_BUFFER] = NULL;
vbo[NORMAL_BUFFER] = NULL;
@ -51,27 +52,30 @@ Mesh::MeshEntry::MeshEntry(Dataset &set, Mesh *m)
glEnableVertexAttribArray(NORMAL_BUFFER);
//Copy texture mapping to VBO
if (set.tex_mapping.size() > 0)
{
glGenBuffers(1, &vbo[TEXCOORD_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[TEXCOORD_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, 2 * set.tex_mapping.size() * sizeof(GLfloat), set.tex_mapping.data(), GL_STATIC_DRAW);
glGenBuffers(1, &vbo[TEXCOORD_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[TEXCOORD_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, 2 * set.tex_mapping.size() * sizeof(GLfloat), set.tex_mapping.data(), GL_STATIC_DRAW);
glVertexAttribPointer(TEXCOORD_BUFFER, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, NULL);
glEnableVertexAttribArray(TEXCOORD_BUFFER);
glVertexAttribPointer(TEXCOORD_BUFFER, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, NULL);
glEnableVertexAttribArray(TEXCOORD_BUFFER);
}
//Copy vertice color to VBO
if (set.colors.size() > 0)
{
glGenBuffers(1, &vbo[COLOR_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[COLOR_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, set.colors.size() * 3 * sizeof(GLfloat), set.colors.data(), GL_STATIC_DRAW);
glGenBuffers(1, &vbo[COLOR_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[COLOR_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, set.colors.size() * 3 * sizeof(GLfloat), set.colors.data(), GL_STATIC_DRAW);
glVertexAttribPointer(COLOR_BUFFER, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3, NULL);
glEnableVertexAttribArray(COLOR_BUFFER);
glVertexAttribPointer(COLOR_BUFFER, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3, NULL);
glEnableVertexAttribArray(COLOR_BUFFER);
}
dset_size = set.vertices.size();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
shininessStrength = 0;
}
@ -208,8 +212,9 @@ Mesh::MeshEntry::~MeshEntry() {
/**
* Renders this MeshEntry
**/
void Mesh::MeshEntry::render() {
void Mesh::MeshEntry::render(SceneContext ctx) {
glBindTexture(GL_TEXTURE_2D, ctx.textures);
glBindVertexArray(vao);
if (renderType == NO_INDEX)
{
@ -222,6 +227,7 @@ void Mesh::MeshEntry::render() {
glDrawElements(GL_TRIANGLES, size / sizeof(unsigned int), GL_UNSIGNED_INT, NULL);
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
/**
@ -333,7 +339,7 @@ void Mesh::draw(SceneContext ctx) {
shader->setUniforms(ctx);
meshEntries.at(i)->render();
meshEntries.at(i)->render(ctx);
model.glPopMatrix();
}
disableCulling();

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@ -58,7 +58,7 @@ public:
MeshEntry(Dataset &set, Mesh *m);
~MeshEntry();
Mesh * parent;
void render();
void render(SceneContext ctx);
};
public:

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@ -1,4 +1,4 @@
#include <algorithm>
#include <direct.h>
#include "MyGlWindow.h"
//Getting the projection matrix
glm::mat4x4 perspective(float fovy, float aspect, float near, float far)
@ -58,8 +58,8 @@ void MyGlWindow::setBgColor(float bgColor[3])
void MyGlWindow::setup()
{
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &_textures); //tex_2d is a member variable
glBindTexture(GL_TEXTURE_2D, _textures);
glGenTextures(1, &_scnctx.textures); //tex_2d is a member variable
glBindTexture(GL_TEXTURE_2D, _scnctx.textures);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -67,7 +67,7 @@ void MyGlWindow::setup()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
int width, height, channel;
unsigned char * image = stbi_load("brick.jpg", &width, &height, &channel, 0);
unsigned char * image = stbi_load("brick1.jpg", &width, &height, &channel, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, image);
@ -76,11 +76,15 @@ void MyGlWindow::setup()
stbi_image_free(image);
glBindTexture(GL_TEXTURE_2D, 0);
_scnctx.lights.emplace("Light1", Light(glm::vec3(0.0f, 0.5f, 0.5f), glm::vec4(10, 10, 0, 1)));
//Showcase lights
_scnctx.lights.emplace("Light1", Light(glm::vec3(0.8f), glm::vec4(3, 10, 5, 1)));
//Party lights
/*_scnctx.lights.emplace("Light1", Light(glm::vec3(0.0f, 0.5f, 0.5f), glm::vec4(10, 10, 0, 1)));
_scnctx.lights.emplace("Light2", Light(glm::vec3(0.0f, 0.0f, 0.5f), glm::vec4(3.09, 10, 9.51, 1)));
_scnctx.lights.emplace("Light3", Light(glm::vec3(0.5f, 0.0f, 0.0f), glm::vec4(-8.09, 10, 5.87, 1)));
_scnctx.lights.emplace("Light4", Light(glm::vec3(0.0f, 0.5f, 0.0f), glm::vec4(-8.09, 10, -5.87, 1)));
_scnctx.lights.emplace("Light5", Light(glm::vec3(0.5f, 0.5f, 0.5f), glm::vec4(3.09, 10, -9.51, 1)));
_scnctx.lights.emplace("Light5", Light(glm::vec3(0.5f, 0.5f, 0.5f), glm::vec4(3.09, 10, -9.51, 1)));*/
shaders["Simple"] = new Shader("simple.vert", "simple.frag");
shaders["Simple"]->uniformFlags = ShaderFlags::MVP_FLAG;

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@ -38,7 +38,6 @@ private:
float _bgColor[3];
GLuint _textures;
GLuint _vaoHandle;
GLuint _iboHandle;

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@ -15,4 +15,6 @@ struct SceneContext
glm::mat4x4 mvpMatrix;
glm::mat4x4 modelViewMatrix;
glm::mat3x3 normalMatrix;
GLuint textures;
};

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@ -44,9 +44,9 @@ public:
{
_program.use(); glUniform3fv(_program.addUniform(name), 1, glm::value_ptr(data)); ; _program.disable();
}
void addUnform(const std::string name, int data)
void addUniform(const std::string name, int data)
{
_program.use(); glUniform1iv(_program.addUniform(name), 1, &data); _program.disable();
_program.use(); glUniform1i(_program.addUniform(name), data); _program.disable();
}
void addUniform(const std::string name, float data)
{

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@ -175,7 +175,7 @@ int loop(GLFWwindow *window)
{
ImGui::SetWindowPos(ImVec2(20, 20));
static float bgColor[3] = { .3f, .3f, .3f };
static float bgColor[3] = { .0f, .0f, .1f };
ImGui::ColorEdit3("Background", bgColor, 0);
glWin.setBgColor(bgColor);

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@ -2,8 +2,8 @@
layout(location=0) in vec3 coord3d;
layout(location=1) in vec3 v_normal;
layout(location=2) in vec2 v_texmap;
layout(location=3) in vec3 v_color;
layout(location=2) in vec3 v_color;
layout(location=3) in vec2 v_texmap;
uniform mat4 mvp;
uniform mat3 NormalMatrix;

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@ -46,7 +46,6 @@ void main()
specular_sum += specular;
}
vec4 texColor = texture(tex1, texCoord);
FragColors = (vec4(diffuse_sum + ambient, 1) * texColor + vec4(specular_sum, 1.0));
FragColors = (vec4(diffuse_sum + ambient, 1) * texColor + vec4(specular_sum, 1.0));
}

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@ -2,8 +2,8 @@
layout(location=0) in vec3 coord3d;
layout(location=1) in vec3 v_normal;
layout(location=2) in vec2 v_texmap;
layout(location=3) in vec3 v_color;
layout(location=2) in vec3 v_color;
layout(location=3) in vec2 v_texmap;
uniform mat4 mvp;
uniform mat3 NormalMatrix;

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@ -2,8 +2,8 @@
layout(location=0) in vec3 coord3d;
layout(location=1) in vec3 v_normal;
layout(location=2) in vec2 v_texmap;
layout(location=3) in vec3 v_color;
layout(location=2) in vec3 v_color;
layout(location=3) in vec2 v_texmap;
uniform mat4 mvp;
uniform float sil_offset;

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@ -2,8 +2,9 @@
layout(location=0) in vec3 coord3d;
layout(location=1) in vec3 v_normal;
layout(location=2) in vec2 v_texmap;
layout(location=3) in vec3 v_color;
layout(location=2) in vec3 v_color;
layout(location=3) in vec2 v_texmap;
out vec3 f_color;