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No commits in common. "b734e8270d590c86bcd63966312faf2c427d6b19" and "c639afe08b704094ae3325e1f7750791d1ff1abe" have entirely different histories.

6 changed files with 32 additions and 130 deletions

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@ -1,11 +0,0 @@
name: Verify build
run-name: ${{ gitea.actor }} is building
on: [push]
jobs:
verify_build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: cachix/install-nix-action@v30
- run: nix-shell shell.nix --run make

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@ -1,25 +0,0 @@
#ifndef CAMERA_H
#define CAMERA_H
#include <glm/glm.hpp>
class Camera {
public:
Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect);
~Camera();
void setPos(glm::vec3 pos);
void setRotate(float yaw, float pitch);
glm::mat4 getView();
glm::mat4 getProjection();
private:
void update();
glm::mat4 projection;
glm::vec3 up;
glm::vec3 front;
glm::vec3 pos;
float yaw;
float pitch;
float fov;
float aspect;
};
#endif

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@ -1,15 +0,0 @@
#ifndef TEXTURE_H
#define TEXTURE_H
#include <glad/glad.h>
class Texture {
public:
Texture(GLenum type, const char *path);
~Texture();
void bind(GLenum texture);
private:
unsigned int ID;
GLenum type;
};
#endif

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@ -1,37 +0,0 @@
#include <camera.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
Camera::Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect)
: up(glm::vec3(0, 1, 0)), pos(pos), yaw(yaw), pitch(pitch), fov(fov),
aspect(aspect) {
update();
}
Camera::~Camera() {}
void Camera::setRotate(float yaw, float pitch) {
this->yaw = yaw;
this->pitch = pitch;
update();
}
void Camera::setPos(glm::vec3 pos) { this->pos = pos; }
void Camera::update() {
glm::vec3 direction;
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
direction.y = sin(glm::radians(pitch));
direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
front = glm::normalize(direction);
}
glm::mat4 Camera::getView() {
glm::mat4 view = glm::mat4(1.0f);
view = glm::lookAt(pos, pos + front, up);
return view;
}
glm::mat4 Camera::getProjection() {
return glm::perspective(glm::radians(fov), aspect, 0.1f, 100.0f);
}

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@ -1,5 +1,4 @@
#include <glad/glad.h> /*Must be before GLFW*/
#include "camera.hpp"
#include <GLFW/glfw3.h>
#include <cassert>
#include <glm/glm.hpp>
@ -7,7 +6,7 @@
#include <glm/gtc/type_ptr.hpp>
#include <shader.hpp>
#include <shapes.h>
#include <texture.hpp>
#include <stb_image.h>
#define UNUSED(x) (void)(x)
@ -56,24 +55,48 @@ int main(void) {
glEnableVertexAttribArray(1); /*rgb*/
glEnableVertexAttribArray(2); /*tex_cord*/
Shader *shaderProgram =
Shader *shaderProgram;
unsigned int texture;
shaderProgram =
new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl");
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
Texture *texture = new Texture(GL_TEXTURE_2D, "./texture/container.jpg");
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
Camera *cam = new Camera(glm::vec3(0.0, 0.0, 5.0),-90.0f, 0.0f,45.0,800.0/600);
int width, height, nrChannels;
unsigned char *data;
stbi_set_flip_vertically_on_load(true);
data = stbi_load("./texture/container.jpg", &width, &height, &nrChannels, 0);
assert(data && "Failed to load image");
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
while (!glfwWindowShouldClose(window)) {
glm::mat4 view = glm::mat4(1.0f); /*move camera*/
glm::mat4 projection = glm::perspective(
glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); /*camera settings*/
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderProgram->use();
shaderProgram->setInt("Tex0", 0);
shaderProgram->setMat4("view", cam->getView());
shaderProgram->setMat4("projection", cam->getProjection());
texture->bind(GL_TEXTURE0);
shaderProgram->setMat4("view", view);
shaderProgram->setMat4("projection", projection);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(VAO);
glEnable(GL_DEPTH_TEST);

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@ -1,33 +0,0 @@
#include <cassert>
#include <stb_image.h>
#include <texture.hpp>
Texture::Texture(GLenum type, const char *path) : type(type) {
glGenTextures(1, &ID);
glBindTexture(type, ID);
glTexParameteri(type, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(type, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(type, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
int width, height, nrChannels;
unsigned char *data;
stbi_set_flip_vertically_on_load(true);
data = stbi_load(path, &width, &height, &nrChannels, 0);
assert(data && "Failed to load image");
glTexImage2D(type, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE,
data);
glGenerateMipmap(type);
stbi_image_free(data);
};
Texture::~Texture() {}
void Texture::bind(GLenum texture) {
glActiveTexture(texture);
glBindTexture(type, ID);
}