Compare commits

...

3 Commits

Author SHA1 Message Date
k
1409eb78ae Added texture sqr 2024-12-22 17:42:48 -05:00
k
753c6cead6 added stb_image lib 2024-12-22 15:23:12 -05:00
k
d233bbe720 removed some things from gitignore 2024-12-22 15:03:35 -05:00
9 changed files with 8077 additions and 24 deletions

3
.gitignore vendored
View File

@ -1,4 +1,3 @@
.direnv
*.o
ogl
*~
ogl

View File

@ -18,6 +18,14 @@ unsigned int sqr_indices[] = {
1, 2, 3 /*br triangle*/
};
float sqr_tex_vertices[] = {
/*positions*colors*texture coords*/
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, /*top right*/
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, /*bottom right*/
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, /*bottom left*/
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f /*top left*/
};
const char *basicVertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
@ -55,11 +63,12 @@ const char *rgbFragmentShaderSource = "#version 330 core\n"
" FragColor = vec4(color, 1.0);\n"
"}\0";
const char *rgbPulseFragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 color;\n"
"uniform float u_time;"
"void main()\n"
"{\n"
" FragColor = vec4(color,0.0)*(sin(u_time)/2.0+0.5);\n"
"}\0";
const char *rgbPulseFragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 color;\n"
"uniform float u_time;"
"void main()\n"
"{\n"
" FragColor = vec4(color,0.0)*(sin(u_time)/2.0+0.5);\n"
"}\0";

7988
headers/stb_image.h Normal file

File diff suppressed because it is too large Load Diff

12
shaders/TexFrag.glsl Normal file
View File

@ -0,0 +1,12 @@
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D tex0;
void main()
{
FragColor = texture(Tex0, TexCoord) * vec4(ourColor, 1.0);
}

14
shaders/TexVert.glsl Normal file
View File

@ -0,0 +1,14 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}

View File

@ -2,15 +2,15 @@
#include <GLFW/glfw3.h>
#include <cassert>
#include <iostream>
#include <shapes.h>
#include <shader.hpp>
#include <shapes.h>
#include <stb_image.h>
#define UNUSED(x) (void)(x)
void processInput(GLFWwindow *window);
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
int main(void) {
int tmp = 0;
@ -29,27 +29,55 @@ int main(void) {
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
unsigned int VBO,VAO,EBO;
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(tri_rgb_vertices), tri_rgb_vertices,
glBufferData(GL_ARRAY_BUFFER, sizeof(sqr_tex_vertices), sqr_tex_vertices,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3 * sizeof(float)));
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);
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices, GL_STATIC_DRAW);
*/
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices,
GL_STATIC_DRAW);
Shader* shaderProgram = new Shader("./shaders/rgbPulseVert.glsl","./shaders/rgbPulseFrag.glsl");
Shader *shaderProgram =
new Shader("./shaders/TexVert.glsl", "./shaders/TexFrag.glsl");
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
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);
stbi_set_flip_vertically_on_load(true);
int width, height, nrChannels;
unsigned char *data =
stbi_load("./texture/container.jpg", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
while (!glfwWindowShouldClose(window)) {
processInput(window);
@ -58,17 +86,18 @@ int main(void) {
glClear(GL_COLOR_BUFFER_BIT);
shaderProgram->use();
shaderProgram->setFloat("u_time",glfwGetTime());
shaderProgram->setInt("Tex0",0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(VAO);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
delete(shaderProgram);
delete (shaderProgram);
glfwTerminate();
return 0;
}

2
src/stb_images.c Normal file
View File

@ -0,0 +1,2 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

BIN
texture/brick.jpg Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 251 KiB

BIN
texture/container.jpg Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 181 KiB