We can now render multiple meshes.
This commit is contained in:
parent
65e7447fe3
commit
bd85989d95
5 changed files with 155 additions and 72 deletions
|
|
@ -3,10 +3,18 @@ out vec4 FragColor;
|
||||||
|
|
||||||
in vec2 ourTexCoord;
|
in vec2 ourTexCoord;
|
||||||
|
|
||||||
|
// Handle multiple textures from the Mesh Object (Might not even be used)
|
||||||
|
uniform sampler2D texture_diffuse1;
|
||||||
|
uniform sampler2D texture_diffuse2;
|
||||||
|
uniform sampler2D texture_diffuse3;
|
||||||
|
uniform sampler2D texture_specular1;
|
||||||
|
uniform sampler2D texture_specular2;
|
||||||
|
|
||||||
uniform sampler2D ourTexture;
|
uniform sampler2D ourTexture;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
FragColor = texture(ourTexture, ourTexCoord);
|
FragColor = texture(texture_diffuse1, ourTexCoord);
|
||||||
|
//FragColor = texture(ourTexture, ourTexCoord);
|
||||||
//FragColor = vec4(ourTexCoord.y,ourTexCoord.x,0,0);
|
//FragColor = vec4(ourTexCoord.y,ourTexCoord.x,0,0);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,7 @@
|
||||||
#version 330 core
|
#version 330 core
|
||||||
layout (location = 0) in vec3 aPos;
|
layout (location = 0) in vec3 aPos;
|
||||||
layout (location = 1) in vec2 aTexCoord;
|
layout (location = 1) in vec3 aNormal; // Currently Unused
|
||||||
|
layout (location = 2) in vec2 aTexCoord;
|
||||||
|
|
||||||
uniform mat4 MVP;
|
uniform mat4 MVP;
|
||||||
|
|
||||||
|
|
|
||||||
55
src/Mesh.cpp
55
src/Mesh.cpp
|
|
@ -8,3 +8,58 @@ Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices,
|
||||||
|
|
||||||
setupMesh();
|
setupMesh();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Mesh::setupMesh() {
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0],
|
||||||
|
GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int),
|
||||||
|
&indices[0], GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// vertex positions
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)0);
|
||||||
|
// vertex normals
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void *)offsetof(Vertex, Normal));
|
||||||
|
// vertex texture coords
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void *)offsetof(Vertex, TexCoords));
|
||||||
|
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Mesh::Draw(ShaderLoader &shader) {
|
||||||
|
unsigned int diffuseNr = 1;
|
||||||
|
unsigned int specularNr = 1;
|
||||||
|
for (unsigned int i = 0; i < textures.size(); i++) {
|
||||||
|
// activate proper texture unit before binding
|
||||||
|
glActiveTexture(GL_TEXTURE0 + i);
|
||||||
|
// retrieve texture number (the N in diffuse_textureN)
|
||||||
|
std::string number;
|
||||||
|
std::string name = textures[i].type;
|
||||||
|
if (name == "texture_diffuse")
|
||||||
|
number = std::to_string(diffuseNr++);
|
||||||
|
else if (name == "texture_specular")
|
||||||
|
number = std::to_string(specularNr++);
|
||||||
|
|
||||||
|
shader.setFloat(("material." + name + number).c_str(), i);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, textures[i].id);
|
||||||
|
}
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
|
||||||
|
// draw mesh
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
|
|
||||||
|
|
@ -2,7 +2,7 @@
|
||||||
#include "Error.h"
|
#include "Error.h"
|
||||||
#include "ShaderLoader.h"
|
#include "ShaderLoader.h"
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
#include <iostream>
|
#include <string>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
// Define some useful structures to be used in the mesh object
|
// Define some useful structures to be used in the mesh object
|
||||||
|
|
@ -29,6 +29,7 @@ public:
|
||||||
std::vector<Texture> textures;
|
std::vector<Texture> textures;
|
||||||
|
|
||||||
void Draw(ShaderLoader &shader);
|
void Draw(ShaderLoader &shader);
|
||||||
|
|
||||||
Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices,
|
Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices,
|
||||||
std::vector<Texture> textures);
|
std::vector<Texture> textures);
|
||||||
};
|
};
|
||||||
|
|
|
||||||
156
src/main.cpp
156
src/main.cpp
|
|
@ -17,6 +17,9 @@
|
||||||
// Camera
|
// Camera
|
||||||
#include "PlayerCamera.h"
|
#include "PlayerCamera.h"
|
||||||
#include "helpers/RootDir.h"
|
#include "helpers/RootDir.h"
|
||||||
|
// Objects
|
||||||
|
#include "Mesh.h"
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
// Include error class
|
// Include error class
|
||||||
#include "Error.h"
|
#include "Error.h"
|
||||||
|
|
@ -72,58 +75,6 @@ int main(int argc, char **argv) {
|
||||||
ShaderLoader shader(ROOT_DIR "data/shaders/vertex.glsl",
|
ShaderLoader shader(ROOT_DIR "data/shaders/vertex.glsl",
|
||||||
ROOT_DIR "data/shaders/fragment.glsl");
|
ROOT_DIR "data/shaders/fragment.glsl");
|
||||||
|
|
||||||
float vertices[] = {
|
|
||||||
// positions // texture Co-ords
|
|
||||||
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
|
|
||||||
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
|
|
||||||
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
|
|
||||||
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
|
|
||||||
};
|
|
||||||
|
|
||||||
unsigned int indices[] = {
|
|
||||||
0, 1, 3, // First triangle
|
|
||||||
1, 2, 3 // Second triangle
|
|
||||||
};
|
|
||||||
|
|
||||||
unsigned int VBO, VAO, EBO;
|
|
||||||
glGenVertexArrays(1, &VAO);
|
|
||||||
glGenBuffers(1, &VBO);
|
|
||||||
glGenBuffers(1, &EBO);
|
|
||||||
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and
|
|
||||||
// then configure vertex attributes(s).
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
|
|
||||||
// Bind VBO
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
||||||
// Bind EBO
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
|
|
||||||
GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
// position attribute
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
// texture attribute
|
|
||||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
|
|
||||||
(void *)(3 * sizeof(float)));
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
|
|
||||||
// You can unbind the VAO afterwards so other VAO calls won't accidentally
|
|
||||||
// modify this VAO, but this rarely happens. Modifying other VAOs requires a
|
|
||||||
// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
|
|
||||||
// VBOs) when it's not directly necessary. glBindVertexArray(0);
|
|
||||||
|
|
||||||
// Determine how we handle textures
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
||||||
// Determine border colour for incorrectly sized textures
|
|
||||||
float borderColor[] = {0.5f, 0.5f, 0.5f, 1.0f};
|
|
||||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
|
|
||||||
// Texture aliasing
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
|
|
||||||
// Load texture image
|
// Load texture image
|
||||||
SDL_Surface *image = IMG_Load(ROOT_DIR "data/container.jpg");
|
SDL_Surface *image = IMG_Load(ROOT_DIR "data/container.jpg");
|
||||||
if (image == nullptr) {
|
if (image == nullptr) {
|
||||||
|
|
@ -133,7 +84,7 @@ int main(int argc, char **argv) {
|
||||||
// create and bind texture object
|
// create and bind texture object
|
||||||
unsigned int texture;
|
unsigned int texture;
|
||||||
glGenTextures(1, &texture);
|
glGenTextures(1, &texture);
|
||||||
glBindTexture(GL_TEXTURE_2D, texture);
|
// glBindTexture(GL_TEXTURE_2D, texture);
|
||||||
|
|
||||||
// Handle different SDL Surface data types
|
// Handle different SDL Surface data types
|
||||||
int mode = GL_RGB;
|
int mode = GL_RGB;
|
||||||
|
|
@ -150,6 +101,81 @@ int main(int argc, char **argv) {
|
||||||
SDL_FreeSurface(image);
|
SDL_FreeSurface(image);
|
||||||
image = nullptr;
|
image = nullptr;
|
||||||
|
|
||||||
|
// Generate Mesh
|
||||||
|
// Define some useful structures to be used in the mesh object
|
||||||
|
// struct Vertex {
|
||||||
|
// glm::vec3 Position;
|
||||||
|
// glm::vec3 Normal;
|
||||||
|
// glm::vec2 TexCoords;
|
||||||
|
// };
|
||||||
|
// struct Texture {
|
||||||
|
// unsigned int id;
|
||||||
|
// std::string type;
|
||||||
|
// };
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // texture Co-ords
|
||||||
|
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
|
||||||
|
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
|
||||||
|
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
|
||||||
|
};
|
||||||
|
|
||||||
|
unsigned int indices[] = {
|
||||||
|
0, 1, 3, // First triangle
|
||||||
|
1, 2, 3 // Second triangle
|
||||||
|
};
|
||||||
|
|
||||||
|
std::vector<Vertex> mvertices;
|
||||||
|
Vertex vertex;
|
||||||
|
vertex.Position = glm::vec3(0.5f, 0.5f, 0.0f);
|
||||||
|
vertex.Normal = glm::vec3();
|
||||||
|
vertex.TexCoords = glm::vec2(1.0f, 1.0f);
|
||||||
|
mvertices.push_back(vertex);
|
||||||
|
vertex.Position = glm::vec3(0.5f, -0.5f, 0.0f);
|
||||||
|
vertex.Normal = glm::vec3();
|
||||||
|
vertex.TexCoords = glm::vec2(1.0f, 0.0f);
|
||||||
|
mvertices.push_back(vertex);
|
||||||
|
vertex.Position = glm::vec3(-0.5f, -0.5f, 0.0f);
|
||||||
|
vertex.Normal = glm::vec3();
|
||||||
|
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
|
||||||
|
mvertices.push_back(vertex);
|
||||||
|
vertex.Position = glm::vec3(-0.5f, 0.5f, 0.0f);
|
||||||
|
vertex.Normal = glm::vec3();
|
||||||
|
vertex.TexCoords = glm::vec2(0.0f, 1.0f);
|
||||||
|
mvertices.push_back(vertex);
|
||||||
|
|
||||||
|
std::vector<unsigned int> mindices{
|
||||||
|
0, 1, 3, // First triangle
|
||||||
|
1, 2, 3 // Second triangle
|
||||||
|
};
|
||||||
|
|
||||||
|
std::vector<Texture> mtextures;
|
||||||
|
Texture mtexture;
|
||||||
|
mtexture.id = texture;
|
||||||
|
mtexture.type = "texture_diffuse";
|
||||||
|
|
||||||
|
Mesh mesh(mvertices, mindices, mtextures);
|
||||||
|
|
||||||
|
std::vector<Vertex> mvertices2;
|
||||||
|
vertex.Position = glm::vec3(0.5f, 0.5f, 1.0f);
|
||||||
|
vertex.Normal = glm::vec3();
|
||||||
|
vertex.TexCoords = glm::vec2(1.0f, 1.0f);
|
||||||
|
mvertices2.push_back(vertex);
|
||||||
|
vertex.Position = glm::vec3(0.5f, -0.5f, 1.0f);
|
||||||
|
vertex.Normal = glm::vec3();
|
||||||
|
vertex.TexCoords = glm::vec2(1.0f, 0.0f);
|
||||||
|
mvertices2.push_back(vertex);
|
||||||
|
vertex.Position = glm::vec3(-0.5f, -0.5f, 1.0f);
|
||||||
|
vertex.Normal = glm::vec3();
|
||||||
|
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
|
||||||
|
mvertices2.push_back(vertex);
|
||||||
|
vertex.Position = glm::vec3(-0.5f, 0.5f, 1.0f);
|
||||||
|
vertex.Normal = glm::vec3();
|
||||||
|
vertex.TexCoords = glm::vec2(0.0f, 1.0f);
|
||||||
|
mvertices2.push_back(vertex);
|
||||||
|
|
||||||
|
Mesh mesh2(mvertices2, mindices, mtextures);
|
||||||
|
|
||||||
// Mess with perspective
|
// Mess with perspective
|
||||||
// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1
|
// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1
|
||||||
// unit <-> 100 units
|
// unit <-> 100 units
|
||||||
|
|
@ -158,20 +184,6 @@ int main(int argc, char **argv) {
|
||||||
glm::mat4 Projection = glm::perspective(
|
glm::mat4 Projection = glm::perspective(
|
||||||
glm::radians(45.0f), (float)width / (float)height, 0.1f, 100.0f);
|
glm::radians(45.0f), (float)width / (float)height, 0.1f, 100.0f);
|
||||||
|
|
||||||
//// Camera matrix
|
|
||||||
// glm::mat4 View = glm::lookAt(
|
|
||||||
// glm::vec3(4, 3, 3), // Camera is at (4,3,3), in World Space
|
|
||||||
// glm::vec3(0, 0, 0), // and looks at the origin
|
|
||||||
// glm::vec3(0, 1, 0) // Head is up (set to 0,-1,0 to look upside-down)
|
|
||||||
//);
|
|
||||||
//// Model matrix : an identity matrix (model will be at the origin)
|
|
||||||
// glm::mat4 Model = glm::mat4(1.0f);
|
|
||||||
|
|
||||||
//// Our ModelViewProjection : multiplication of our 3 matrices
|
|
||||||
// glm::mat4 mvp =
|
|
||||||
// Projection * View *
|
|
||||||
// Model; // Remember, matrix multiplication is the other way around
|
|
||||||
|
|
||||||
PlayerCamera camera;
|
PlayerCamera camera;
|
||||||
|
|
||||||
// Game loop
|
// Game loop
|
||||||
|
|
@ -195,16 +207,22 @@ int main(int argc, char **argv) {
|
||||||
|
|
||||||
// Send our glsl shader our mvp
|
// Send our glsl shader our mvp
|
||||||
shader.setMat4("MVP", camera.getMVP());
|
shader.setMat4("MVP", camera.getMVP());
|
||||||
|
|
||||||
|
// Draw Meshes
|
||||||
|
mesh.Draw(shader);
|
||||||
|
mesh2.Draw(shader);
|
||||||
|
|
||||||
|
// Finally render everything
|
||||||
shader.use();
|
shader.use();
|
||||||
|
|
||||||
// I think this is meant to be here but it breaks...
|
// I think this is meant to be here but it breaks...
|
||||||
// shove vertex array into buffer
|
// shove vertex array into buffer
|
||||||
glBindVertexArray(VAO);
|
// glBindVertexArray(VAO);
|
||||||
|
|
||||||
// TODO: Run game here lol
|
// TODO: Run game here lol
|
||||||
// Draw triangle
|
// Draw triangle
|
||||||
// glDrawArrays(GL_TRIANGLES, 0, 3);
|
// glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
// glBindVertexArray(0);
|
// glBindVertexArray(0);
|
||||||
|
|
||||||
SDL_GL_SwapWindow(window);
|
SDL_GL_SwapWindow(window);
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue