We can now render multiple meshes.

This commit is contained in:
Warwick 2022-02-22 17:41:12 +00:00
parent 65e7447fe3
commit bd85989d95
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GPG key ID: A063045576839DB7
5 changed files with 155 additions and 72 deletions

View file

@ -3,10 +3,18 @@ out vec4 FragColor;
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;
void main()
{
FragColor = texture(ourTexture, ourTexCoord);
FragColor = texture(texture_diffuse1, ourTexCoord);
//FragColor = texture(ourTexture, ourTexCoord);
//FragColor = vec4(ourTexCoord.y,ourTexCoord.x,0,0);
}

View file

@ -1,6 +1,7 @@
#version 330 core
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;

View file

@ -8,3 +8,58 @@ Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices,
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);
}

View file

@ -2,7 +2,7 @@
#include "Error.h"
#include "ShaderLoader.h"
#include <glm/glm.hpp>
#include <iostream>
#include <string>
#include <vector>
// Define some useful structures to be used in the mesh object
@ -29,6 +29,7 @@ public:
std::vector<Texture> textures;
void Draw(ShaderLoader &shader);
Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices,
std::vector<Texture> textures);
};

View file

@ -17,6 +17,9 @@
// Camera
#include "PlayerCamera.h"
#include "helpers/RootDir.h"
// Objects
#include "Mesh.h"
#include <vector>
// Include error class
#include "Error.h"
@ -72,58 +75,6 @@ int main(int argc, char **argv) {
ShaderLoader shader(ROOT_DIR "data/shaders/vertex.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
SDL_Surface *image = IMG_Load(ROOT_DIR "data/container.jpg");
if (image == nullptr) {
@ -133,7 +84,7 @@ int main(int argc, char **argv) {
// create and bind texture object
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// glBindTexture(GL_TEXTURE_2D, texture);
// Handle different SDL Surface data types
int mode = GL_RGB;
@ -150,6 +101,81 @@ int main(int argc, char **argv) {
SDL_FreeSurface(image);
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
// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1
// unit <-> 100 units
@ -158,20 +184,6 @@ int main(int argc, char **argv) {
glm::mat4 Projection = glm::perspective(
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;
// Game loop
@ -195,16 +207,22 @@ int main(int argc, char **argv) {
// Send our glsl shader our mvp
shader.setMat4("MVP", camera.getMVP());
// Draw Meshes
mesh.Draw(shader);
mesh2.Draw(shader);
// Finally render everything
shader.use();
// I think this is meant to be here but it breaks...
// shove vertex array into buffer
glBindVertexArray(VAO);
// glBindVertexArray(VAO);
// TODO: Run game here lol
// Draw triangle
// glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glBindVertexArray(0);
SDL_GL_SwapWindow(window);