add basic texture
This commit is contained in:
31
include/td/render/loader/TextureLoader.h
Normal file
31
include/td/render/loader/TextureLoader.h
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <sp/common/NonCopyable.h>
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace GL {
|
||||||
|
|
||||||
|
class Texture : private sp::NonCopyable {
|
||||||
|
public:
|
||||||
|
Texture(const char* a_Data, int a_Width, int a_Height, int a_Comp);
|
||||||
|
Texture(Texture&& a_Other);
|
||||||
|
|
||||||
|
~Texture();
|
||||||
|
|
||||||
|
void Bind() const;
|
||||||
|
void Unbind() const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
unsigned int m_ID;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace GL
|
||||||
|
|
||||||
|
namespace TextureLoader {
|
||||||
|
|
||||||
|
GL::Texture LoadTexture(const std::string& fileName);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace td
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <td/render/loader/TextureLoader.h>
|
||||||
#include <td/render/loader/FbxLoader.h>
|
#include <td/render/loader/FbxLoader.h>
|
||||||
#include <td/render/Renderer.h>
|
#include <td/render/Renderer.h>
|
||||||
#include <td/render/shader/EntityShader.h>
|
#include <td/render/shader/EntityShader.h>
|
||||||
@@ -12,6 +13,7 @@ class EntityRenderer : public Renderer<shader::EntityShader> {
|
|||||||
private:
|
private:
|
||||||
game::WorldPtr m_World;
|
game::WorldPtr m_World;
|
||||||
Model m_EntityModel;
|
Model m_EntityModel;
|
||||||
|
std::unique_ptr<GL::Texture> m_EntityTexture;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
|
EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
|
||||||
|
|||||||
@@ -107,7 +107,7 @@ Model LoadModel(const std::string& fileName) {
|
|||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
|
|
||||||
const aiScene* scene = importer.ReadFile(fileName, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_SortByPType |
|
const aiScene* scene = importer.ReadFile(fileName, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_SortByPType |
|
||||||
aiProcess_OptimizeGraph | aiProcess_OptimizeMeshes | aiProcess_GlobalScale);
|
aiProcess_OptimizeGraph | aiProcess_OptimizeMeshes | aiProcess_GlobalScale | aiProcess_FlipUVs);
|
||||||
|
|
||||||
if (!scene) {
|
if (!scene) {
|
||||||
std::cerr << "[ModelLoader] Failed to load model !\n";
|
std::cerr << "[ModelLoader] Failed to load model !\n";
|
||||||
|
|||||||
89
src/td/render/loader/TextureLoader.cpp
Normal file
89
src/td/render/loader/TextureLoader.cpp
Normal file
@@ -0,0 +1,89 @@
|
|||||||
|
/*
|
||||||
|
* TextureLoader.cpp
|
||||||
|
*
|
||||||
|
* Created on: 15 nov. 2020
|
||||||
|
* Author: simon
|
||||||
|
*/
|
||||||
|
|
||||||
|
// #include "render/loader/TextureLoader.h"
|
||||||
|
// #include "render/loader/stb_image.h"
|
||||||
|
// #include "render/GL.h"
|
||||||
|
// #include "misc/Log.h"
|
||||||
|
// #include "misc/Format.h"
|
||||||
|
|
||||||
|
#include <td/render/loader/TextureLoader.h>
|
||||||
|
|
||||||
|
#include <stdexcept>
|
||||||
|
#include <td/misc/Log.h>
|
||||||
|
#include <utility>
|
||||||
|
|
||||||
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <td/render/OpenGL.h>
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace TextureLoader {
|
||||||
|
|
||||||
|
GL::Texture LoadTexture(const std::string& fileName) {
|
||||||
|
|
||||||
|
int width, height, comp;
|
||||||
|
|
||||||
|
unsigned char* image = stbi_load(fileName.c_str(), &width, &height, &comp, STBI_rgb_alpha);
|
||||||
|
|
||||||
|
if (image == nullptr) {
|
||||||
|
utils::LOGE("Erreur lors du chargement de la texture !");
|
||||||
|
throw std::runtime_error("Failed to load texture");
|
||||||
|
}
|
||||||
|
|
||||||
|
GL::Texture texture(reinterpret_cast<const char*>(image), width, height, comp);
|
||||||
|
|
||||||
|
stbi_image_free(image);
|
||||||
|
|
||||||
|
// utils::LOGD(utils::format("Texture %s chargée !", fileName.c_str()));
|
||||||
|
|
||||||
|
return texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace TextureLoader
|
||||||
|
|
||||||
|
namespace GL {
|
||||||
|
|
||||||
|
Texture::Texture(const char* textureData, int width, int height, int comp) {
|
||||||
|
glGenTextures(1, &m_ID);
|
||||||
|
|
||||||
|
Bind();
|
||||||
|
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
|
||||||
|
assert(comp == 3 || comp == 4);
|
||||||
|
|
||||||
|
if (comp == 3)
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, textureData);
|
||||||
|
else
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
|
||||||
|
|
||||||
|
Unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
Texture::Texture(Texture&& a_Other) {
|
||||||
|
std::swap(m_ID, a_Other.m_ID);
|
||||||
|
}
|
||||||
|
|
||||||
|
Texture::~Texture() {
|
||||||
|
glDeleteTextures(1, &m_ID);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Texture::Bind() const {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_ID);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Texture::Unbind() const {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
} // namespace GL
|
||||||
|
|
||||||
|
} // namespace td
|
||||||
@@ -1,4 +1,6 @@
|
|||||||
#include "td/render/Renderer.h"
|
#include "td/render/Renderer.h"
|
||||||
|
#include "td/render/loader/TextureLoader.h"
|
||||||
|
#include <memory>
|
||||||
#include <td/render/renderer/EntityRenderer.h>
|
#include <td/render/renderer/EntityRenderer.h>
|
||||||
|
|
||||||
#include <td/render/loader/WorldLoader.h>
|
#include <td/render/loader/WorldLoader.h>
|
||||||
@@ -8,8 +10,9 @@ namespace render {
|
|||||||
|
|
||||||
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
|
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
|
||||||
m_EntityModel = ModelLoader::LoadModel("assets/zombie.fbx");
|
m_EntityModel = ModelLoader::LoadModel("assets/zombie.fbx");
|
||||||
|
m_EntityTexture = std::make_unique<GL::Texture>(TextureLoader::LoadTexture("assets/zombie.png"));
|
||||||
m_Shader->Start();
|
m_Shader->Start();
|
||||||
m_Shader->SetColorEffect({1, 0, 1});
|
m_Shader->SetColorEffect({1, 1, 1});
|
||||||
}
|
}
|
||||||
|
|
||||||
EntityRenderer::~EntityRenderer() {}
|
EntityRenderer::~EntityRenderer() {}
|
||||||
@@ -24,6 +27,7 @@ void EntityRenderer::Render(float a_Lerp) {
|
|||||||
float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
|
float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
|
||||||
|
|
||||||
m_Shader->SetModelPos({x, .001, z});
|
m_Shader->SetModelPos({x, .001, z});
|
||||||
|
m_EntityTexture->Bind();
|
||||||
Renderer::Render(m_EntityModel);
|
Renderer::Render(m_EntityModel);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -53,12 +53,16 @@ static const char vertexSource[] = R"(
|
|||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
layout(location = 0) in vec3 position;
|
layout(location = 0) in vec3 position;
|
||||||
|
layout(location = 1) in vec2 texCoords;
|
||||||
|
|
||||||
uniform mat4 viewMatrix;
|
uniform mat4 viewMatrix;
|
||||||
uniform mat4 projectionMatrix;
|
uniform mat4 projectionMatrix;
|
||||||
uniform vec3 modelPosition;
|
uniform vec3 modelPosition;
|
||||||
|
|
||||||
|
out vec2 pass_textureCoords;
|
||||||
|
|
||||||
void main(void){
|
void main(void){
|
||||||
|
pass_textureCoords = texCoords;
|
||||||
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
|
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
@@ -66,19 +70,23 @@ void main(void){
|
|||||||
static const char fragmentSource[] = R"(
|
static const char fragmentSource[] = R"(
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
in vec2 pass_textureCoords;
|
||||||
|
|
||||||
out vec4 out_color;
|
out vec4 out_color;
|
||||||
|
|
||||||
uniform vec3 ColorEffect;
|
uniform vec3 ColorEffect;
|
||||||
|
uniform sampler2D textureSampler;
|
||||||
|
|
||||||
void main(void){
|
void main(void){
|
||||||
|
|
||||||
vec4 color = vec4(ColorEffect, 1.0);
|
vec4 color = vec4(ColorEffect, 1.0) * texture(textureSampler, pass_textureCoords);
|
||||||
|
|
||||||
if (color.a <= 0.1)
|
if (color.a <= 0.1)
|
||||||
discard;
|
discard;
|
||||||
|
|
||||||
out_color = color;
|
out_color = color;
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -3,7 +3,7 @@ add_rules("mode.debug", "mode.release")
|
|||||||
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
|
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
|
||||||
|
|
||||||
add_requires("imgui 1.92.0", {configs = {sdl3 = true, opengl3 = true}})
|
add_requires("imgui 1.92.0", {configs = {sdl3 = true, opengl3 = true}})
|
||||||
add_requires("libsdl3 3.2.16", "splib 2.3.2", "zlib", "glew", "fpm", "enet6", "assimp")
|
add_requires("libsdl3 3.2.16", "splib 2.3.2", "zlib", "glew", "fpm", "enet6", "assimp", "stb")
|
||||||
|
|
||||||
set_languages("c++20")
|
set_languages("c++20")
|
||||||
|
|
||||||
@@ -21,7 +21,7 @@ target("Tower-Defense2")
|
|||||||
add_includedirs("include", {public = true})
|
add_includedirs("include", {public = true})
|
||||||
set_kind("binary")
|
set_kind("binary")
|
||||||
add_files("src/**.cpp")
|
add_files("src/**.cpp")
|
||||||
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "assimp", "enet6", {public = true})
|
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "assimp", "enet6", "stb", {public = true})
|
||||||
set_rundir(".")
|
set_rundir(".")
|
||||||
add_defines("TD_GL_LOADER_GLEW")
|
add_defines("TD_GL_LOADER_GLEW")
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user