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https://github.com/kuhyx/engineer-thesis-WUT.git
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feat: draw bugged texture
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@ -106,7 +106,7 @@ namespace constants
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};
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inline const char* FRAGMENT_SHADER_TEXTURE_FILENAME {
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".Shaders/fragmentShaderTexture.fs"
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"./Shaders/fragmentShaderTexture.fs"
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};
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// we specify three vertices
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@ -4,6 +4,7 @@
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <cmath>
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#include <filesystem>
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#include "draw.hpp"
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#include "renderLoop.hpp"
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#include "shaders.hpp"
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@ -11,6 +12,7 @@
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#include "misc.hpp"
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#include "shader.hpp"
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#include "textures.hpp"
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#include "stb_image.h"
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int drawFigure(const int whatToDraw)
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{
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@ -145,6 +147,87 @@ int drawSquareClass(const char* vertexPath, const char* fragmentPath, const bool
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int drawDebilMode() {
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// https://stackoverflow.com/questions/33883609/opengl-linker-error-linking-with-uncompiled-shader
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Shader ourShader(constants::VERTEX_SHADER_TEXTURE_FILENAME, constants::FRAGMENT_SHADER_TEXTURE_FILENAME);
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float vertices[] = {
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// positions // colors // texture coords
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
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};
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unsigned int indices[] = {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// color attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// texture coord attribute
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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// load and create a texture
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// -------------------------
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unsigned int texture1, texture2;
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// texture 1
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// ---------
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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// set the texture wrapping parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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int width = 430, height = 288, nrChannels;
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stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
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// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
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unsigned char *data = stbi_load("assets/Preview.png", &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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else
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{
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stbi_image_free(data);
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
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// or set it via the texture class
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ourShader.setInt("texture1", 1);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &EBO);
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return 0;
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}
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Binary file not shown.
@ -159,6 +159,8 @@ int renderLoopInside(GLFWwindow *window, int whatToDraw)
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// There is GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT
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glClear(GL_COLOR_BUFFER_BIT);
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if (drawFigure(whatToDraw) == -1)
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{
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print("error with drawing!");
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