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https://github.com/kuhyx/engineer-thesis-WUT.git
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feat: set texture opacity randomly
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parent
fcc641ea21
commit
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3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@ -104,6 +104,7 @@
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"Parameterfv",
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"Parameteri",
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"RENDERLOOP",
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"VERTICE"
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"VERTICE",
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"vshader"
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]
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}
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@ -7,7 +7,7 @@ in vec2 TexCoord;
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// texture samplers
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform int mixProportions; // set in OGL code
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uniform float mixProportions; // set in OGL code
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void main()
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{
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@ -6,12 +6,15 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <functional>
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#include <cmath>
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#include <filesystem>
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#include <iostream>
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#include <utility>
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#include <vector>
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#include <cstring>
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#include <stdlib.h> /* srand, rand */
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#include <time.h> /* time */
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#include "./constants.hpp"
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#include "./misc.hpp"
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@ -176,7 +179,7 @@ drawFigureReturn drawFigure(const int whatToDraw) {
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texture_constants::AWESOME_FACE_ARGUMENT
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};
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offsetsStruct offsets = offsetsStruct();
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const std::vector<std::string> uniformInfo = {"ourColor"};
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const std::vector<std::string> uniformInfo = {"mixProportions"};
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return draw(
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constants::VERTEX_SHADER_TEXTURE_FILENAME,
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constants::FRAGMENT_SHADER_TEXTURE_UNIFORM_FILENAME,
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@ -185,7 +188,7 @@ drawFigureReturn drawFigure(const int whatToDraw) {
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constants::TEXTURE_INDICES,
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constants::TEXTURE_INDICES_SIZE,
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true, true, textureInfoArray,
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offsets);
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offsets, uniformInfo);
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}
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default:
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throw "No function for this draw call";
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@ -237,7 +240,14 @@ drawFigureReturn draw(const char* vertexPath, const char* fragmentPath,
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configureVertexAttribute(colorIncluded, textureIncluded);
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if (uniformName.size() > 0) {
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updateUniformColor(ourShader.ID, uniformName.at(0));
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if(uniformName.at(0) == "ourColor") {
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updateUniformColor(ourShader, uniformName.at(0));
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}
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if(uniformName.at(0) == "mixProportions") {
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srand (time(NULL));
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const float randomNumber = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
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ourShader.setFloat(uniformName.at(0), randomNumber);
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}
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}
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drawTextureArray(textureInfo, ourShader);
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@ -269,18 +279,15 @@ drawFigureReturn draw(const char* vertexPath, const char* fragmentPath,
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return newReturn;
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}
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void updateUniformColor(const unsigned int shaderProgram,
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void updateUniformColor(const Shader shaderProgram,
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std::string uniformName) {
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// update the uniform color
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const float timeValue = glfwGetTime(); // retrieve running time
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const float greenValue = sin(timeValue) / 2.0f + 0.5f;
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// vary the color from 0.0 to 1.0 using sin
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// query the location of our uniform
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const int vertexColorLocation =
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glGetUniformLocation(shaderProgram, uniformName.c_str());
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shaderProgram.set4Float(uniformName, 0.0f, greenValue, 0.0f, 1.0f);
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// if glGetUniformLocation returns -1 it could not find the location
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if (vertexColorLocation != -1) {
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glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
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/* we set the uniform value using glUniform4f
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4f means that it expects 4 floats
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few of possible postfixes:
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@ -291,6 +298,5 @@ void updateUniformColor(const unsigned int shaderProgram,
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fv: the function expects a float vector/array as its value.
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*/
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}
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}
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#endif // #ifndef DRAW_CPP
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@ -27,7 +27,7 @@ struct drawFigureReturn {
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drawFigureReturn drawFigure(const int whatToDraw);
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void updateUniformColor(const unsigned int shaderProgram,
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void updateUniformColor(const Shader shaderProgram,
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const std::string uniformName);
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drawFigureReturn draw(
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Binary file not shown.
@ -78,6 +78,10 @@ void Shader::setFloat(const std::string &name, float value) const {
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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void Shader::set4Float(const std::string &name, const float floatOne, const float floatTwo, const float floatThree, const float floatFour) const {
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glUniform4f(glGetUniformLocation(ID, name.c_str()), floatOne, floatTwo, floatThree, floatFour);
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}
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void Shader::checkCompileErrors(unsigned int shader, std::string type) {
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int success;
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char infoLog[1024];
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@ -27,6 +27,8 @@ class Shader {
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// ------------------------------------------------------------------------
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void setFloat(const std::string &name, float value) const;
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void set4Float(const std::string &name, const float floatOne, const float floatTwo, const float floatThree, const float floatFour) const;
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private:
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// utility function for checking shader compilation/linking errors.
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// ------------------------------------------------------------------------
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