enable a generated texture
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872dae3f6e
commit
9be9f3fc69
48
app.cc
48
app.cc
@ -22,6 +22,8 @@ static struct
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} uniforms;
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} uniforms;
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glm::mat4 modelview;
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glm::mat4 modelview;
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glm::mat4 projection;
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glm::mat4 projection;
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GLuint texture;
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GLubyte texture_data[16][16][4];
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#define WIDTH 800
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#define WIDTH 800
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#define HEIGHT 800
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#define HEIGHT 800
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@ -30,6 +32,10 @@ bool init(void)
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{
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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#if 0
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#endif
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glViewport(0, 0, WIDTH, HEIGHT);
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glViewport(0, 0, WIDTH, HEIGHT);
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try
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try
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{
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{
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@ -47,12 +53,13 @@ bool init(void)
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uniforms.modelview = program->get_uniform_location("modelview");
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uniforms.modelview = program->get_uniform_location("modelview");
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cube_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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cube_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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{-1, -1, -1, 0, 0, -1, 0, 0,
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{-1, -1, 1, 0, 0, 1, 0, 0,
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1, -1, -1, 0, 0, -1, 1, 0,
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1, -1, 1, 0, 0, 1, 1, 0,
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1, 1, -1, 0, 0, -1, 1, 1,
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1, 1, 1, 0, 0, 1, 1, 1,
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-1, 1, -1, 0, 0, -1, 0, 1});
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-1, 1, 1, 0, 0, 1, 0, 1});
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cube_array = make_shared<glcxx::Array>();
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cube_array = make_shared<glcxx::Array>();
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cube_array->bind();
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cube_array->bind();
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cube_buffer->bind();
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(2);
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@ -60,8 +67,36 @@ bool init(void)
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat)));
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modelview = glm::translate(glm::mat4(1.0), glm::vec3(0, 0, -3));
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modelview = glm::translate(glm::mat4(1.0), glm::vec3(0, 0, -2));
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projection = glm::perspective(60.0f, (float)WIDTH / (float)HEIGHT, 0.1f, 1000.0f);
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projection = glm::perspective(60.0f, (float)WIDTH / (float)HEIGHT, 0.1f, 1000.0f);
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for (int i = 0; i < 16; i++)
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{
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for (int j = 0; j < 16; j++)
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{
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if (((j / 2) & 1) == ((i / 2) & 1))
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{
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texture_data[i][j][0] = 255;
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texture_data[i][j][1] = 255;
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texture_data[i][j][2] = 255;
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texture_data[i][j][3] = 255;
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}
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else
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{
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texture_data[i][j][0] = 0;
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texture_data[i][j][1] = 0;
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texture_data[i][j][2] = 0;
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texture_data[i][j][3] = 0;
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}
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}
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}
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, &texture_data[0][0][0]);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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}
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catch (glcxx::Error & e)
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catch (glcxx::Error & e)
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{
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{
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@ -79,7 +114,8 @@ void display(SDL_Window * window)
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cube_array->bind();
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cube_array->bind();
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glUniform4f(uniforms.ambient, 1.0, 1.0, 1.0, 1.0);
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glUniform4f(uniforms.ambient, 1.0, 1.0, 1.0, 1.0);
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glUniform4f(uniforms.specular, 1.0, 1.0, 1.0, 1.0);
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glUniform4f(uniforms.specular, 1.0, 1.0, 1.0, 1.0);
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glUniform1f(uniforms.shininess, 1.0);
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glUniform1f(uniforms.shininess, 150.0);
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glUniform1i(uniforms.tex, 0);
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glUniformMatrix4fv(uniforms.modelview, 1, GL_FALSE, &modelview[0][0]);
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glUniformMatrix4fv(uniforms.modelview, 1, GL_FALSE, &modelview[0][0]);
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glUniformMatrix4fv(uniforms.projection, 1, GL_FALSE, &projection[0][0]);
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glUniformMatrix4fv(uniforms.projection, 1, GL_FALSE, &projection[0][0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@ -14,7 +14,8 @@ void main(void)
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float NdotL, RdotEye;
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float NdotL, RdotEye;
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lightDir = normalize(vec3(-0.1, 0, -0.9));
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lightDir = normalize(vec3(-0.1, 0, -0.9));
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color = vec4(0.2, 0.2, 0.2, 1.0) * ambient; /* ambient light */
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vec4 texture_color = texture2D(tex, tex_coord_i);
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color = vec4(0.2, 0.2, 0.2, texture_color.a) * ambient; /* ambient light */
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n = normalize(normal_i);
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n = normalize(normal_i);
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NdotL = dot(n, -lightDir);
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NdotL = dot(n, -lightDir);
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@ -22,7 +23,7 @@ void main(void)
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if (NdotL > 0.0)
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if (NdotL > 0.0)
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{
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{
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/* diffuse component */
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/* diffuse component */
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color += texture2D(tex, tex_coord_i) * NdotL;
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color += texture_color * NdotL;
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/* specular component */
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/* specular component */
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RdotEye = dot(normalize(-pos_i), normalize(reflect(-lightDir, n)));
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RdotEye = dot(normalize(-pos_i), normalize(reflect(-lightDir, n)));
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if (RdotEye > 0.0)
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if (RdotEye > 0.0)
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