loading texture from png and rendering on the screen (quad) works.

This commit is contained in:
Andreas Ortmann 2016-10-03 21:14:07 +02:00
parent dfda49c027
commit a56f688204
9 changed files with 76 additions and 21 deletions

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@ -8,7 +8,7 @@ function(setup_target NAME)
set_property(TARGET ${NAME} PROPERTY CXX_STANDARD_REQUIRED ON)
target_compile_options(${NAME} PRIVATE -Wall -Wextra)
target_compile_options(${NAME} PRIVATE -fdiagnostics-color=always)
target_compile_options(${NAME} PRIVATE $<$<CONFIG:DEBUG>:-ggdb -O2>)
target_compile_options(${NAME} PRIVATE $<$<CONFIG:DEBUG>:-ggdb -O0>)
target_compile_options(${NAME} PRIVATE $<$<CONFIG:RELEASE>:-O3 -NDEBUG>)
endfunction(setup_target)

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data/img/planet_mars.png Normal file

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data/img/test.png Normal file

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@ -0,0 +1,13 @@
#version 120
uniform sampler2D texture;
varying vec3 vertex;
varying vec2 uv;
void main()
{
vec3 color = texture2D(texture, uv).rgb;
gl_FragColor = vec4(color, 1.0);
}

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@ -0,0 +1,12 @@
#version 120
uniform vec2 uvScale;
varying vec3 vertex;
varying vec2 uv;
void main()
{
gl_Position = gl_Vertex;
vertex = gl_Position.xyz;
uv = uvScale * (0.5 + vertex.xy / 2.0);
}

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@ -78,14 +78,12 @@ namespace endofthejedi {
NULL, NULL, NULL);
//update width and height based on png info
m_width = twidth;
m_height = theight;
m_size = glm::vec2(twidth, theight);
int pot_width = (int) pow(2, ceilf(log2f(m_width)));
int pot_height = (int) pow(2, ceilf(log2f(m_height)));
int pot_width = (int) pow(2, ceilf(log2f(m_size.x)));
int pot_height = (int) pow(2, ceilf(log2f(m_size.y)));
m_uv_scale_x = m_width / (float) pot_width;
m_uv_scale_y = m_height / (float) pot_height;
m_uvScale = m_size / glm::vec2(pot_width, pot_height);
/*puts("#########################################");*/
/*printf("# PNG: width=%d, height=%d\n", width, height);*/
@ -111,7 +109,7 @@ namespace endofthejedi {
}
//row_pointers is for pointing to image_data for reading the png with libpng
png_bytep *row_pointers = (png_bytep *) malloc(sizeof(png_bytep) * m_height);
png_bytep *row_pointers = (png_bytep *) malloc(sizeof(png_bytep) * theight);
if (!row_pointers) {
//clean up memory and close stuff
png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
@ -121,8 +119,8 @@ namespace endofthejedi {
}
// set the individual row_pointers to point at the correct offsets of image_data
for (int i = 0; i < m_height; ++i) {
row_pointers[m_height - 1 - i] = image_data + i * pot_rowbytes;
for (uint32_t i = 0; i < theight; ++i) {
row_pointers[theight- 1 - i] = image_data + i * pot_rowbytes;
}
//read the png into image_data through row_pointers

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@ -46,19 +46,17 @@ namespace endofthejedi {
bool valid() const { return m_valid; }
glm::vec2 size() const { return glm::vec2(m_width, m_height); }
glm::vec2 uvScale() const { return glm::vec2(m_uv_scale_x, m_uv_scale_y); }
glm::vec2 size() const { return m_size; }
glm::vec2 uvScale() const { return m_uvScale; }
GLuint textureId() const { return m_texture_id; }
public:
std::string m_path; // path for the loaded texture is saved here
int m_width; // used width of the pixels of the texture
int m_height; // used height of the pixels of the texture
float m_uv_scale_x; // factor to scale uv-coordinates to get rid of non-power-of-two padding
float m_uv_scale_y; // factor to scale uv-coordinates to get rid of non-power-of-two padding
std::string m_path; // path for the loaded texture is saved here
glm::vec2 m_size; // used width/height of the pixels of the texture
glm::vec2 m_uvScale; // factor to scale uv-coordinates to get rid of non-power-of-two padding
bool m_valid;
bool m_valid;
GLuint m_texture_id; // texture binding id
};

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@ -20,7 +20,6 @@ namespace endofthejedi {
m_shader_game_objects.loadFile(vss_game_objects, GL_VERTEX_SHADER);
m_shader_game_objects.loadFile(fss_game_objects, GL_FRAGMENT_SHADER);
std::string vss_particles = "../data/shader/particle.vert";
std::string fss_particles = "../data/shader/particle.frag";
@ -28,13 +27,23 @@ namespace endofthejedi {
m_shader_particles.loadFile(vss_particles, GL_VERTEX_SHADER);
m_shader_particles.loadFile(fss_particles, GL_FRAGMENT_SHADER);
std::string vss_background = "../data/shader/background.vert";
std::string fss_background = "../data/shader/background.frag";
m_shader_background.init();
m_shader_background.loadFile(vss_background, GL_VERTEX_SHADER);
m_shader_background.loadFile(fss_background, GL_FRAGMENT_SHADER);
//addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
addModel("../data/mesh/rocket.stl", &m_missileModel);
addModel("../data/mesh/planet_128.stl", &m_planetModel);
addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
m_texture = new ImageTexture("../data/image/planet_mars.png");
m_texture = new ImageTexture("../data/img/test.png");
glActiveTexture(GL_TEXTURE0);
m_texture->loadPng();
std::cout<<"texture loading: " << m_texture->valid() << std::endl;
if (!m_texture->valid()) {
exit(-1);
@ -42,7 +51,27 @@ namespace endofthejedi {
glm::vec2 s = m_texture->size();
std::cout<<"texture size is " << s.x << " X " << s.y << std::endl;
exit(0);
//exit(0);
}
void RendererPolygon3d::renderBackgroundImage()
{
m_shader_background.bind();
glUniform2fv(m_shader_background.location("uvScale"), 1, glm::value_ptr(m_texture->uvScale()));
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_texture->textureId());
//drawNdcQuad();
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_QUADS);
glVertex2f(-1.0f, -1.0f);
glVertex2f(1.0f, -1.0f);
glVertex2f(1.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
glEnd();
}
void RendererPolygon3d::render(const game::State *state)
@ -65,6 +94,8 @@ namespace endofthejedi {
glClearColor(0.0, 0.0, 0.0, 1.0);
renderBackgroundImage();
//float s = 0.1;
//glClearColor(s, s, 1.2*s, 1.0);

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@ -62,6 +62,8 @@ namespace endofthejedi {
void configureLightningInShader(Shader *shader) const;
void renderBackgroundImage();
private:
// all models are also here (for easy reloading etc.)
std::vector<PolygonModel*> m_models;
@ -72,6 +74,7 @@ namespace endofthejedi {
PolygonModel *m_shipModel;
// for rendering everything
Shader m_shader_background;
Shader m_shader_game_objects;
Shader m_shader_particles;