+ | Texture working on sphere

This commit is contained in:
TheRedShip
2025-01-26 22:42:37 +01:00
parent 07fd5870bf
commit d93a7342a1
7 changed files with 8061 additions and 13 deletions

View File

@ -12,6 +12,10 @@
#include "RT.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
int main(int argc, char **argv)
{
Scene scene;
@ -97,6 +101,28 @@ int main(int argc, char **argv)
shader.attach();
// texture
int width, height, channels;
unsigned char* image = stbi_load("texture.jpg", &width, &height, &channels, STBI_rgb_alpha);
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
// Set texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Upload texture data
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
// Free the image data
stbi_image_free(image);
//
Vertex vertices[3] = {{{-1.0f, -1.0f}, {0.0f, 0.0f}},{{3.0f, -1.0f}, {2.0f, 0.0f}},{{-1.0f, 3.0f}, {0.0f, 2.0f}}};
size_t size = sizeof(vertices) / sizeof(Vertex) / 3;
shader.setupVertexBuffer(vertices, size);
@ -164,6 +190,12 @@ int main(int argc, char **argv)
shader.set_float("u_time", (float)(glfwGetTime()));
shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
//texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureID);
glUniform1i(glGetUniformLocation(shader.getProgramCompute(), "sphereTexture"), 0);
//
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);

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@ -114,7 +114,10 @@ void Scene::addObject(Object *obj)
gpu_triangle.normal = triangle->getNormal();
_gpu_triangles.push_back(gpu_triangle);
return ;
gpu_obj.vertex1 = triangle->getVertex2();
gpu_obj.vertex2 = triangle->getVertex3();
gpu_obj.normal = triangle->getNormal();
}
else if (obj->getType() == Object::Type::PORTAL)
{

View File

@ -105,6 +105,13 @@ void Shader::attach(void)
_program = glCreateProgram();
_program_compute = glCreateProgram();
glProgramParameteri(_program_compute, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
glProgramParameteri(_program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
glAttachShader(_program, _vertex);
glAttachShader(_program, _fragment);
glAttachShader(_program_compute, _compute);