~ | Fixing emissive texture

This commit is contained in:
TheRedShip
2025-02-02 15:16:47 +01:00
parent 328737ac4b
commit f03d48e62d
11 changed files with 73 additions and 32 deletions

View File

@ -333,6 +333,7 @@ void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene)
throw std::runtime_error("OBJ: syntax error while getting material texture");
mat->emission_texture_index = scene.getEmissionTextures().size();
std::cout << "path " << mat->emission_texture_index << " : " << getFilePath(_filename) + path << std::endl;
scene.addEmissionTexture(getFilePath(_filename) + path);
}
else

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@ -228,7 +228,7 @@ void Scene::addTexture(std::string path)
void Scene::addEmissionTexture(std::string path)
{
_emission_textures.push_back(path);
_emissive_textures.push_back(path);
}
bool Scene::loadTextures()
@ -263,6 +263,35 @@ bool Scene::loadTextures()
stbi_image_free(image);
}
for (std::string &path : _emissive_textures)
{
int width, height, channels;
unsigned char* image = stbi_load(path.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!image)
{
std::cout << "Failed to load texture " << path << std::endl;
return (false);
}
std::cout << "Loaded emissive texture: " << path << " (" << width << "x" << height << ")" << std::endl;
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
_gpu_emissive_textures.push_back(textureID);
stbi_image_free(image);
}
return (true);
}
@ -309,7 +338,7 @@ std::vector<GLuint> &Scene::getTextureIDs()
std::vector<GLuint> &Scene::getEmissionTextureIDs()
{
return (_gpu_emission_textures);
return (_gpu_emissive_textures);
}
std::vector<std::string> &Scene::getTextures()
@ -319,7 +348,7 @@ std::vector<std::string> &Scene::getTextures()
std::vector<std::string> &Scene::getEmissionTextures()
{
return (_emission_textures);
return (_emissive_textures);
}
GPUVolume &Scene::getVolume()

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@ -62,6 +62,7 @@ void SceneParser::parseMaterial(std::stringstream &line)
mat->type = 0;
mat->texture_index = texture_index;
mat->emission_texture_index = -1;
_scene->addMaterial(mat);
}

View File

@ -67,7 +67,7 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
const char *fragmentCode = loadFileWithIncludes(fragmentPath);
const char *computeCode = loadFileWithIncludes(computePath);
printWithLineNumbers(computeCode);
// printWithLineNumbers(computeCode);
_vertex = glCreateShader(GL_VERTEX_SHADER);
@ -208,30 +208,31 @@ void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
void Shader::set_textures(std::vector<GLuint> textureIDs)
void Shader::set_textures(std::vector<GLuint> texture_ids, std::vector<GLuint> emissive_texture_ids)
{
for (size_t i = 0; i < textureIDs.size(); i++)
for (size_t i = 0; i < texture_ids.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textureIDs[i]);
glBindTexture(GL_TEXTURE_2D, texture_ids[i]);
std::string uniform_name = "textures[" + std::to_string(i) + "]";
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i);
}
}
void Shader::set_emission_textures(std::vector<GLuint> textureIDs)
{
for (size_t i = 0; i < textureIDs.size(); i++)
size_t start_texture = texture_ids.size() + 1;
for (size_t i = 0; i < emissive_texture_ids.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textureIDs[i]);
GLuint currentUnit = start_texture + i;
std::string uniform_name = "emission_textures[" + std::to_string(i) + "]";
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i);
glActiveTexture(GL_TEXTURE0 + currentUnit);
glBindTexture(GL_TEXTURE_2D, emissive_texture_ids[i]);
std::string uniform_name = "emissive_textures[" + std::to_string(i) + "]";
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), currentUnit);
}
}
GLuint Shader::getProgram(void) const
{
return (_program);