Add specular map and abstract loading textures

This commit is contained in:
Abdelrahman Said 2024-12-08 00:04:49 +00:00
parent cc1f6afb26
commit fbda4821ee
3 changed files with 53 additions and 26 deletions

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Width:  |  Height:  |  Size: 141 KiB

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@ -2,7 +2,7 @@
struct Material { struct Material {
sampler2D diffuse; sampler2D diffuse;
vec3 specular; sampler2D specular;
float shininess; float shininess;
}; };
@ -35,7 +35,7 @@ void main() {
vec3 diff_tex = vec3(texture(material.diffuse, uv_coords)); vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
vec3 ambient = light.ambient * diff_tex; vec3 ambient = light.ambient * diff_tex;
vec3 diffuse = light.diffuse * (diff * diff_tex); vec3 diffuse = light.diffuse * (diff * diff_tex);
vec3 specular = light.specular * (spec * material.specular); vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords)));
color = vec4(ambient + diffuse + specular, 1.0); color = vec4(ambient + diffuse + specular, 1.0);
}; };

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@ -66,6 +66,20 @@ class Shader {
static const char *get_shader_type_string(GLenum shader_type); static const char *get_shader_type_string(GLenum shader_type);
}; };
class Texture2D {
public:
Texture2D(const char *filename, GLint texture_unit);
~Texture2D();
void activate();
int width;
int height;
int channels;
private:
GLuint texture;
GLint texture_unit;
GLint format;
};
int main() { int main() {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) { if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
return EXIT_CODE_SDL_INIT_FAILED; return EXIT_CODE_SDL_INIT_FAILED;
@ -181,28 +195,10 @@ int main() {
Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"}; Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"};
Shader light_shader {"shaders/vert.glsl", "shaders/light_frag.glsl"}; Shader light_shader {"shaders/vert.glsl", "shaders/light_frag.glsl"};
int width, height, channels; Texture2D diffuse_map = Texture2D("images/container2.png", GL_TEXTURE0);
uint8_t *diffuse_map = stbi_load("images/container2.png", &width, &height, &channels, 0); Texture2D specular_map = Texture2D("images/container2_specular.png", GL_TEXTURE1);
GLuint diffuse_texture = 0;
if (diffuse_map) {
glGenTextures(1, &diffuse_texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuse_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, diffuse_map);
glGenerateMipmap(GL_TEXTURE_2D);
main_shader.set_int("material.diffuse", 0); main_shader.set_int("material.diffuse", 0);
main_shader.set_int("material.specular", 1);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(diffuse_map);
}
const float camera_speed = 25.0f; const float camera_speed = 25.0f;
glm::vec3 camera_position = glm::vec3(-2.0f, 0.0f, 6.0f); glm::vec3 camera_position = glm::vec3(-2.0f, 0.0f, 6.0f);
@ -323,8 +319,8 @@ int main() {
main_shader.set_vec3("light.diffuse", light_diffuse); main_shader.set_vec3("light.diffuse", light_diffuse);
main_shader.set_mat4("model", model); main_shader.set_mat4("model", model);
main_shader.set_mat3("normal_mat", normal_mat); main_shader.set_mat3("normal_mat", normal_mat);
glActiveTexture(GL_TEXTURE0); diffuse_map.activate();
glBindTexture(GL_TEXTURE_2D, diffuse_texture); specular_map.activate();
glBindVertexArray(vao); glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
@ -477,3 +473,34 @@ const char *Shader::get_shader_type_string(GLenum shader_type) {
return output; return output;
} }
Texture2D::Texture2D(const char *filename, GLint texture_unit) : texture_unit(texture_unit) {
uint8_t *image = stbi_load(filename, &width, &height, &channels, 0);
if (!image) {
return;
}
// TODO (Abdelrahman): This doesn't handle all formats
format = channels > 3 ? GL_RGBA : GL_RGB;
glGenTextures(1, &texture);
activate();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(image);
}
Texture2D::~Texture2D() {}
void Texture2D::activate() {
glActiveTexture(texture_unit);
glBindTexture(GL_TEXTURE_2D, texture);
}