Studs
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d10606dca5
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9b06763cfb
9 changed files with 127 additions and 7 deletions
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@ -29,11 +29,19 @@ struct PointLight {
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float quadratic;
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};
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const int FaceRight = 0;
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const int FaceTop = 1;
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const int FaceBack = 2;
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const int FaceLeft = 3;
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const int FaceBottom = 4;
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const int FaceFront = 5;
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// I/O
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in vec3 vPos;
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in vec3 vNormal;
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in vec2 vTexCoords;
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flat in int vSurfaceZ;
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out vec4 FragColor;
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@ -44,6 +52,7 @@ uniform PointLight pointLights[NR_POINT_LIGHTS];
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uniform int numPointLights;
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uniform DirLight sunLight;
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uniform Material material;
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uniform sampler2DArray studs;
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// Functions
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@ -61,8 +70,9 @@ void main() {
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for (int i = 0; i < numPointLights; i++) {
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result += calculatePointLight(pointLights[i]);
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}
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FragColor = vec4(result, 1.0);
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vec4 studPx = texture(studs, vec3(vTexCoords, vSurfaceZ));
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FragColor = vec4(mix(result, vec3(studPx), studPx.w), 1);
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}
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vec3 calculateDirectionalLight(DirLight light) {
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@ -3,18 +3,60 @@ layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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const int FaceRight = 0;
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const int FaceTop = 1;
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const int FaceBack = 2;
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const int FaceLeft = 3;
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const int FaceBottom = 4;
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const int FaceFront = 5;
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const int SurfaceSmooth = 0;
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const int SurfaceGlue = 1;
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const int SurfaceWeld = 2;
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const int SurfaceStuds = 3;
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const int SurfaceInlets = 4;
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const int SurfaceUniversal = 5;
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out vec3 vPos;
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out vec3 vNormal;
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out vec2 vTexCoords;
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flat out int vSurfaceZ;
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uniform mat4 model;
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uniform mat3 normalMatrix;
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uniform mat4 view;
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uniform mat4 projection;
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uniform int surfaces[6];
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uniform vec3 texScale;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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vPos = vec3(model * vec4(aPos, 1.0));
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vNormal = normalMatrix * aNormal;
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int vFace = aNormal == vec3(0,1,0) ? FaceTop :
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aNormal == vec3(0, -1, 0) ? FaceBottom :
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aNormal == vec3(1, 0, 0) ? FaceRight :
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aNormal == vec3(-1, 0, 0) ? FaceLeft :
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aNormal == vec3(0, 0, 1) ? FaceFront :
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aNormal == vec3(0, 0, -1) ? FaceBack : -1;
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vSurfaceZ = surfaces[vFace];
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// if (surfaces[vFace] > SurfaceUniversal) vSurfaceZ = 0;
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switch (vFace) {
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case FaceTop:
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case FaceBottom:
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// vTexCoords = aTexCoords * vec2(texScale.x / 2, fract(surfaceOffset + texScale.z / 12));
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vTexCoords = aTexCoords * vec2(texScale.x, texScale.z) / 2;
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break;
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case FaceLeft:
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case FaceRight:
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vTexCoords = aTexCoords * vec2(texScale.y, texScale.z) / 2;
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break;
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case FaceFront:
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case FaceBack:
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vTexCoords = aTexCoords * vec2(texScale.x, texScale.y) / 2;
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break;
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};
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}
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BIN
assets/textures/studs.png
Normal file
BIN
assets/textures/studs.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 5.9 KiB |
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@ -5,7 +5,7 @@ Mesh* CUBE_MESH;
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void initMeshes() {
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static float vertices[] = {
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// positions // normals // texture coords
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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@ -15,7 +15,7 @@
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#include "../camera.h"
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#include "../part.h"
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#include "skybox.h"
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#include "texture.h"
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#include "texture3d.h"
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#include "renderer.h"
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@ -24,6 +24,7 @@ Shader *skyboxShader = NULL;
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extern Camera camera;
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extern std::vector<Part> parts;
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Skybox* skyboxTexture = NULL;
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Texture3D* studsTexture = NULL;
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void renderInit(GLFWwindow* window) {
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glViewport(0, 0, 1200, 900);
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@ -31,6 +32,10 @@ void renderInit(GLFWwindow* window) {
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initMeshes();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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skyboxTexture = new Skybox({
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"assets/textures/skybox/null_plainsky512_lf.jpg",
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@ -41,6 +46,8 @@ void renderInit(GLFWwindow* window) {
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"assets/textures/skybox/null_plainsky512_bk.jpg",
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}, GL_RGB);
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studsTexture = new Texture3D("assets/textures/studs.png", 64, 64, 6, GL_RGBA);
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// Compile shader
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shader = new Shader("assets/shaders/phong.vs", "assets/shaders/phong.fs");
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skyboxShader = new Shader("assets/shaders/skybox.vs", "assets/shaders/skybox.fs");
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@ -81,6 +88,10 @@ void renderParts() {
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// .linear = 0.9,
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// .quadratic = 0.32,
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// });
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studsTexture->activate(0);
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shader->set("studs", 0);
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shader->set("surfaces[1]", 3);
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shader->set("surfaces[4]", 4);
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// Pre-calculate the normal matrix for the shader
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@ -96,6 +107,7 @@ void renderParts() {
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shader->set("material", part.material);
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glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model)));
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shader->set("normalMatrix", normalMatrix);
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shader->set("texScale", part.scale);
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CUBE_MESH->bind();
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glDrawArrays(GL_TRIANGLES, 0, 36);
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@ -4,7 +4,7 @@
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#include <GL/gl.h>
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#include <stb/stb_image.h>
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Texture::Texture(const char* texturePath, unsigned int format) {
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Texture::Texture(const char* texturePath, unsigned int format, bool noMipMaps) {
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glGenTextures(1, &this->ID);
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glBindTexture(GL_TEXTURE_2D, this->ID);
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@ -28,7 +28,7 @@ Texture::Texture(const char* texturePath, unsigned int format) {
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format,
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GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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if (!noMipMaps) glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(data);
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}
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@ -6,7 +6,7 @@ class Texture {
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private:
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unsigned int ID;
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public:
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Texture(const char* texturePath, unsigned format = GL_RGB);
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Texture(const char* texturePath, unsigned format = GL_RGB, bool noMipMaps = false);
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~Texture();
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void activate(unsigned int textureIdx);
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43
src/rendering/texture3d.cpp
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43
src/rendering/texture3d.cpp
Normal file
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@ -0,0 +1,43 @@
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#include "texture3d.h"
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <stb/stb_image.h>
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Texture3D::Texture3D(const char* texturePath, unsigned int tileWidth, unsigned int tileHeight, unsigned int tileCount, unsigned int format) {
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glGenTextures(1, &this->ID);
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glBindTexture(GL_TEXTURE_2D_ARRAY, this->ID);
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// Wrapping
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_REPEAT);
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// Interpolation
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// stbi_set_flip_vertically_on_load(true);
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int width, height, nrChannels;
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unsigned char *data = stbi_load(texturePath, &width, &height,
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&nrChannels, 0);
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if (!data) {
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printf("Failed to load texture '%s'\n", texturePath);
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abort();
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}
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, format, tileWidth, tileHeight, /* no of layers= */ tileCount, 0, format,
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GL_UNSIGNED_BYTE, data);
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stbi_image_free(data);
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}
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Texture3D::~Texture3D() {
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glDeleteTextures(1, &this->ID);
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}
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void Texture3D::activate(unsigned int textureIdx) {
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glActiveTexture(GL_TEXTURE0 + textureIdx);
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glBindTexture(GL_TEXTURE_2D, this->ID);
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}
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13
src/rendering/texture3d.h
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13
src/rendering/texture3d.h
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@ -0,0 +1,13 @@
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#pragma once
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#define GL_RGB 0x1907
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class Texture3D {
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private:
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unsigned int ID;
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public:
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Texture3D(const char* texturePath, unsigned int tileWidth, unsigned int tileHeight, unsigned int tileCount, unsigned format = GL_RGB);
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~Texture3D();
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void activate(unsigned int textureIdx);
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};
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