taste the rainbow
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@ -1,108 +1,15 @@
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#version 330 core
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// Implements the Phong lighting model with respect to materials and lighting materials
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// Structs
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struct Material {
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vec3 diffuse;
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vec3 specular;
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float shininess;
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};
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struct DirLight {
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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struct PointLight {
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vec3 position;
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// vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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};
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// I/O
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uniform sampler2D uTexture;
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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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out vec4 FragColor;
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#define NR_POINT_LIGHTS 4
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uniform vec3 viewPos;
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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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// Functions
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vec3 calculateDirectionalLight(DirLight light);
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vec3 calculatePointLight(PointLight light);
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out vec4 fColor;
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// Main
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void main() {
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vec3 result = vec3(0.0);
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result += calculateDirectionalLight(sunLight);
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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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fColor = vec4(vTexCoords, 1.0, 1.0);
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}
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vec3 calculateDirectionalLight(DirLight light) {
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// Calculate diffuse
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vec3 norm = normalize(vNormal);
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vec3 lightDir = normalize(-light.direction);
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float diff = max(dot(norm, lightDir), 0.0);
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// Calculate specular
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vec3 viewDir = normalize(viewPos - vPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 ambient = light.ambient * material.diffuse;
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vec3 diffuse = light.diffuse * diff * material.diffuse;
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vec3 specular = light.specular * spec * material.specular;
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return (ambient + diffuse + specular);
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}
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vec3 calculatePointLight(PointLight light) {
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// Calculate ambient light
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// Calculate diffuse light
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vec3 norm = normalize(vNormal);
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vec3 lightDir = normalize(light.position - vPos);
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float diff = max(dot(norm, lightDir), 0.0);
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// Calculate specular
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vec3 viewDir = normalize(viewPos - vPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// Calculate attenuation
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float distance = length(light.position - vPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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vec3 ambient = light.ambient * material.diffuse;
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vec3 diffuse = light.diffuse * diff * material.diffuse;
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vec3 specular = light.specular * spec * material.specular;
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return (ambient + diffuse + specular) * attenuation;
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}
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@ -7,8 +7,6 @@ out vec3 vPos;
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out vec3 vNormal;
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out vec2 vTexCoords;
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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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@ -17,4 +15,5 @@ void main()
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gl_Position = projection * vec4(vec3(view * vec4(aPos, 0.0)), 1.0);
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vPos = vec3(vec4(aPos, 1.0));
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vNormal = aNormal;
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vTexCoords = aTexCoords;
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}
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1
assets/textures/skybox/copyright.txt
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1
assets/textures/skybox/copyright.txt
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@ -0,0 +1 @@
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null_plainsky is copyright of Jauhn Dabz, jauhn@yahoo.com, https://nullpoint.fragland.net
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assets/textures/skybox/null_plainsky512_bk.jpg
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assets/textures/skybox/null_plainsky512_bk.jpg
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assets/textures/skybox/null_plainsky512_dn.jpg
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assets/textures/skybox/null_plainsky512_dn.jpg
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assets/textures/skybox/null_plainsky512_ft.jpg
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assets/textures/skybox/null_plainsky512_ft.jpg
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assets/textures/skybox/null_plainsky512_lf.jpg
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assets/textures/skybox/null_plainsky512_lf.jpg
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assets/textures/skybox/null_plainsky512_rt.jpg
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assets/textures/skybox/null_plainsky512_rt.jpg
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assets/textures/skybox/null_plainsky512_up.jpg
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assets/textures/skybox/null_plainsky512_up.jpg
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@ -13,6 +13,7 @@
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#include "defaultmeshes.h"
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#include "../camera.h"
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#include "../part.h"
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#include "texture.h"
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#include "renderer.h"
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@ -20,6 +21,7 @@ Shader *shader = NULL;
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Shader *skyboxShader = NULL;
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extern Camera camera;
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extern std::vector<Part> parts;
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Texture* skyboxTexture = NULL;
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void renderInit(GLFWwindow* window) {
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glViewport(0, 0, 1200, 900);
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glEnable(GL_DEPTH_TEST);
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skyboxTexture = new Texture("assets/textures/skybox/null_plainsky512_ft.jpg", GL_RGB);
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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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void renderSkyBox() {
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skyboxShader->use();
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// glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)1200 / (float)900, 0.1f, 100.0f);
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// glm::mat4 view = camera.getLookAt();
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// shader->set("projection", projection);
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// shader->set("view", view);
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// shader->set("material", Material {
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// // .ambient = glm::vec3(1.0f, 0.5f, 0.31f),
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// .diffuse = glm::vec3(1.0f, 0.5f, 0.31f),
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// .specular = glm::vec3(0.5f, 0.5f, 0.5f),
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// .shininess = 32.0f,
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// });
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// shader->set("viewPos", camera.cameraPos);
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// view/projection transformations
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glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)1200 / (float)900, 0.1f, 100.0f);
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glm::mat4 view = camera.getLookAt();
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skyboxShader->set("projection", projection);
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skyboxShader->set("view", view);
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skyboxShader->set("material", Material {
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// .ambient = glm::vec3(1.0f, 0.5f, 0.31f),
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.diffuse = glm::vec3(1.0f, 0.5f, 0.31f),
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.specular = glm::vec3(0.5f, 0.5f, 0.5f),
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.shininess = 32.0f,
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});
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skyboxShader->set("sunLight", DirLight {
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.direction = glm::vec3(-0.2f, -1.0f, -0.3f),
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.ambient = glm::vec3(0.2f, 0.2f, 0.2f),
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.diffuse = glm::vec3(0.5f, 0.5f, 0.5f),
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.specular = glm::vec3(1.0f, 1.0f, 1.0f),
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});
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skyboxShader->set("numPointLights", 0);
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glm::mat4 model = glm::mat4(1.0f);
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// model = glm::translate(model, part.position);
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// model = model * glm::mat4_cast(part.rotation);
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// model = glm::scale(model, part.scale);
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shader->set("model", model);
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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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skyboxShader->set("uTexture", 0);
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CUBE_MESH->bind();
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glDrawArrays(GL_TRIANGLES, 0, 36);
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43
src/rendering/texture.cpp
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src/rendering/texture.cpp
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#include "texture.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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Texture::Texture(const char* texturePath, unsigned int format) {
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glGenTextures(1, &this->ID);
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glBindTexture(GL_TEXTURE_2D, this->ID);
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// Wrapping
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Interpolation
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, 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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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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stbi_image_free(data);
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}
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Texture::~Texture() {
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glDeleteTextures(1, &this->ID);
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}
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void Texture::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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src/rendering/texture.h
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src/rendering/texture.h
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#pragma once
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#define GL_RGB 0x1907
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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();
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void activate(unsigned int textureIdx);
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};
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2
src/stb.cpp
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src/stb.cpp
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb/stb_image.h>
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