Some demo stuff
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472e269b01
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@ -27,9 +27,9 @@ Texture Texture::FromFile(const char *filename) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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int nrChannels;
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unsigned char* data = stbi_load(filename, &tex.width, &tex.height, &nrChannels, 0);
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unsigned char* data = stbi_load(filename, &tex.width, &tex.height, &nrChannels, 4);
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if (data) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.width, tex.height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width, tex.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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Util::Die("Error loading texture file: ", filename);
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@ -1,10 +1,10 @@
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#include "Screen.h"
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const Vertex vertices[] = {
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Vertex(-1.0f, -1.0f, 0.0f, 0.0f, 0.0f),
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Vertex(-1.0f, 1.0f, 0.0f, 0.0f, 1.0f),
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Vertex(-1.0f, -1.0f, 0.0f, 0.0f, 0.0f),
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Vertex(1.0f, -1.0f, 0.0f, 1.0f, 0.0f),
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Vertex(-1.0f, 1.0f, 0.0f, 0.0f, 1.0f),
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Vertex(1.0f, -1.0f, 0.0f, 1.0f, 0.0f),
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Vertex(1.0f, 1.0f, 0.0f, 1.0f, 1.0f)
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@ -85,6 +85,9 @@ int main() {
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glViewport(0, 0, width, height);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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root = Node::GetRoot();
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Input *input = Input::GetInstance();
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BIN
demo/grate_floor_lowres.png
Normal file
BIN
demo/grate_floor_lowres.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 48 KiB |
@ -36,7 +36,6 @@ function init()
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ball1:SetupMesh()
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ball1.material.tex = couch.Texture.FromFile("container.png")
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ball1.material.usesTex = true
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print(ball1.material.tex.width, ball1.material.tex.height)
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couch.Node.GetRoot().children:Append(ball1)
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ball1.transform:Translate(0.0, 3.0, 0.0)
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@ -47,6 +46,13 @@ function init()
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trough.material.usesTex = true
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couch.Node.GetRoot().children:Append(trough)
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trough.transform:Translate(10.0, 0.0, 0.0)
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scaffold = couch.Mesh.FromFile("scaffold.glb")
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scaffold:SetupMesh()
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scaffold.material.tex = couch.Texture.FromFile("grate_floor_lowres.png")
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scaffold.material.usesTex = true
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couch.Node.GetRoot().children:Append(scaffold)
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scaffold.transform:Translate(-10.0, 0.0, 0.0)
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end
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function update(delta)
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BIN
demo/scaffold.glb
Normal file
BIN
demo/scaffold.glb
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Binary file not shown.
@ -2,8 +2,6 @@
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in vec3 UV;
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out vec4 FragColor;
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struct Material {
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vec3 color;
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bool usesColor;
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@ -14,11 +12,14 @@ struct Material {
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uniform Material material;
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void main() {
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FragColor = vec4(0.0);
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gl_FragColor = vec4(0.0);
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if (material.usesColor) {
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FragColor += vec4(material.color, 1.0);
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gl_FragColor += vec4(material.color, 1.0);
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}
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if (material.usesTex) {
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FragColor += texture(material.tex, UV.xy / UV.z);
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gl_FragColor += texture(material.tex, UV.xy / UV.z);
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}
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if (gl_FragColor.w < 0.99) {
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discard;
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}
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}
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