diff options
author | sanine <sanine.not@pm.me> | 2022-08-22 15:55:44 -0500 |
---|---|---|
committer | sanine <sanine.not@pm.me> | 2022-08-22 15:55:44 -0500 |
commit | 1f47b685f35455afcc7441389cdc60018f66d159 (patch) | |
tree | 640f1ae52966ad0b6621a0cd4b4f810f9186e803 /demo | |
parent | d69f711275675d4b5da88117b14c1d15be232cf5 (diff) |
add textures
Diffstat (limited to 'demo')
-rw-r--r-- | demo/container.jpg | bin | 0 -> 184939 bytes | |||
-rw-r--r-- | demo/honey.lua | 80 |
2 files changed, 62 insertions, 18 deletions
diff --git a/demo/container.jpg b/demo/container.jpg Binary files differnew file mode 100644 index 0000000..d07bee4 --- /dev/null +++ b/demo/container.jpg diff --git a/demo/honey.lua b/demo/honey.lua index 7f02006..6d2cdfc 100644 --- a/demo/honey.lua +++ b/demo/honey.lua @@ -24,28 +24,35 @@ end) local vertexShaderSource = [[ + #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; +layout (location = 2) in vec2 aTexCoord; -out vec3 pColor; +out vec3 ourColor; +out vec2 TexCoord; void main() { - pColor = aColor; - gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); + gl_Position = vec4(aPos, 1.0); + ourColor = aColor; + TexCoord = aTexCoord; } ]] local fragmentShaderSource = [[ #version 330 core -in vec3 pColor; -uniform vec4 color; out vec4 FragColor; + +in vec3 ourColor; +in vec2 TexCoord; + +uniform sampler2D ourTexture; void main() { - FragColor = vec4(pColor.rgb, 1); + FragColor = texture(ourTexture, TexCoord); } ]] @@ -64,12 +71,35 @@ gl.shader.delete(vertexShader) gl.shader.delete(fragmentShader) +---------------------------------------------------------------- + +local texture = gl.texture.create() +gl.texture.bind(gl.texture.bindTarget.texture2d, texture) +err = gl.getError() +if err ~= gl.errorType.noError then error(gl.errorName(err)) end + + +local image, width, height, channels = honey.image.load('container.jpg', 0) +gl.texture.bufferImage2d( + gl.texture.bindTarget.texture2d, 0, + gl.texture.format.rgb, + width, height, + gl.texture.format.rgb, gl.dataType.uchar, + image +) +gl.texture.generateMipmaps(gl.texture.bindTarget.texture2d) +err = gl.getError() +if err ~= gl.errorType.noError then error(gl.errorName(err)) end + +honey.image.destroy(image) + + local vertices = { - -- position color - 0.5, 0.5, 0.0, 0, 0, 0, - 0.5, -0.5, 0.0, 1, 0, 0, - -0.5, -0.5, 0.0, 0, 1, 0, - -0.5, 0.5, 0.0, 0, 0, 1 + -- position color uvs + 0.5, 0.5, 0.0, 0, 0, 0, 1, 1, + 0.5, -0.5, 0.0, 1, 0, 0, 1, 0, + -0.5, -0.5, 0.0, 0, 1, 0, 0, 0, + -0.5, 0.5, 0.0, 0, 0, 1, 0, 1 } local indices = { 0, 1, 3, @@ -91,24 +121,38 @@ if gl.getError() ~= gl.errorType.noError then error(gl.getError()) end gl.data.bindBuffer(gl.data.bufferTarget.elementArrayBuffer, elementBuffer) gl.data.bufferData(gl.data.bufferTarget.elementArrayBuffer, gl.dataType.uint, indices, gl.data.bufferUsage.staticDraw) -gl.data.vertexAttribPointer(0, 3, false, 6, 0) +gl.data.vertexAttribPointer(0, 3, false, 8, 0) gl.data.vertexArrayEnableAttrib(0) -gl.data.vertexAttribPointer(1, 3, false, 6, 3) +gl.data.vertexAttribPointer(1, 3, false, 8, 3) gl.data.vertexArrayEnableAttrib(1) +gl.data.vertexAttribPointer(2, 2, false, 8, 6) +gl.data.vertexArrayEnableAttrib(2) gl.data.bindBuffer(gl.data.bufferTarget.arrayBuffer, 0) if gl.getError() ~= gl.errorType.noError then error(gl.getError()) end +gl.shader.use(shader) +local textureLocation = gl.shader.getUniformLocation(shader, "ourTexture") +err = gl.getError() +if err ~= gl.errorType.noError then error(gl.errorName(err)) end +gl.shader.uniform1i(textureLocation, 0) +err = gl.getError() +if err ~= gl.errorType.noError then error(gl.errorName(err)) end + + while not window.shouldClose(w) do gl.draw.setClearColor(0.2, 0.3, 0.3, 1.0) gl.draw.clear(gl.draw.bufferMask.colorBuffer); - gl.shader.use(shader) - local time = window.getTime() - local greenValue = (math.sin(time) / 2) + 0.5 - local colorLocation = gl.shader.getUniformLocation(shader, 'color') - gl.shader.uniform4f(colorLocation, 0, greenValue, 0, 1) + gl.texture.setActiveUnit(0) + err = gl.getError() + if err ~= gl.errorType.noError then error(gl.errorName(err)) end + gl.texture.bind(gl.texture.bindTarget.texture2d, texture) + err = gl.getError() + if err ~= gl.errorType.noError then error(gl.errorName(err)) end + + gl.shader.use(shader) gl.data.bindVertexArray(vertexArray) gl.draw.drawElements(gl.draw.primitiveType.triangles, 6, gl.dataType.uint, 0) |