Loading of multiple textures
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@@ -54,22 +54,6 @@ GLuint LoadTexture(char *filename,int *textw,int *texth) {
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}
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void DrawTexture(int x, int y, GLuint textureid,int textw,int texth) {
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//printf("x: %d\ty: %d\tw: %d\th: %d\n", x, y, textw, texth);
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//int textw,texth;
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// tell opengl to use the generated texture name
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glBindTexture(GL_TEXTURE_2D, textureid);
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glEnable(GL_TEXTURE_2D);
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// make a rectangle
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glBegin(GL_QUADS);
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glTexCoord2d(0.0,0.0); glVertex2f(-1, -1);
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glTexCoord2d(1.0,0.0); glVertex2f(1, -1);
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glTexCoord2d(1.0,1.0); glVertex2f(1, 1);
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glTexCoord2d(0.0,1.0); glVertex2f(-1, 1);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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}
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GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
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// Create the shaders
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@@ -168,8 +152,9 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path
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int main(int argc, char* args[]) {
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GLFWwindow* window;
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GLuint tex_jpe;
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GLuint tex1, tex2;
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int textw, texth;
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int textw2, texth2;
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/* Initialize the library */
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@@ -209,10 +194,6 @@ int main(int argc, char* args[]) {
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}
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// INIT
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GLuint VertexArrayID;
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glGenVertexArrays(1, &VertexArrayID);
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glBindVertexArray(VertexArrayID);
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// An array of 3 vectors which represents 3 vertices
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static const GLfloat g_vertex_buffer_data[] = {
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-1.0f, -1.0f, 0.0f, // (bottom - left ) TRIANGLE 1
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@@ -247,20 +228,31 @@ int main(int argc, char* args[]) {
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tex_jpe = LoadTexture("../img/tests/test.png",&textw,&texth);
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glfwSetWindowSize (window, textw, texth);
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tex1 = LoadTexture("../img/tests/flieger.jpg",&textw,&texth);
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printf("Tex1: %d", tex1);
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tex2 = LoadTexture("../img/tests/flieger2.jpg",&textw2,&texth2);
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printf("Tex2: %d", tex2);
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glfwSetWindowSize(window, textw, texth);
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glViewport(0, 0, textw, texth);
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glfwSetWindowSizeLimits(window, textw, texth, textw, texth);
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GLuint programID = LoadShaders("trimap.vertexshader", "trimap.fragmentshader");
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GLint textureLocation = glGetUniformLocation(programID, "myTextureSampler");
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GLint widthLocation = glGetUniformLocation(programID, "pixWidth");
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GLint heigthLocation = glGetUniformLocation(programID, "pixHeight");
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GLint textureLoc1 = glGetUniformLocation(programID, "myTextureSampler");
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GLint textureLoc2 = glGetUniformLocation(programID, "myTextureSampler2");
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GLint widthLoc = glGetUniformLocation(programID, "pixWidth");
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GLint heigthLoc = glGetUniformLocation(programID, "pixHeight");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, tex2);
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printf("Shader program ID: %d\n", programID);
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printf("textureLocation: %d\n", textureLocation);
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printf("widthLocation: %d\n", widthLocation);
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printf("heigthLocation: %d\n", heigthLocation);
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printf("textureLoc1: %d\n", textureLoc1);
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printf("textureLoc2: %d\n", textureLoc2);
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printf("widthLoc: %d\n", widthLoc);
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printf("heigthLoc: %d\n", heigthLoc);
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printf("Width: %f\n", 1.0f/textw);
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printf("Height: %f\n", 1.0f/texth);
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@@ -273,8 +265,11 @@ int main(int argc, char* args[]) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(programID);
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glUniform1f(widthLocation, 1.0f/textw);
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glUniform1f(heigthLocation, 1.0f/texth);
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glUniform1f(widthLoc, 1.0f/textw);
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glUniform1f(heigthLoc, 1.0f/texth);
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glUniform1i(textureLoc1, 0);
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glUniform1i(textureLoc2, 1);
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// 1rst attribute buffer : vertices
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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@@ -8,6 +8,7 @@ out vec3 color;
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// Values that stay constant for the whole mesh.
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uniform sampler2D myTextureSampler;
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uniform sampler2D myTextureSampler2;
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// Relative width/height of a pixel
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uniform float pixWidth;
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@@ -22,13 +23,16 @@ int UNSET = -1;
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vec3 getColor(vec2 uvCoord) {
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return texture(myTextureSampler, uvCoord).rgb;
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return texture(myTextureSampler2, uvCoord).rgb;
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}
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bool isBackground(vec3 c) {
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// 49,206, 11
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/*// 49,206, 11
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if (all( lessThanEqual(c, vec3(51.0f/255.0f, 208.0f/255.0f, 13.0f/255.0f))) &&
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all(greaterThanEqual(c, vec3(47.0f/255.0f, 204.0f/255.0f, 9.0f/255.0f)))
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all(greaterThanEqual(c, vec3(47.0f/255.0f, 204.0f/255.0f, 9.0f/255.0f)))*/
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// 0, 255, 0
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if (all( lessThanEqual(c, vec3(2.0f/255.0f, 255.0f/255.0f, 2.0f/255.0f))) &&
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all(greaterThanEqual(c, vec3(0.0f/255.0f, 253.0f/255.0f, 0.0f/255.0f)))
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) {
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return true;
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} else {
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