Texture implementation

This commit is contained in:
2025-11-01 08:45:36 +00:00
parent 6f731c2885
commit bb24efb856
10 changed files with 191 additions and 18 deletions

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@@ -0,0 +1,12 @@
#version 330 core
out vec4 FragColour;
in vec4 ourColour;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main()
{
FragColour = texture(ourTexture, TexCoord);
}

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@@ -0,0 +1,15 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColour;
layout (location = 2) in vec2 aTexCoord;
out vec4 ourColour;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColour = aColour;
TexCoord = aTexCoord;
}

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assets/textures/plink.png Normal file

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@@ -16,14 +16,18 @@ public class Mesh {
@Getter float[] vertices;
@Getter int[] elements;
private static final float[] defaultVertexArray = {
protected final int POSITION_SIZE = 3;
protected final int RGBA_SIZE = 4;
protected final int FLOAT_SIZE_IN_BYTES = Float.SIZE / Byte.SIZE;
protected static final float[] DEFAULT_VERTEX_ARRAY = {
0.5f, -0.5f, 0.0f, /* */ 1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.0f, /* */ 0.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.0f, /* */ 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.0f, /* */ 1.0f, 1.0f, 0.0f, 1.0f,
};
private static final int[] defaultElementArray = {
protected static final int[] DEFAULT_ELEMENT_ARRAY = {
2, 1, 0,
0, 1, 3
};
@@ -38,7 +42,7 @@ public class Mesh {
}
public Mesh(Shader shader) {
this(shader, defaultVertexArray, defaultElementArray);
this(shader, DEFAULT_VERTEX_ARRAY, DEFAULT_ELEMENT_ARRAY);
}
public void init() {
@@ -61,7 +65,7 @@ public class Mesh {
getEboID(), getVboID(), getEboID(), getShader().getShaderProgramID());
}
private void glDraw() {
protected void glDraw() {
glBindVertexArray(this.vaoID);
glDrawElements(GL_TRIANGLES, getElements().length, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
@@ -74,16 +78,24 @@ public class Mesh {
initialiseVertexBufferObject();
initialiseElementBufferObject();
int positionsSize = 3;
int colourSize = 4;
int floatSizeBytes = 4;
int vertexSizeBytes = (positionsSize + colourSize) * floatSizeBytes;
glVertexAttribPointer(0, positionsSize, GL_FLOAT, false, vertexSizeBytes, 0);
initialiseAttribPointers();
}
protected int initialiseAttribPointers() {
int vertexSizeInBytes = calculateVertexSizeInBytes();
glVertexAttribPointer(0, POSITION_SIZE, GL_FLOAT, false, vertexSizeInBytes, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
1, colourSize, GL_FLOAT, false, vertexSizeBytes, positionsSize * floatSizeBytes);
1, RGBA_SIZE, GL_FLOAT, false, vertexSizeInBytes, POSITION_SIZE * FLOAT_SIZE_IN_BYTES);
glEnableVertexAttribArray(1);
return vertexSizeInBytes;
}
protected int calculateVertexSizeInBytes() {
return (POSITION_SIZE + RGBA_SIZE) * FLOAT_SIZE_IN_BYTES;
}
private void initialiseVertexBufferObject() {

View File

@@ -40,6 +40,10 @@ public class Shader {
this.vertexSource = readFromFile(vertPath);
}
public Shader(String path) {
this(path + ".frag.glsl", path + ".vert.glsl");
}
public Shader() {
this(DEFAULT_FRAG_PATH, DEFAULT_VERT_PATH);
}

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@@ -8,6 +8,7 @@ public class SplashScene extends Scene {
@Getter @Setter private Mesh screenCover;
@Getter @Setter private FaderShader screenCoverFaderShader;
@Getter @Setter private Mesh logo;
public SplashScene() {
super(SceneType.SPLASH);
@@ -15,9 +16,11 @@ public class SplashScene extends Scene {
public void init() {
createScreenCover();
createLogo();
}
public void update() {
getLogo().draw();
getScreenCoverFaderShader().update();
getScreenCover().draw();
}
@@ -31,15 +34,33 @@ public class SplashScene extends Scene {
setScreenCover(screenCover);
}
private void createLogo() {
Shader texturedShader = new Shader("assets/shaders/texture");
texturedShader.init();
Texture logoTexture = new Texture(225, 225, "assets/textures/plink.jpg", 3);
logoTexture.init();
Mesh logoMesh =
new TexturedMesh(texturedShader, logoTexture, logoRectVertices, screenCoverRectElements);
logoMesh.init();
setLogo(logoMesh);
}
private static final float[] screenCoverRectVertices = {
1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, // 0 Top Right
1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, // 1 Bottom Right
-1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, // 2 Bottom Left
-1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, // 3 Top Left
};
private static final int[] screenCoverRectElements = {
2, 1, 0,
0, 1, 3
0, 1, 3,
1, 2, 3
};
private static final float[] logoRectVertices = {
0.1f, 0.1f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, /* */ 1.0f, 1.0f, // 0 Top Right
0.1f, -0.1f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, /* */ 1.0f, 0.0f, // 1 Bottom Right
-0.1f, -0.1f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, /* */ 0.0f, 0.0f, // 2 Bottom Left
-0.1f, 0.1f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, /* */ 0.0f, 1.0f, // 3 Top Left
};
}

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@@ -0,0 +1,66 @@
package org.hirw.game;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL12.*;
import static org.lwjgl.stb.STBImage.stbi_image_free;
import static org.lwjgl.stb.STBImage.stbi_load;
import static org.lwjgl.stb.STBImage.stbi_set_flip_vertically_on_load;
import java.nio.ByteBuffer;
import lombok.Getter;
import lombok.Setter;
public class Texture {
@Getter private int width;
@Getter private int height;
@Getter private int channelCount;
@Getter private String texturePath;
@Getter @Setter private int textureID;
public Texture(int width, int height, String texturePath, int channelCount) {
this.width = width;
this.height = height;
this.texturePath = texturePath;
this.channelCount = channelCount;
}
public void init() {
ByteBuffer imageBytes = loadImageBytes();
createTexture(imageBytes);
stbi_image_free(imageBytes);
}
private ByteBuffer loadImageBytes() {
stbi_set_flip_vertically_on_load(true);
return stbi_load(
getTexturePath(), new int[getWidth()], new int[getHeight()], new int[getChannelCount()], 0);
}
private void createTexture(ByteBuffer imageBytes) {
setTextureID(glGenTextures());
glBindTexture(GL_TEXTURE_2D, getTextureID());
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
setupFilterParameters();
setupWrapParameters();
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB, getWidth(), getHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, imageBytes);
// glGenerateMipmap(GL_TEXTURE_2D);
}
private void setupFilterParameters() {
// https://github.com/mattdesl/lwjgl-basics/wiki/textures#texture-parameters
// Set the minification and Magnifiation filters:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
private void setupWrapParameters() {
// https://github.com/mattdesl/lwjgl-basics/wiki/textures#texture-parameters
// Each Vertex has many attributes, including Position (x, y) and Texture Coordinates (s, t).
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}

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@@ -0,0 +1,41 @@
package org.hirw.game;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.*;
import lombok.Getter;
public class TexturedMesh extends Mesh {
@Getter private Texture texture;
private final int TEXTURE_COORDS_SIZE = 2;
public TexturedMesh(Shader shader, Texture texture, float[] vertexArray, int[] elementArray) {
super(shader, vertexArray, elementArray);
this.texture = texture;
}
public TexturedMesh(Shader shader, Texture texture) {
this(shader, texture, DEFAULT_VERTEX_ARRAY, DEFAULT_ELEMENT_ARRAY);
}
protected int initialiseAttribPointers() {
int vertexSizeInBytes = super.initialiseAttribPointers();
int offset = (POSITION_SIZE + RGBA_SIZE) * FLOAT_SIZE_IN_BYTES;
glVertexAttribPointer(2, TEXTURE_COORDS_SIZE, GL_FLOAT, false, vertexSizeInBytes, offset);
glEnableVertexAttribArray(2);
return vertexSizeInBytes;
}
protected int calculateVertexSizeInBytes() {
return (POSITION_SIZE + RGBA_SIZE + TEXTURE_COORDS_SIZE) * FLOAT_SIZE_IN_BYTES;
}
protected void glDraw() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, getTexture().getTextureID());
super.glDraw();
}
}

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@@ -14,7 +14,7 @@ import org.lwjgl.opengl.*;
public class Window {
private int width, height;
private final String title;
@Getter private String title;
@Getter private long glfwWindow;
private static Window window = null;
@@ -61,7 +61,7 @@ public class Window {
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
glfwWindow = glfwCreateWindow(this.width, this.height, "Hello World!", NULL, NULL);
glfwWindow = glfwCreateWindow(this.width, this.height, getTitle(), NULL, NULL);
if (glfwWindow == NULL) throw new RuntimeException("Failed to create the GLFW window");
glfwSetCursorPosCallback(glfwWindow, Mouse::cursorPositionCallback);
@@ -76,6 +76,8 @@ public class Window {
GL.createCapabilities();
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);