diff --git a/brick.png b/brick.png new file mode 100644 index 0000000..2eb7ace Binary files /dev/null and b/brick.png differ diff --git a/build/main b/build/main index f4b36cc..85722bb 100755 Binary files a/build/main and b/build/main differ diff --git a/fragmentshader.glsl b/fragmentshader.glsl index c813933..327a995 100644 --- a/fragmentshader.glsl +++ b/fragmentshader.glsl @@ -4,11 +4,10 @@ out vec4 Colour; in vec3 ourColor; in vec2 TexCoord; -uniform sampler2D texture1; -uniform sampler2D texture2; +uniform sampler2D textureimg; void main() { - // Colour = texture(texture1, TexCoord) * vec4(ourColor, 1.0f); - Colour = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), .5); + Colour = texture(textureimg, TexCoord) ; + // Colour = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 1.0f); } diff --git a/main.cpp b/main.cpp index c4ec199..2abe0f7 100644 --- a/main.cpp +++ b/main.cpp @@ -186,7 +186,7 @@ int main() { glViewport(0, 0, 800, 600); - Shader ourshader("../vertexshader.vs", "../fragmentshader.glsl"); + Shader ourshader("../vertexshader.glsl", "../fragmentshader.glsl"); float vertices[] = { -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // cube one @@ -299,7 +299,7 @@ int main() { std::vector sphereVerts; std::vector sphereIndices; - float ballRadius = 0.1f; + float ballRadius = 0.05f; generateSphere(ballRadius, 36, 18, sphereVerts, sphereIndices); @@ -343,10 +343,11 @@ int main() { GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - unsigned char *image = - stbi_load("../container.jpg", &width, &height, &nrChannels, 0); + unsigned char *image = stbi_load("../sources/textures/w65b_2.png", &width, + &height, &nrChannels, 0); if (image) { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, + GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB; + glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); } else { @@ -363,9 +364,11 @@ int main() { GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - image = stbi_load("../awesomeface.png", &width, &height, &nrChannels, 0); + image = stbi_load("../sources/textures/brks_y.png", &width, &height, + &nrChannels, 0); if (image) { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, + GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB; + glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); } else { @@ -373,8 +376,7 @@ int main() { } stbi_image_free(image); ourshader.use(); - ourshader.setInt("texture1", 0); - ourshader.setInt("texture2", 1); + ourshader.setInt("textureimg", 0); // defines a model matrix which will rotate the plane // ourshader.setMat4("mvp", glm::mat4(1.0f)); @@ -403,10 +405,11 @@ int main() { ballVelocity.x *= 0.9f; ballVelocity.z *= 0.9f; } - printf("ball: \nx:%f\ny:%f\nz:%f\n", ballPosition.x, ballPosition.y, - ballPosition.z); - printf("camera: \nx:%f\ny:%f\nz:%f\n", camera.Position.x, camera.Position.y, - camera.Position.z); + // printf("ball: \nx:%f\ny:%f\nz:%f\n", ballPosition.x, ballPosition.y, + // ballPosition.z); + // printf("camera: \nx:%f\ny:%f\nz:%f\n", camera.Position.x, + // camera.Position.y, + // camera.Position.z); // matrix transformations, remember to do them in reverse order to what // you want glm::mat4 trans = glm::mat4(1.0f); trans = @@ -416,14 +419,12 @@ int main() { glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glDisable(GL_CULL_FACE); + // glDisable(GL_CULL_FACE); // use our shader program before passing in the uniform ourshader.use(); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, texture1); - glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture2); // model = glm::translate( @@ -450,8 +451,7 @@ int main() { if (worldMap[x][y] > 0) { // Set Texture glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, - (worldMap[x][y] == 1) ? texture1 : texture2); + glBindTexture(GL_TEXTURE_2D, texture2); if (y + 1 < MAP_HEIGHT && worldMap[x][y + 1] == 0) { glm::mat4 model = glm::mat4(1.0f); model = glm::translate( @@ -514,28 +514,6 @@ int main() { } } - // for (unsigned int i = 0; i < 10; i++) { - // - // glm::mat4 model = glm::mat4(1.0f); - // model = glm::translate(model, cubePositions[i]); - // 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