Allow to set mirror repeat on textures, move texture loading into global scope
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@ -72,10 +72,11 @@ const float debug_startTime = 45;
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double totalElapsedTime = debug_startTime;
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// textures
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PNGImage t_charmap;
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PNGImage t_cobble_diff;
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PNGImage t_cobble_normal;
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PNGImage t_perlin;
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PNGImage t_charmap = loadPNGFile("../res/textures/charmap.png");
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PNGImage t_cobble_diff = loadPNGFile("../res/textures/cobble_diff.png");
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PNGImage t_cobble_normal = loadPNGFile("../res/textures/cobble_normal.png");
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PNGImage t_perlin = makePerlinNoisePNG(1639*2, 44, {0.1, 0.2, 0.3});
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void mouseCallback(GLFWwindow* window, double x, double y) {
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int windowWidth, windowHeight;
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@ -120,12 +121,6 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, false);
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Mesh sphere = generateSphere(1.0, 40, 40);
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// textures
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t_charmap = loadPNGFile("../res/textures/charmap.png");
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t_cobble_diff = loadPNGFile("../res/textures/cobble_diff.png");
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t_cobble_normal = loadPNGFile("../res/textures/cobble_normal.png");
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t_perlin = makePerlinNoisePNG(1639*2, 44, {0.1, 0.2, 0.3});
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rootNode = createSceneNode();
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boxNode = createSceneNode(NORMAL_TEXTURED_GEOMETRY);
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padNode = createSceneNode();
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@ -104,13 +104,13 @@ void addTangents(uint vaoID, Mesh& mesh) {
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glEnableVertexAttribArray(4);
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}
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uint generateTexture(PNGImage& texture) {
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uint generateTexture(PNGImage& texture, bool mirrored) {
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uint id;
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (mirrored) ? GL_MIRRORED_REPEAT : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (mirrored) ? GL_MIRRORED_REPEAT : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -8,4 +8,4 @@ unsigned int generateBuffer(Mesh &mesh, bool isNormalMapped = false);
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void addTangents(unsigned int vaoID, Mesh& mesh);
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unsigned int generateTexture(PNGImage& texture);
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unsigned int generateTexture(PNGImage& texture, bool mirrored = false);
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