Updated code handout for assignment 2

This commit is contained in:
Bart van Blokland 2019-02-18 17:52:50 +01:00
parent 5047f2b506
commit 4645e40b62
10 changed files with 206 additions and 44 deletions

3
.gitmodules vendored
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@ -25,3 +25,6 @@
[submodule "arrrgh"]
path = arrrgh
url = https://github.com/ElectricToy/arrrgh.git
[submodule "lib/lodepng"]
path = lib/lodepng
url = https://github.com/lvandeve/lodepng

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@ -43,6 +43,7 @@ add_subdirectory(lib/SFML)
include_directories (src/
lib/glad/include/
lib/glfw/include/
lib/lodepng/
lib/glm/
lib/stb/
lib/arrrgh/
@ -51,7 +52,8 @@ include_directories (src/
#
# Add files
#
file (GLOB VENDORS_SOURCES lib/glad/src/glad.c)
file (GLOB VENDORS_SOURCES lib/glad/src/glad.c
lib/lodepng/lodepng.cpp)
file (GLOB_RECURSE PROJECT_HEADERS src/*.hpp
src/*.h)
file (GLOB_RECURSE PROJECT_SOURCES src/*.cpp

2
res/textures/.gitignore vendored Normal file
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@ -0,0 +1,2 @@
./*.png

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@ -99,8 +99,8 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
shader->makeBasicShader("../res/shaders/simple.vert", "../res/shaders/simple.frag");
shader->activate();
Mesh box = generateBox(boxDimensions.x, boxDimensions.y, boxDimensions.z, false);
Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, true);
Mesh box = generateBox(boxDimensions.x, boxDimensions.y, boxDimensions.z, true);
Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, false);
Mesh sphere = generateSphere(1.0, 40, 40);
unsigned int ballVAO = generateBuffer(sphere);

38
src/utilities/glfont.cpp Normal file
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@ -0,0 +1,38 @@
#include <iostream>
#include "glfont.h"
Mesh generateTextGeometryBuffer(std::string text, float characterHeightOverWidth, float totalTextWidth) {
float characterWidth = totalTextWidth / float(text.length());
float characterHeight = characterHeightOverWidth * characterWidth;
unsigned int vertexCount = 4 * text.length();
unsigned int indexCount = 6 * text.length();
Mesh mesh;
mesh.vertices.resize(vertexCount);
mesh.indices.resize(indexCount);
for(unsigned int i = 0; i < text.length(); i++)
{
float baseXCoordinate = float(i) * characterWidth;
mesh.vertices.at(4 * i + 0) = {baseXCoordinate, 0, 0};
mesh.vertices.at(4 * i + 1) = {baseXCoordinate + characterWidth, 0, 0};
mesh.vertices.at(4 * i + 2) = {baseXCoordinate + characterWidth, characterHeight, 0};
mesh.vertices.at(4 * i + 0) = {baseXCoordinate, 0, 0};
mesh.vertices.at(4 * i + 2) = {baseXCoordinate + characterWidth, characterHeight, 0};
mesh.vertices.at(4 * i + 3) = {baseXCoordinate, characterHeight, 0};
mesh.indices.at(6 * i + 0) = 4 * i + 0;
mesh.indices.at(6 * i + 1) = 4 * i + 1;
mesh.indices.at(6 * i + 2) = 4 * i + 2;
mesh.indices.at(6 * i + 3) = 4 * i + 0;
mesh.indices.at(6 * i + 4) = 4 * i + 2;
mesh.indices.at(6 * i + 5) = 4 * i + 3;
}
return mesh;
}

6
src/utilities/glfont.h Normal file
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@ -0,0 +1,6 @@
#pragma once
#include <string>
#include "mesh.h"
Mesh generateTextGeometryBuffer(std::string text, float characterHeightOverWidth, float totalTextWidth);

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@ -0,0 +1,41 @@
#include "imageLoader.hpp"
#include <iostream>
// Original source: https://raw.githubusercontent.com/lvandeve/lodepng/master/examples/example_decode.cpp
PNGImage loadPNGFile(std::string fileName)
{
std::vector<unsigned char> png;
std::vector<unsigned char> pixels; //the raw pixels
unsigned int width, height;
//load and decode
unsigned error = lodepng::load_file(png, fileName);
if(!error) error = lodepng::decode(pixels, width, height, png);
//if there's an error, display it
if(error) std::cout << "decoder error " << error << ": " << lodepng_error_text(error) << std::endl;
//the pixels are now in the vector "image", 4 bytes per pixel, ordered RGBARGBA..., use it as texture, draw it, ...
// Unfortunately, images usually have their origin at the top left.
// OpenGL instead defines the origin to be on the _bottom_ left instead, so
// here's the world's most inefficient way to flip the image vertically.
// You're welcome :)
unsigned int widthBytes = 4 * width;
for(unsigned int row = 0; row < (height / 2); row++) {
for(unsigned int col = 0; col < widthBytes; col++) {
std::swap(pixels[row * widthBytes + col], pixels[(height - 1 - row) * widthBytes + col]);
}
}
PNGImage image;
image.width = width;
image.height = height;
image.pixels = pixels;
return image;
}

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@ -0,0 +1,12 @@
#pragma once
#include "lodepng.h"
#include <vector>
#include <string>
typedef struct PNGImage {
unsigned int width, height;
std::vector<unsigned char> pixels;
} PNGImage;
PNGImage loadPNGFile(std::string fileName);

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@ -7,53 +7,54 @@ Mesh generateBox(float width, float height, float depth, bool flipFaces) {
// Edit: well, that backfired..
std::vector<glm::vec3> vertices = {
{0, 0, 0},
{0, height, depth},
{0, 0, depth},
{0, 0, 0},
{0, 0, depth},
{0, height, depth},
{0, 0, 0},
{0, height, 0},
{0, height, depth},
{0, 0, 0},
{0, height, depth},
{0, height, 0},
{width, 0, 0},
{width, 0, 0},
{width, height, depth},
{width, height, 0},
{width, 0, 0},
{width, 0, depth},
{width, height, depth},
{0, 0, 0},
{width, 0, 0},
{width, height, 0},
{0, 0, 0},
{width, height, 0},
{0, height, 0},
{0, 0, depth},
{width, height, depth},
{width, 0, depth},
{0, 0, depth},
{0, height, depth},
{width, height, depth},
{0, 0, 0},
{width, 0, depth},
{width, 0, 0},
{0, 0, 0},
{0, 0, depth},
{width, 0, depth},
{width, height, 0},
{0, height, depth},
{0, height, 0},
{width, 0, depth},
{width, 0, 0},
{width, height, 0},
{width, height, depth},
{0, height, depth}};
{0, 0, 0},
{width, height, 0},
{width, 0, 0},
{0, 0, 0},
{0, height, 0},
{width, height, 0},
{0, 0, depth},
{width, 0, depth},
{width, height, depth},
{0, 0, depth},
{width, height, depth},
{0, height, depth},
{0, 0, 0},
{width, 0, 0},
{width, 0, depth},
{0, 0, 0},
{width, 0, depth},
{0, 0, depth},
{width, height, 0},
{0, height, 0},
{0, height, depth},
{width, height, 0},
{0, height, depth},
{width, height, depth},
};
// These are technically inverted relative to the vertex coordinates.
// But for some strange reason the faces are rendered inverted.
@ -109,6 +110,62 @@ Mesh generateBox(float width, float height, float depth, bool flipFaces) {
{0.0, -1.0, 0.0},
};
float texScaleFactorX = depth / height;
float texScaleFactorY = width / depth;
float texScaleFactorZ = width / height;
std::vector<glm::vec2> textureCoordinates = {
{0, 0},
{texScaleFactorX, 0},
{texScaleFactorX, 1},
{0, 0},
{texScaleFactorX, 1},
{0, 1},
{0, 0},
{texScaleFactorX, 1},
{texScaleFactorX, 0},
{0, 0},
{0, 1},
{texScaleFactorX, 1},
{0, 0},
{texScaleFactorZ, 0},
{texScaleFactorZ, 1},
{0, 0},
{texScaleFactorZ, 1},
{0, 1},
{0, 0},
{texScaleFactorZ, 0},
{texScaleFactorZ, 1},
{0, 0},
{texScaleFactorZ, 1},
{0, 1},
{0, 0},
{texScaleFactorY, 0},
{texScaleFactorY, 1},
{0, 0},
{texScaleFactorY, 1},
{0, 1},
{0, 0},
{texScaleFactorY, 0},
{texScaleFactorY, 1},
{0, 0},
{texScaleFactorY, 1},
{0, 1},
};
std::vector<unsigned int> indices = {
0, 1, 2,
3, 4, 5,
@ -139,6 +196,7 @@ Mesh generateBox(float width, float height, float depth, bool flipFaces) {
Mesh mesh;
mesh.vertices = vertices;
mesh.normals = normals;
mesh.textureCoordinates = textureCoordinates;
mesh.indices = indices;
return mesh;