animated textures

This commit is contained in:
devZoGok
2021-10-19 19:06:40 +03:00
parent c7940f7280
commit d52be66e3d
4 changed files with 84 additions and 37 deletions
+3 -3
View File
@@ -50,11 +50,11 @@ namespace vb01{
}
if(texturingEnabled){
for(Texture *t : diffuseMapTextures)
t->select();
t->update();
for(Texture *t : normalMapTextures)
t->select();
t->update();
for(Texture *t : specularMapTextures)
t->select();
t->update();
}
else {
shader->setVec4(diffuseColor,"diffuseColor");
+15 -3
View File
@@ -14,13 +14,25 @@ namespace vb01{
Material(Type=MATERIAL_2D);
~Material();
void update();
inline void addDiffuseMap(std::string diffuseMap){diffuseMapTextures.push_back(new Texture(diffuseMap));}
inline void addDiffuseMap(std::string diffuseMap){
std::string p[]{diffuseMap};
diffuseMapTextures.push_back(new Texture(p,1));
}
inline void addDiffuseMap(std::string diffuseMap[],int numFrames){diffuseMapTextures.push_back(new Texture(diffuseMap,numFrames));}
inline void addDiffuseMap(std::string diffuseMap[6]){diffuseMapTextures.push_back(new Texture(diffuseMap));}
inline void addDiffuseMap(Texture *texture){diffuseMapTextures.push_back(texture);}
inline void setDiffuseMap(Texture *texture, int i){diffuseMapTextures[i]=texture;}
inline void addNormalMap(std::string normalMap){normalMapTextures.push_back(new Texture(normalMap));}
inline void addNormalMap(std::string normalMap){
std::string p[]{normalMap};
normalMapTextures.push_back(new Texture(p,1));
}
inline void addNormalMap(std::string normalMap[],int numFrames){normalMapTextures.push_back(new Texture(normalMap,numFrames));}
inline void setNormalMap(Texture *texture, int i){normalMapTextures[i]=texture;}
inline void addSpecularMap(std::string specularMap){specularMapTextures.push_back(new Texture(specularMap));}
inline void addSpecularMap(std::string specularMap){
std::string p[]{specularMap};
specularMapTextures.push_back(new Texture(p,1));
}
inline void addSpecularMap(std::string specularMap[],int numFrames){specularMapTextures.push_back(new Texture(specularMap,numFrames));}
inline void setSpecularMap(Texture *texture, int i){specularMapTextures[i]=texture;}
inline void setDiffuseColor(Vector4 diffuse){this->diffuseColor=diffuse;}
inline void setSpecularColor(Vector4 specular){this->specularColor=specular;}
+61 -28
View File
@@ -11,9 +11,10 @@ namespace vb01{
Texture::Texture(int width, int height, bool shadowMap){
this->width=width;
this->height=height;
texture=new u32;
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,texture);
glGenTextures(1,&texture[0]);
glBindTexture(GL_TEXTURE_2D,texture[0]);
if(shadowMap){
glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT,width,height,0,GL_DEPTH_COMPONENT,GL_FLOAT,NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
@@ -32,35 +33,44 @@ namespace vb01{
}
}
Texture::Texture(string path,bool flip){
bool png=false;
int length=path.length();
if(path.substr(length-4,string::npos)==".png")
png=true;
Texture::Texture(string path[],int numPaths,int updateRate,bool flip){
this->numFrames=numPaths;
this->updateRate=updateRate;
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,texture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
texture=new u32[numPaths];
stbi_set_flip_vertically_on_load(flip);
for(int i=0;i<numPaths;i++){
bool png=false;
int length=path[i].length();
data=stbi_load(path.c_str(),&width,&height,&numChannels,0);
if(path[i].substr(length-4,string::npos)==".png")
png=true;
glTexImage2D(GL_TEXTURE_2D,0,png?GL_RGBA:GL_RGB,width,height,0,png?GL_RGBA:GL_RGB,GL_UNSIGNED_BYTE,data);
//glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
glGenTextures(1,&texture[i]);
glBindTexture(GL_TEXTURE_2D,texture[i]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
stbi_set_flip_vertically_on_load(flip);
data=stbi_load(path[i].c_str(),&width,&height,&numChannels,0);
glTexImage2D(GL_TEXTURE_2D,0,png?GL_RGBA:GL_RGB,width,height,0,png?GL_RGBA:GL_RGB,GL_UNSIGNED_BYTE,data);
//glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
}
}
Texture::Texture(string paths[6],bool flip){
this->type=TextureType::TEXTURE_CUBEMAP;
texture=new u32;
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_CUBE_MAP,texture);
glGenTextures(1,&texture[0]);
glBindTexture(GL_TEXTURE_CUBE_MAP,texture[0]);
stbi_set_flip_vertically_on_load(flip);
@@ -86,9 +96,10 @@ namespace vb01{
Texture::Texture(int width){
this->width=width;
this->type=TextureType::TEXTURE_CUBEMAP;
texture=new u32;
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_CUBE_MAP,texture);
glGenTextures(1,&texture[0]);
glBindTexture(GL_TEXTURE_CUBE_MAP,texture[0]);
for(int i=0;i<6;i++)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+i,0,GL_DEPTH_COMPONENT,width,width,0,GL_DEPTH_COMPONENT,GL_FLOAT,NULL);
@@ -102,8 +113,10 @@ namespace vb01{
}
Texture::Texture(FT_Face &face, char ch){
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,texture);
texture=new u32;
glGenTextures(1,&texture[0]);
glBindTexture(GL_TEXTURE_2D,texture[0]);
glTexImage2D(
GL_TEXTURE_2D,
0,
@@ -124,11 +137,31 @@ namespace vb01{
Texture::~Texture(){
glBindTexture(type==TEXTURE_2D?GL_TEXTURE_2D:GL_TEXTURE_CUBE_MAP,0);
glDeleteTextures(1,&texture);
if(numFrames>0){
for(int i=0;i<numFrames;i++)
glDeleteTextures(1,&texture[i]);
delete[] texture;
}
else{
glDeleteTextures(1,&texture[0]);
delete texture;
}
}
void Texture::select(int id){
glActiveTexture(GL_TEXTURE0+id);
glBindTexture(type==TEXTURE_2D?GL_TEXTURE_2D:GL_TEXTURE_CUBE_MAP,texture);
glBindTexture(type==TEXTURE_2D?GL_TEXTURE_2D:GL_TEXTURE_CUBE_MAP,texture[numFrames>0?frame:0]);
}
void Texture::update(){
if(numFrames>0){
if(getTime()-lastUpdateTime>updateRate){
frame++;
if(frame==numFrames)
frame=0;
lastUpdateTime=getTime();
}
}
select();
}
}
+5 -3
View File
@@ -13,16 +13,18 @@ namespace vb01{
~Texture();
Texture(int,int,bool=true);
Texture(std::string,bool=false);
Texture(std::string[],int,int=0,bool=false);
Texture(std::string[6],bool=false);
Texture(int);
Texture(FT_Face&,char);
void select(int=0);
inline unsigned int* getTexture(){return &texture;}
void update();
inline unsigned int* getTexture(int i=0){return &(texture[i]);}
inline std::string getPath(){return path;}
private:
TextureType type=TextureType::TEXTURE_2D;
u32 texture;
u32 *texture=nullptr;
s32 updateRate=0,numFrames=0,frame=0;
s64 lastUpdateTime=0;
int width,height,numChannels;
float weight;