Added stencil testing
This demo show how to draw an outline around an object.... very cool ! :)
This commit is contained in:
parent
82cf5b9c93
commit
3d4d81f260
20
.vscode/settings.json
vendored
20
.vscode/settings.json
vendored
@ -43,6 +43,24 @@
|
||||
"stdexcept": "cpp",
|
||||
"streambuf": "cpp",
|
||||
"cinttypes": "cpp",
|
||||
"typeinfo": "cpp"
|
||||
"typeinfo": "cpp",
|
||||
"hash_map": "cpp",
|
||||
"hash_set": "cpp",
|
||||
"bitset": "cpp",
|
||||
"chrono": "cpp",
|
||||
"codecvt": "cpp",
|
||||
"condition_variable": "cpp",
|
||||
"cstring": "cpp",
|
||||
"ctime": "cpp",
|
||||
"forward_list": "cpp",
|
||||
"list": "cpp",
|
||||
"unordered_set": "cpp",
|
||||
"map": "cpp",
|
||||
"ratio": "cpp",
|
||||
"regex": "cpp",
|
||||
"set": "cpp",
|
||||
"iomanip": "cpp",
|
||||
"mutex": "cpp",
|
||||
"thread": "cpp"
|
||||
}
|
||||
}
|
13
outlineshader.fs
Normal file
13
outlineshader.fs
Normal file
@ -0,0 +1,13 @@
|
||||
#version 460 core
|
||||
uniform vec3 outlineColor;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
|
||||
in vec2 texCoords;
|
||||
uniform sampler2D texture_diffuse1;
|
||||
|
||||
|
||||
void main(){
|
||||
FragColor = vec4(outlineColor, 1.0);
|
||||
}
|
@ -7,5 +7,5 @@ uniform sampler2D texture_diffuse1;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture( texture_diffuse1, TexCoords);
|
||||
FragColor = texture( texture_diffuse1, TexCoords) ;
|
||||
}
|
52
src/main.cpp
52
src/main.cpp
@ -85,7 +85,7 @@ int main() {
|
||||
|
||||
glViewport(0,0, 800, 600);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
@ -94,40 +94,68 @@ int main() {
|
||||
|
||||
|
||||
Shader shader ("shader.vs", "shader.fs");
|
||||
Shader outlineShader("shader.vs","outlineshader.fs");
|
||||
|
||||
Model backpack("Models/backpack.obj");
|
||||
|
||||
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
|
||||
///glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// std::cout << "Delta Time: " << deltaTime << std::endl;
|
||||
processInput(window);
|
||||
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
shader.use();
|
||||
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
glm::mat4 view = glm::mat4(1.0f);
|
||||
glm::mat4 projection = glm::mat4(1.0f);
|
||||
|
||||
view = camera.GetViewMatrix();
|
||||
projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
|
||||
model = glm::mat4(1.0);
|
||||
|
||||
shader.setMat4("projection", projection);
|
||||
shader.setMat4("view", view);
|
||||
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xff);
|
||||
glStencilMask(0xFF);
|
||||
|
||||
shader.use();
|
||||
shader.setMat4("model", model);
|
||||
shader.setMat4("view", view);
|
||||
shader.setMat4("projection", projection);
|
||||
|
||||
|
||||
backpack.Draw(shader);
|
||||
|
||||
|
||||
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
glStencilMask(0x00);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
outlineShader.use();
|
||||
outlineShader.setMat4("model", model);
|
||||
outlineShader.setMat4("view", view);
|
||||
outlineShader.setMat4("projection", projection);
|
||||
outlineShader.setVec3("outlineColor", glm::vec3(0.28, 0.10, 0.26));
|
||||
|
||||
model = glm::scale(model, glm::vec3(1.05f,1.05f, 1.05f));
|
||||
// model = glm::translate(model, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
outlineShader.setMat4("model", model);
|
||||
|
||||
|
||||
backpack.Draw(outlineShader);
|
||||
|
||||
glStencilMask(0xFF);
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
39
src/mesh.cpp
39
src/mesh.cpp
@ -2,7 +2,7 @@
|
||||
|
||||
|
||||
Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures)
|
||||
: vertices(vertices) , indices(indices), textures(textures){
|
||||
: vertices(vertices) , indices(indices), textures(textures), showOutline(false){
|
||||
setupMesh();
|
||||
}
|
||||
|
||||
@ -35,29 +35,34 @@ void Mesh::setupMesh(){
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::Draw( Shader &shader){
|
||||
unsigned int diffuseNr = 1;
|
||||
unsigned int specularNr = 1;
|
||||
|
||||
for(unsigned int i = 0; i < textures.size(); i++){
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
void Mesh::Draw( Shader &shader ){
|
||||
|
||||
|
||||
shader.use();
|
||||
|
||||
unsigned int diffuseNr = 1;
|
||||
unsigned int specularNr = 1;
|
||||
|
||||
for(unsigned int i = 0; i < textures.size(); i++){
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
|
||||
std::string number;
|
||||
std::string name = textures[i].type;
|
||||
if( name == "texture_diffuse")
|
||||
number = std::to_string(diffuseNr++);
|
||||
else if(name == "texture_specular")
|
||||
number = std::to_string(specularNr++);
|
||||
|
||||
glUniform1i( glGetUniformLocation( shader.ID, (name + number).c_str()), i);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].id);
|
||||
}
|
||||
|
||||
std::string number;
|
||||
std::string name = textures[i].type;
|
||||
if( name == "texture_diffuse")
|
||||
number = std::to_string(diffuseNr++);
|
||||
else if(name == "texture_specular")
|
||||
number = std::to_string(specularNr++);
|
||||
|
||||
glUniform1i( glGetUniformLocation( shader.ID, (name + number).c_str()), i);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].id);
|
||||
}
|
||||
// draw mesh
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, static_cast <unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
|
||||
|
@ -19,6 +19,9 @@ class Mesh{
|
||||
|
||||
Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures);
|
||||
void Draw(Shader &shader);
|
||||
bool showOutline;
|
||||
|
||||
|
||||
private:
|
||||
// render data
|
||||
unsigned int VAO, VBO, EBO;
|
||||
|
@ -91,6 +91,8 @@ void Shader::use(){
|
||||
glUseProgram(ID);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Shader::setBool(const std::string &name, bool value) const{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int) value );
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user