Added framebuffer objects to allow postprocessing on a texture of the screen
This commit is contained in:
parent
3d4d81f260
commit
d8e87b4787
10
Framebuffers.fs
Normal file
10
Framebuffers.fs
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
#version 460 core
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform sampler2D screenTexure;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
FragColor = texture(screenTexure, TexCoords);
|
||||||
|
}
|
12
Framebuffers.vs
Normal file
12
Framebuffers.vs
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
#version 460 core
|
||||||
|
layout (location = 0) in vec2 aPos;
|
||||||
|
layout (location = 1) in vec2 aTexCoords;
|
||||||
|
|
||||||
|
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = vec4(aPos, 0.0f, 1.0f);
|
||||||
|
TexCoords = aTexCoords;
|
||||||
|
}
|
42
src/FrameBuffer.cpp
Normal file
42
src/FrameBuffer.cpp
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
#include "FrameBuffer.hpp"
|
||||||
|
|
||||||
|
|
||||||
|
void FrameBuffer::Bind()
|
||||||
|
{
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, id);
|
||||||
|
}
|
||||||
|
|
||||||
|
void FrameBuffer::Unbind()
|
||||||
|
{
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void FrameBuffer::Attach(const Texture& texture)
|
||||||
|
{
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void FrameBuffer::Attach(const RenderBuffer& renderbuffer)
|
||||||
|
{
|
||||||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer.id);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
bool FrameBuffer::IsComplete()
|
||||||
|
{
|
||||||
|
return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
|
||||||
|
}
|
||||||
|
|
||||||
|
FrameBuffer::FrameBuffer()
|
||||||
|
{
|
||||||
|
glGenFramebuffers(1, &id );
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
FrameBuffer::~FrameBuffer()
|
||||||
|
{
|
||||||
|
glDeleteFramebuffers(1, &id);
|
||||||
|
}
|
||||||
|
|
22
src/FrameBuffer.hpp
Normal file
22
src/FrameBuffer.hpp
Normal file
@ -0,0 +1,22 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <glad/glad.h>
|
||||||
|
#include "texture.h"
|
||||||
|
#include "RenderBuffer.hpp"
|
||||||
|
|
||||||
|
|
||||||
|
class FrameBuffer
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
GLuint id;
|
||||||
|
void Bind();
|
||||||
|
void Unbind();
|
||||||
|
|
||||||
|
void Attach(const Texture& texture);
|
||||||
|
void Attach(const RenderBuffer& renderbuffer);
|
||||||
|
bool IsComplete();
|
||||||
|
|
||||||
|
|
||||||
|
FrameBuffer();
|
||||||
|
~FrameBuffer();
|
||||||
|
|
||||||
|
};
|
25
src/RenderBuffer.cpp
Normal file
25
src/RenderBuffer.cpp
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
#include "RenderBuffer.hpp"
|
||||||
|
|
||||||
|
void RenderBuffer::UseDepthAndStencil (){
|
||||||
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600); /// NOTE: should be part of creating but kept seperate for now!
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderBuffer::Bind()
|
||||||
|
{
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, id);
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderBuffer::Unbind()
|
||||||
|
{
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderBuffer::RenderBuffer()
|
||||||
|
{
|
||||||
|
glGenRenderbuffers(1, &id);
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderBuffer::~RenderBuffer()
|
||||||
|
{
|
||||||
|
glDeleteRenderbuffers(GL_RENDERBUFFER, &id);
|
||||||
|
}
|
17
src/RenderBuffer.hpp
Normal file
17
src/RenderBuffer.hpp
Normal file
@ -0,0 +1,17 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <glad/glad.h>
|
||||||
|
class RenderBuffer
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
unsigned int id;
|
||||||
|
|
||||||
|
void Bind();
|
||||||
|
void Unbind();
|
||||||
|
|
||||||
|
void UseDepthAndStencil();
|
||||||
|
|
||||||
|
RenderBuffer();
|
||||||
|
~RenderBuffer();
|
||||||
|
|
||||||
|
|
||||||
|
};
|
216
src/main.cpp
216
src/main.cpp
@ -11,6 +11,10 @@
|
|||||||
#include "shader.h"
|
#include "shader.h"
|
||||||
#include "camera.h"
|
#include "camera.h"
|
||||||
#include "model.h"
|
#include "model.h"
|
||||||
|
#include "FrameBuffer.hpp"
|
||||||
|
#include "RenderBuffer.hpp"
|
||||||
|
|
||||||
|
// https://learnopengl.com/Advanced-OpenGL/Framebuffers
|
||||||
|
|
||||||
float deltaTime = 0.0f; // Time between current frame and last frame
|
float deltaTime = 0.0f; // Time between current frame and last frame
|
||||||
float lastFrame = 0.0f; // Time of last frame
|
float lastFrame = 0.0f; // Time of last frame
|
||||||
@ -19,8 +23,23 @@ Camera camera(glm::vec3(0.0f, 0.0f, 8.0f));
|
|||||||
float lastX = 400, lastY = 300;
|
float lastX = 400, lastY = 300;
|
||||||
bool firstMouse = true;
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
glm::mat4 model = glm::mat4(1.0f);
|
||||||
|
glm::mat4 view;
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
|
||||||
|
|
||||||
glm::vec3 lightpos(-0.2f, -1.0f, -0.3f);
|
glm::vec3 lightpos(-0.2f, -1.0f, -0.3f);
|
||||||
|
|
||||||
|
std::vector<float> ScreenVertices = {
|
||||||
|
// vertex , uv
|
||||||
|
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-1.0f,-1.0f, 0.0f, 0.0f,
|
||||||
|
1.0f, -1.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f, 0.0f,
|
||||||
|
1.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
} ;
|
||||||
|
|
||||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
||||||
glViewport(0,0, width, height);
|
glViewport(0,0, width, height);
|
||||||
}
|
}
|
||||||
@ -40,7 +59,6 @@ void processInput( GLFWwindow* window){
|
|||||||
camera.ProcessKeyboard(RIGHT,deltaTime);
|
camera.ProcessKeyboard(RIGHT,deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos){
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos){
|
||||||
if (firstMouse) // initially set to true
|
if (firstMouse) // initially set to true
|
||||||
{
|
{
|
||||||
@ -62,9 +80,9 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
|||||||
camera.ProcessMouseScroll(yoffset);
|
camera.ProcessMouseScroll(yoffset);
|
||||||
}
|
}
|
||||||
|
|
||||||
int main() {
|
GLFWwindow* CreateWindowWithOpenGLContext()
|
||||||
printf("Hello OpenGL!\n");
|
{
|
||||||
glfwInit();
|
glfwInit();
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
@ -74,13 +92,13 @@ int main() {
|
|||||||
if( window == NULL){
|
if( window == NULL){
|
||||||
printf("Failed to create GLFW window!\n");
|
printf("Failed to create GLFW window!\n");
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return -1;
|
return nullptr;
|
||||||
}
|
}
|
||||||
glfwMakeContextCurrent(window);
|
glfwMakeContextCurrent(window);
|
||||||
|
|
||||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
|
||||||
printf("Failed to initialize GLAD!\n");
|
printf("Failed to initialize GLAD!\n");
|
||||||
return -1;
|
return nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
glViewport(0,0, 800, 600);
|
glViewport(0,0, 800, 600);
|
||||||
@ -89,40 +107,14 @@ int main() {
|
|||||||
glfwSetCursorPosCallback(window, mouse_callback);
|
glfwSetCursorPosCallback(window, mouse_callback);
|
||||||
glfwSetScrollCallback(window, scroll_callback);
|
glfwSetScrollCallback(window, scroll_callback);
|
||||||
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
return window;
|
||||||
stbi_set_flip_vertically_on_load(true);
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
Shader shader ("shader.vs", "shader.fs");
|
void drawScene_pass(Shader& shader, Model& Object)
|
||||||
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();
|
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||||
deltaTime = currentFrame - lastFrame;
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
lastFrame = currentFrame;
|
|
||||||
// std::cout << "Delta Time: " << deltaTime << std::endl;
|
|
||||||
processInput(window);
|
|
||||||
|
|
||||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
||||||
|
|
||||||
|
|
||||||
glm::mat4 model = glm::mat4(1.0f);
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
|
|
||||||
glStencilFunc(GL_ALWAYS, 1, 0xff);
|
glStencilFunc(GL_ALWAYS, 1, 0xff);
|
||||||
glStencilMask(0xFF);
|
glStencilMask(0xFF);
|
||||||
|
|
||||||
@ -131,37 +123,165 @@ while(!glfwWindowShouldClose(window))
|
|||||||
shader.setMat4("view", view);
|
shader.setMat4("view", view);
|
||||||
shader.setMat4("projection", projection);
|
shader.setMat4("projection", projection);
|
||||||
|
|
||||||
|
Object.Draw(shader);
|
||||||
|
}
|
||||||
|
|
||||||
backpack.Draw(shader);
|
void outline_pass( Shader& shader, Model& Object)
|
||||||
|
{
|
||||||
|
|
||||||
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||||
glStencilMask(0x00);
|
glStencilMask(0x00);
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
outlineShader.use();
|
shader.use();
|
||||||
outlineShader.setMat4("model", model);
|
shader.setMat4("model", model);
|
||||||
outlineShader.setMat4("view", view);
|
shader.setMat4("view", view);
|
||||||
outlineShader.setMat4("projection", projection);
|
shader.setMat4("projection", projection);
|
||||||
outlineShader.setVec3("outlineColor", glm::vec3(0.28, 0.10, 0.26));
|
shader.setVec3("outlineColor", glm::vec3(0.28, 0.10, 0.26));
|
||||||
|
|
||||||
model = glm::scale(model, glm::vec3(1.05f,1.05f, 1.05f));
|
model = glm::scale(model, glm::vec3(1.05f,1.05f, 1.05f));
|
||||||
// model = glm::translate(model, glm::vec3(1.0f, 0.0f, 0.0f));
|
shader.setMat4("model", model);
|
||||||
outlineShader.setMat4("model", model);
|
|
||||||
|
Object.Draw(shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawToScreen( GLuint& VAO, GLuint& ScreenTexture, Shader& shader)
|
||||||
|
{
|
||||||
|
// draw to screen
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
|
||||||
backpack.Draw(outlineShader);
|
shader.use();
|
||||||
|
shader.setInt("screenTexture",0);
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ScreenTexture);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
}
|
||||||
|
|
||||||
|
int main() {
|
||||||
|
printf("Hello OpenGL!\n");
|
||||||
|
|
||||||
|
|
||||||
|
// Setup OpenGL Context
|
||||||
|
GLFWwindow* window = CreateWindowWithOpenGLContext();
|
||||||
|
|
||||||
|
if(window == nullptr)
|
||||||
|
return -1;
|
||||||
|
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
stbi_set_flip_vertically_on_load(true);
|
||||||
|
|
||||||
|
// Load scene resources
|
||||||
|
Shader shader ("shader.vs", "shader.fs");
|
||||||
|
Shader outlineShader("shader.vs","outlineshader.fs");
|
||||||
|
Shader framebufferShader("Framebuffers.vs", "Framebuffers.fs" );
|
||||||
|
|
||||||
|
Model backpack("Models/backpack.obj");
|
||||||
|
|
||||||
|
// Framebuffer outline effect
|
||||||
|
FrameBuffer outlineFrameBuffer = FrameBuffer();
|
||||||
|
outlineFrameBuffer.Bind();
|
||||||
|
|
||||||
|
// Create a texture attachment (colour attachment)
|
||||||
|
Texture* depthTexture = CreateTexture(800,600);
|
||||||
|
|
||||||
|
// attach texture to the frame buffer as a colour attachment
|
||||||
|
outlineFrameBuffer.Attach(*depthTexture);
|
||||||
|
|
||||||
|
// Add depth buffer attachment
|
||||||
|
RenderBuffer outlineRenderBuffer = RenderBuffer();
|
||||||
|
outlineRenderBuffer.Bind();
|
||||||
|
|
||||||
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
|
||||||
|
outlineRenderBuffer.Unbind();
|
||||||
|
|
||||||
|
// attach depth buffer to our framebuffer
|
||||||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, outlineRenderBuffer.id);
|
||||||
|
outlineFrameBuffer.Unbind();
|
||||||
|
|
||||||
|
// Post processing
|
||||||
|
FrameBuffer framebuffer = FrameBuffer();
|
||||||
|
framebuffer.Bind();
|
||||||
|
|
||||||
|
Texture* ColourBuffer = CreateTexture(800,600);
|
||||||
|
framebuffer.Attach(*ColourBuffer);
|
||||||
|
|
||||||
|
RenderBuffer renderbufferObject = RenderBuffer();
|
||||||
|
renderbufferObject.Bind();
|
||||||
|
renderbufferObject.UseDepthAndStencil();
|
||||||
|
renderbufferObject.Unbind();
|
||||||
|
|
||||||
|
framebuffer.Attach(renderbufferObject);
|
||||||
|
|
||||||
|
if(framebuffer.IsComplete() == false ){
|
||||||
|
std::cout << "ERROR::FRAMEBUFFER::Framebuffer is not complete! " << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
framebuffer.Unbind();
|
||||||
|
|
||||||
|
// Create ScreenVAO
|
||||||
|
GLuint ScreenVAO, VBO;
|
||||||
|
glGenVertexArrays(1, &ScreenVAO);
|
||||||
|
glBindVertexArray(ScreenVAO);
|
||||||
|
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, ScreenVertices.size() * sizeof(float), &ScreenVertices[0], GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(0,2, GL_FLOAT,GL_FALSE, 4 * sizeof(float),(void*) 0 );
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1,2,GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2*sizeof(float)));
|
||||||
|
|
||||||
|
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||||
|
|
||||||
|
// Recalculate the Camera's view matrix
|
||||||
|
view = camera.GetViewMatrix();
|
||||||
|
// Reset the model matrix to an identity matrix
|
||||||
|
model = glm::mat4(1.0f);
|
||||||
|
|
||||||
|
|
||||||
|
framebuffer.Bind();
|
||||||
|
drawScene_pass(shader, backpack);
|
||||||
|
outline_pass(outlineShader, backpack);
|
||||||
|
|
||||||
|
// Reset stencil
|
||||||
glStencilMask(0xFF);
|
glStencilMask(0xFF);
|
||||||
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
|
||||||
|
DrawToScreen(ScreenVAO, ColourBuffer->id, framebufferShader);
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
delete ColourBuffer;
|
||||||
|
delete depthTexture;
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
20
src/texture.cpp
Normal file
20
src/texture.cpp
Normal file
@ -0,0 +1,20 @@
|
|||||||
|
#include "texture.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Texture* CreateTexture(unsigned int width, unsigned int height)
|
||||||
|
{
|
||||||
|
Texture* result = new Texture();
|
||||||
|
|
||||||
|
glGenTextures(1, &result->id);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, result->id);
|
||||||
|
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||||
|
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
return result;
|
||||||
|
|
||||||
|
}
|
@ -1,8 +1,12 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <string>
|
#include <string>
|
||||||
|
#include <glad/glad.h>
|
||||||
|
|
||||||
struct Texture{
|
struct Texture{
|
||||||
unsigned int id;
|
GLuint id;
|
||||||
std::string type;
|
std::string type;
|
||||||
std::string path;
|
std::string path;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
Texture* CreateTexture(unsigned int width, unsigned int height);
|
Loading…
Reference in New Issue
Block a user