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Matija Martinec

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  1. Matija Martinec

    [SOLVED] OpenGL Texture working in a weird way

    Oh, interesting. Thank you very much :-)
  2. Matija Martinec

    [SOLVED] OpenGL Texture working in a weird way

    Thanks for the tip, but I don't think it matters, because everything is still working. Could you please elaborate why or give me some links to why is it so? Thank you :-)
  3. Matija Martinec

    [SOLVED] OpenGL Texture working in a weird way

    OMG HAhahahha, Thank you sponji..... I feel very stupid right now....
  4. Matija Martinec

    [SOLVED] OpenGL Texture working in a weird way

    If you look closer, im actually asigning the 6 vertices, and they are properly rendered, as you can see by the submit in the main function. and gl draw elements would be kinda stupid, because this is batch rendering, and let's say i want to render 10000+ sprites, that means at least 60000 elements (too much). But thank you for your reply, but I't doesn't work I already tried it.
  5. I've been dabbling in OpenGL for a past few days, and I've made a simple renderer which can display textures. Then after some time I realized that that will be too slow for a full game so i started researching Batching. I have successfully rendered a triangle/rect and managed to get it colored (whilst batching), but the texture have stumped me for a day. For my texture loading reference I used this OpenGL tutorial. This is the picture I'm trying to render: When I start my project, this is what happens: I have tried to change the RGB to RGBA settings and so and nothing seemed to work. Also when i remove the glBindTexture() , the result is the same. Here is my code: Main.cpp There is some initialization, but I doubt that'll be necessary. VertexData one; one.vertex = glm::vec2(-0.5f, 0.5f); one.color = glm::vec3(1.0f, 0.0f, 0.0f); one.texcoord = glm::vec2(0.0f, 0.0f); VertexData two; two.vertex = glm::vec2(0.5f, 0.5f); two.color = glm::vec3(0.0f, 1.0f, 0.0f); one.texcoord = glm::vec2(1.0f, 0.0f); VertexData three; three.vertex = glm::vec2(0.5f, -0.5f); three.color = glm::vec3(0.0f, 0.0f, 1.0f); one.texcoord = glm::vec2(1.0f, 1.0f); VertexData four; four.vertex = glm::vec2(-0.5f, -0.5f); four.color = glm::vec3(1.0f, 1.0f, 1.0f); one.texcoord = glm::vec2(0.0f, 1.0f); Shader shader(vertexSource, fragmentSource); Batch renderer(shader); while (!glfwWindowShouldClose(game.getWindow())) { glfwPollEvents(); if (glfwGetKey(game.getWindow(), GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(game.getWindow(), GL_TRUE); renderer.Begin(); renderer.Submit(&one); renderer.Submit(&two); renderer.Submit(&three); renderer.Submit(&three); renderer.Submit(&four); renderer.Submit(&one); renderer.End(); glfwSwapBuffers(game.getWindow()); } Batch.h #pragma once #include <GL\glew.h> #include <iostream> #include <SOIL2\SOIL2.h> #include "Renderer.h" #include "Shader.h" #include "VertexArray.h" #include "VertexBuffer.h" #include "VertexBufferLayout.h" #define RENDERER_MAX_VERTICES 10 #define WINWIDTH 800 #define WINHEIGHT 600 struct VertexData { glm::vec2 vertex; glm::vec3 color; glm::vec2 texcoord; }; class Batch { private: Renderer m_Renderer; unsigned int shaderProgram; unsigned int _vbo; unsigned int _vao; VertexData *_buffer; unsigned int _vertexCount; bool m_Drawing; public: Batch(Shader &shader) :_vertexCount(0), shaderProgram(shader.getProgram()) { glGenBuffers(1, &_vbo); glGenVertexArrays(1, &_vao); glBindVertexArray(_vao); glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, RENDERER_MAX_VERTICES * sizeof(VertexData), NULL, GL_DYNAMIC_DRAW); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation(shaderProgram, "position"); glEnableVertexAttribArray(posAttrib); glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), 0); GLint colAttrib = glGetAttribLocation(shaderProgram, "color"); glEnableVertexAttribArray(colAttrib); glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat))); GLint texAttrib = glGetAttribLocation(shaderProgram, "texcoord"); glEnableVertexAttribArray(texAttrib); glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), (void*)(5 * sizeof(GLfloat))); // Load texture GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); int width, height; unsigned char* image = SOIL_load_image("sample.png", &width, &height, 0, SOIL_LOAD_RGB); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); SOIL_free_image_data(image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } ~Batch() { } void Begin() { glBindBuffer(GL_ARRAY_BUFFER, _vbo); _buffer = (VertexData*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); } void Submit(VertexData* data) { *_buffer = *data; _buffer++; _vertexCount++; } void End() { glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); glClear(GL_COLOR_BUFFER_BIT); glBindVertexArray(_vao); glUseProgram(shaderProgram); glDrawArrays(GL_TRIANGLES, 0, _vertexCount); glBindVertexArray(0); _vertexCount = 0; } }; Vertex and Fragment shaders // Shader sources const GLchar* vertexSource = R"glsl( #version 150 core in vec2 position; in vec3 color; in vec2 texcoord; out vec3 Color; out vec2 Texcoord; void main() { Color = color; Texcoord = texcoord; gl_Position = vec4(position, 0.0, 1.0); } )glsl"; const GLchar* fragmentSource = R"glsl( #version 150 core in vec3 Color; in vec2 Texcoord; out vec4 outColor; uniform sampler2D tex; void main() { outColor = texture(tex, Texcoord) * vec4(Color, 1.0); } )glsl"; I thank everyone in advance who tries to help :-), also im open to some optimization or better technique suggestions.
  6. Matija Martinec

    No Name big project

    Album for No Name big project
  7. Matija Martinec

    Project Engine

    Album for Project Engine
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