First attempt at getting textures to work I'm obviously missing something

This commit is contained in:
Warwick 2025-12-01 23:05:42 +00:00
parent 84d96acdd3
commit b025639f81
4 changed files with 41 additions and 6 deletions

View file

@ -1,7 +1,11 @@
#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main() void main()
{ {
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); FragColor = texture(ourTexture, TexCoord);
} }

View file

@ -1,10 +1,14 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 MVP; uniform mat4 MVP;
void main() void main()
{ {
gl_Position = MVP * vec4(aPos.x, aPos.y, aPos.z, 1.0); gl_Position = MVP * vec4(aPos.x, aPos.y, aPos.z, 1.0);
TexCoord = aTexCoord;
} }

View file

@ -4,6 +4,8 @@
#include "SDL3/SDL_events.h" #include "SDL3/SDL_events.h"
#include "SDL3/SDL_keycode.h" #include "SDL3/SDL_keycode.h"
#include "SDL3/SDL_surface.h"
#include "SDL3_image/SDL_image.h"
#include "camera.h" #include "camera.h"
#include "shader.h" #include "shader.h"
#include "window.h" #include "window.h"
@ -76,15 +78,36 @@ int main(int argc, char *argv[]) {
// set up vertex data (and buffer(s)) and configure vertex attributes // set up vertex data (and buffer(s)) and configure vertex attributes
float vertices[] = { float vertices[] = {
0.5f, 0.5f, 0.0f, // top right 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left -0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
}; };
unsigned int indices[] = { unsigned int indices[] = {
0, 1, 3, // first Triangle 0, 1, 3, // first Triangle
1, 2, 3 // second Triangle 1, 2, 3 // second Triangle
}; };
// Texture settings
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Texture Load
SDL_Surface *texture = IMG_Load("testxure.png");
if (texture == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load texture");
return EXIT_FAILURE;
}
GLuint gl_texture;
glGenTextures(1, &gl_texture);
glBindTexture(GL_TEXTURE_2D, gl_texture);
glTexImage2D(gl_texture, 0, GL_RGBA, texture->w, texture->h, 0, GL_BGRA,
GL_UNSIGNED_BYTE, texture->pixels);
glGenerateMipmap(GL_TEXTURE_2D);
SDL_DestroySurface(texture);
unsigned int VBO, VAO, EBO; unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO); glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO); glGenBuffers(1, &VBO);
@ -100,7 +123,9 @@ int main(int argc, char *argv[]) {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW); GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO // note that this is allowed, the call to glVertexAttribPointer registered VBO
@ -146,11 +171,13 @@ int main(int argc, char *argv[]) {
int mvp_uniform_location = int mvp_uniform_location =
glGetUniformLocation(shader->shaderProgram, "MVP"); glGetUniformLocation(shader->shaderProgram, "MVP");
glUniformMatrix4fv(mvp_uniform_location, 1, GL_FALSE, &mvp[0][0]); glUniformMatrix4fv(mvp_uniform_location, 1, GL_FALSE, &mvp[0][0]);
glUniform1i(glGetUniformLocation(shader->shaderProgram, "ourTexture"), 0);
// render // render
glClearColor(0.1f, 0.3f, 0.4f, 1.f); glClearColor(0.1f, 0.3f, 0.4f, 1.f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle // draw our first triangle
glUseProgram(shader->shaderProgram); glUseProgram(shader->shaderProgram);
glBindVertexArray( glBindVertexArray(

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testxure.png Normal file

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