Loaded texture correctly
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parent
b025639f81
commit
ed015e0af7
1 changed files with 48 additions and 28 deletions
76
src/main.c
76
src/main.c
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@ -1,5 +1,6 @@
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_surface.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include "SDL3/SDL_events.h"
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#include "SDL3/SDL_events.h"
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@ -88,26 +89,6 @@ int main(int argc, char *argv[]) {
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1, 2, 3 // second Triangle
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1, 2, 3 // second Triangle
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};
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};
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// Texture settings
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Texture Load
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SDL_Surface *texture = IMG_Load("testxure.png");
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if (texture == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load texture");
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return EXIT_FAILURE;
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}
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GLuint gl_texture;
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glGenTextures(1, &gl_texture);
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glBindTexture(GL_TEXTURE_2D, gl_texture);
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glTexImage2D(gl_texture, 0, GL_RGBA, texture->w, texture->h, 0, GL_BGRA,
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GL_UNSIGNED_BYTE, texture->pixels);
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glGenerateMipmap(GL_TEXTURE_2D);
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SDL_DestroySurface(texture);
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unsigned int VBO, VAO, EBO;
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unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &VBO);
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@ -124,14 +105,15 @@ int main(int argc, char *argv[]) {
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GL_STATIC_DRAW);
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *)(3 * sizeof(float)));
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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// note that this is allowed, the call to glVertexAttribPointer registered VBO
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// note that this is allowed, the call to glVertexAttribPointer registered VBO
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// as the vertex attribute's bound vertex buffer object so afterwards we can
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// as the vertex attribute's bound vertex buffer object so afterwards we can
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// safely unbind
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// safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// glBindBuffer(GL_ARRAY_BUFFER, 0);
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// remember: do NOT unbind the EBO while a VAO is active as the bound element
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// remember: do NOT unbind the EBO while a VAO is active as the bound element
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// buffer object IS stored in the VAO; keep the EBO bound.
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// buffer object IS stored in the VAO; keep the EBO bound.
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@ -141,11 +123,49 @@ int main(int argc, char *argv[]) {
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// modify this VAO, but this rarely happens. Modifying other VAOs requires a
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// modify this VAO, but this rarely happens. Modifying other VAOs requires a
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// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
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// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
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// VBOs) when it's not directly necessary.
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// VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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// glBindVertexArray(0);
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// Texture Load
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SDL_Surface *image = IMG_Load("./testxure.png");
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if (image == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load texture");
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return EXIT_FAILURE;
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}
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SDL_FlipSurface(image, SDL_FLIP_VERTICAL);
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GLuint texture;
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &texture);
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// Handle different SDL Surface data types
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int mode = GL_RGBA;
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// if (image->format->BytesPerPixel == 4) {
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// mode = GL_RGBA;
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// }
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glBindTexture(GL_TEXTURE_2D, texture);
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// set the texture wrapping parameters
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glTexParameteri(
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GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
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GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, mode, image->w, image->h, 0, mode,
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GL_UNSIGNED_BYTE, image->pixels);
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glGenerateMipmap(GL_TEXTURE_2D);
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SDL_DestroySurface(image);
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// Initialise camera
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// Initialise camera
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Camera camera = Camera_default;
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Camera camera = Camera_default;
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// set our texture uniform
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glUseProgram(shader->shaderProgram);
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glUniform1i(glGetUniformLocation(shader->shaderProgram, "ourTexture"), 0);
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bool wants_running = true;
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bool wants_running = true;
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while (wants_running) {
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while (wants_running) {
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// TODO: Create event handler files
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// TODO: Create event handler files
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@ -171,18 +191,18 @@ int main(int argc, char *argv[]) {
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int mvp_uniform_location =
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int mvp_uniform_location =
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glGetUniformLocation(shader->shaderProgram, "MVP");
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glGetUniformLocation(shader->shaderProgram, "MVP");
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glUniformMatrix4fv(mvp_uniform_location, 1, GL_FALSE, &mvp[0][0]);
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glUniformMatrix4fv(mvp_uniform_location, 1, GL_FALSE, &mvp[0][0]);
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glUniform1i(glGetUniformLocation(shader->shaderProgram, "ourTexture"), 0);
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// render
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// render
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glClearColor(0.1f, 0.3f, 0.4f, 1.f);
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glClearColor(0.1f, 0.3f, 0.4f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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// draw our first triangle
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glUseProgram(shader->shaderProgram);
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glUseProgram(shader->shaderProgram);
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glBindVertexArray(
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VAO); // seeing as we only have a single VAO there's no need to bind it
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// seeing as we only have a single VAO there's no need to bind it
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// every time, but we'll do so to keep things a bit more organized
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// every time, but we'll do so to keep things a bit more organized
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glBindVertexArray(VAO);
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// glDrawArrays(GL_TRIANGLES, 0, 6);
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// glDrawArrays(GL_TRIANGLES, 0, 6);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// glBindVertexArray(0); // no need to unbind it every time
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// glBindVertexArray(0); // no need to unbind it every time
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