Loaded texture correctly

This commit is contained in:
Warwick 2025-12-02 10:35:12 +00:00
parent b025639f81
commit ed015e0af7

View file

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