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ed015e0af7
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| ed015e0af7 | |||
| b025639f81 |
4 changed files with 66 additions and 11 deletions
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@ -1,7 +1,11 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoord;
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uniform sampler2D ourTexture;
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void main()
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{
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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FragColor = texture(ourTexture, TexCoord);
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}
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@ -1,10 +1,14 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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out vec2 TexCoord;
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uniform mat4 MVP;
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void main()
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{
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gl_Position = MVP * vec4(aPos.x, aPos.y, aPos.z, 1.0);
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TexCoord = aTexCoord;
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}
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65
src/main.c
65
src/main.c
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@ -1,9 +1,12 @@
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#include <GL/glew.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 "SDL3/SDL_events.h"
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#include "SDL3/SDL_keycode.h"
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#include "SDL3/SDL_surface.h"
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#include "SDL3_image/SDL_image.h"
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#include "camera.h"
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#include "shader.h"
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#include "window.h"
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@ -76,15 +79,16 @@ int main(int argc, char *argv[]) {
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// set up vertex data (and buffer(s)) and configure vertex attributes
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
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};
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unsigned int indices[] = {
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0, 1, 3, // first Triangle
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1, 2, 3 // second Triangle
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};
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unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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@ -100,13 +104,16 @@ int main(int argc, char *argv[]) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * 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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(void *)(3 * sizeof(float)));
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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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// as the vertex attribute's bound vertex buffer object so afterwards we can
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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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// buffer object IS stored in the VAO; keep the EBO bound.
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@ -116,11 +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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// 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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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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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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while (wants_running) {
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// TODO: Create event handler files
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@ -153,9 +198,11 @@ int main(int argc, char *argv[]) {
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// draw our first triangle
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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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glBindVertexArray(VAO);
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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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// glBindVertexArray(0); // no need to unbind it every time
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BIN
testxure.png
Normal file
BIN
testxure.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 63 KiB |
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