#include #include #include #include #include "stb_image.h" #include #include "Renderer.h" #include "Input.h" int main() { GLFWwindow* window; window = initOpenGL(); glfwSetKeyCallback(window, &key_pressed); float vertices[] = { //pos // ColorIndecies //Texture coordnites -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f }; // Compile Shader char* vertex1 = "../assets/shaders/vertex3.glsl\0"; char* fragment1 = "../assets/shaders/fragment3.glsl\0"; unsigned int shader1; shader1 = loadCompileShader(vertex1, fragment1); // Initialise VBO and VAO unsigned int VAO, VBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); //unsigned int EBO; //glGenBuffers(1, &EBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 ); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3,GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2); // Set texture parametes float borderColor[] = { 1.0f, 1.0f, 0.0f, 1.0f }; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Generate Texture unsigned int texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); //Set Texture Parametes glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Load Texture image int width, height, channels; unsigned char *data = stbi_load("../assets/textures/wall.jpg", &width, &height, &channels, 0); if(data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { printf("failed to load texture\n"); } stbi_image_free(data); while(!glfwWindowShouldClose(window)) { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shader1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; }