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