render image to fullscreen quad
This commit is contained in:
parent
ea9c3fdd3a
commit
8857b057e0
|
@ -0,0 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:126baccff187648acfad78c57560035f5c783cc6ec92a37a93a5b1edc97af10e
|
||||
size 184939
|
|
@ -2,8 +2,11 @@
|
|||
out vec4 FragColor;
|
||||
|
||||
in vec3 ourColor;
|
||||
in vec2 TexCoord;
|
||||
|
||||
uniform sampler2D ourTexture;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(ourColor, 1.0);
|
||||
FragColor = texture(ourTexture, TexCoord);
|
||||
}
|
||||
|
|
|
@ -1,11 +1,14 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos; // position has attribute position 0
|
||||
layout (location = 1) in vec3 aColor; // color has attribute position 1
|
||||
layout (location = 0) in vec3 aPos; // position has attribute position 0
|
||||
layout (location = 1) in vec3 aColor; // color has attribute position 1
|
||||
layout (location = 2) in vec2 aTexCoord; // texture coordinate
|
||||
|
||||
out vec3 ourColor;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
ourColor = aColor;
|
||||
TexCoord = aTexCoord;
|
||||
}
|
||||
|
|
54
src/main.c
54
src/main.c
|
@ -1,13 +1,14 @@
|
|||
#include "main.h"
|
||||
|
||||
#include "gfx.h"
|
||||
#include "stb_image.h"
|
||||
|
||||
float vertices[] = {
|
||||
// position color
|
||||
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, // top right
|
||||
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
|
||||
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
|
||||
-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top left
|
||||
// position color uvs
|
||||
1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
|
||||
1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
|
||||
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
|
||||
};
|
||||
|
||||
unsigned int indices[] = {
|
||||
|
@ -28,6 +29,33 @@ int main()
|
|||
gfxInit();
|
||||
SDL_Window* window = getWindow();
|
||||
|
||||
// generate opengl texture
|
||||
unsigned int texture;
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
// load image data from file
|
||||
const char* imageFile = "res/tex.png";
|
||||
int width, height, nrChannels;
|
||||
stbi_set_flip_vertically_on_load(1);
|
||||
unsigned char* data = stbi_load(imageFile, &width, &height, &nrChannels, 0);
|
||||
if (!data)
|
||||
{
|
||||
fputs("failed to load texture data: ", stderr);
|
||||
fputs(imageFile, stderr);
|
||||
fputs("\n", stderr);
|
||||
exit(1);
|
||||
}
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// free loaded image data
|
||||
stbi_image_free(data);
|
||||
|
||||
unsigned int shaderProgram = compileShaderProgram();
|
||||
|
||||
// vertex array object
|
||||
|
@ -52,12 +80,16 @@ int main()
|
|||
|
||||
// set vertex attributes
|
||||
|
||||
int stride = 8*sizeof(float);
|
||||
// position attribute
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), (void*)0); // TODO: wtf
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0); // TODO: wtf
|
||||
glEnableVertexAttribArray(0);
|
||||
// color attribute
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
// uv attribute
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
glUseProgram(shaderProgram);
|
||||
|
||||
|
@ -69,10 +101,10 @@ int main()
|
|||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// update uniforms
|
||||
float time = (float)SDL_GetTicks() / 1000.0f;
|
||||
float greenValue = (sin(time)/2.0f)+0.5f;
|
||||
int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
|
||||
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
|
||||
//float time = (float)SDL_GetTicks() / 1000.0f;
|
||||
//float greenValue = (sin(time)/2.0f)+0.5f;
|
||||
//int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
|
||||
//glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
|
||||
|
||||
// draw
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
|
|
@ -0,0 +1,2 @@
|
|||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue