Created
May 23, 2020 10:08
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Textures in SFML GLEW C++ OpenGL
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#include <GL/glew.h> | |
#include <SFML/Graphics.hpp> | |
#include <iostream> | |
#include <string> | |
#include <shader_compiler.h> | |
int main() { | |
using namespace sf; | |
RenderWindow window(VideoMode(800, 800), "Alex Mercer", Style::Default); | |
window.setFramerateLimit(60); | |
glewInit(); | |
compile_shader shader("vertexshader.vert", "fragmentshader.frag"); | |
GLfloat vertices[12] = { | |
-0.5f, -0.5f, 0.0f, | |
-0.5f, 0.5f, 0.0f, | |
0.5f, 0.5f, 0.0f, | |
0.5f, -0.5f, 0.0f, | |
}; | |
GLfloat texture[12] = { | |
0.0f, 1.0f, 0.0f, | |
0.0f, 0.0f, 0.0f, | |
1.0f, 0.0f, 0.0f, | |
1.0f, 1.0f, 0.0f, | |
}; | |
GLuint indices[6] = { | |
0, 1, 2, | |
2, 3, 0, | |
}; | |
GLuint VBOVertices, VBOIndices, VBOTextures, VAO; | |
glGenBuffers(1, &VBOVertices); | |
glBindBuffer(GL_ARRAY_BUFFER, VBOVertices); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | |
glGenVertexArrays(1, &VAO); | |
glBindVertexArray(VAO); | |
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)(sizeof(GLfloat) * 0)); | |
glEnableVertexAttribArray(0); | |
glGenBuffers(1, &VBOTextures); | |
glBindBuffer(GL_ARRAY_BUFFER, VBOTextures); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(texture), texture, GL_STATIC_DRAW); | |
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (GLvoid*)(sizeof(GLfloat) * 0)); | |
glEnableVertexAttribArray(1); | |
GLuint Texture; | |
glGenTextures(1, &Texture); | |
glBindTexture(GL_TEXTURE_2D, Texture); | |
sf::Image image; | |
image.loadFromFile("texture.jpg"); | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.getSize().x, image.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr()); | |
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_NEAREST); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
glGenerateMipmap(GL_TEXTURE_2D); | |
glGenBuffers(1, &VBOIndices); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, VBOIndices); | |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); | |
glBindVertexArray(0); | |
while (window.isOpen()) { | |
Event event; | |
while (window.pollEvent(event)) { | |
if (event.type == Event::Closed) { | |
window.close(); | |
}; | |
}; | |
glClear(GL_COLOR_BUFFER_BIT); | |
glClearColor(0.0, 0.0, 0.0, 1.0); | |
shader.use_shader(); | |
glBindVertexArray(VAO); | |
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL); | |
glBindVertexArray(0); | |
window.display(); | |
}; | |
return 0; | |
}; |
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