Preparing to add texture to quad

This commit is contained in:
Caesar2011
2016-09-05 17:49:15 +02:00
parent 0279e9c3a0
commit 866fabdf45
5 changed files with 77 additions and 60 deletions

View File

@@ -67,7 +67,7 @@ void DrawTexture(int x, int y, GLuint textureid,int textw,int texth) {
glTexCoord2d(1.0,1.0); glVertex2f(1, 1);
glTexCoord2d(0.0,1.0); glVertex2f(-1, 1);
glEnd();
glDisable(GL_TEXTURE_2D );
glDisable(GL_TEXTURE_2D);
}
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
@@ -214,12 +214,14 @@ int main(int argc, char* args[]) {
// INIT
tex_jpe=LoadTexture("../img/tests/test.jpeg",&textw,&texth);
tex_jpg=LoadTexture("../img/tests/test.jpg",&textw,&texth);
tex_png=LoadTexture("../img/tests/test.png",&textw,&texth);
tex_bmp=LoadTexture("../img/tests/test.bmp",&textw,&texth);
//tex_jpg=LoadTexture("../img/tests/test.jpg",&textw,&texth);
//tex_png=LoadTexture("../img/tests/test.png",&textw,&texth);
//tex_bmp=LoadTexture("../img/tests/test.bmp",&textw,&texth);
GLuint programID = LoadShaders("trimap.vertexshader", "trimap.fragmentshader");
printf("%d", programID);
GLint textureLocation = glGetUniformLocationARB(programID, "texture");
glUniform1iARB(textureLocation, tex_jpe);
// INIT END
/* Loop until the user closes the window */
@@ -229,17 +231,24 @@ int main(int argc, char* args[]) {
timer = 0;
/* Render here */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
// RENDER
if (timer<200)
/*if (timer<200)
DrawTexture(50,50,tex_jpe,textw,texth);
else if (timer<400)
DrawTexture(50,50,tex_jpg,textw,texth);
else if (timer<600)
DrawTexture(50,50,tex_png,textw,texth);
else
DrawTexture(50,50,tex_bmp,textw,texth);
DrawTexture(50,50,tex_bmp,textw,texth);*/
glBegin(GL_QUADS);
glTexCoord2d(0.0,0.0); glVertex2f(-1, -1);
glTexCoord2d(1.0,0.0); glVertex2f(1, -1);
glTexCoord2d(1.0,1.0); glVertex2f(1, 0);
glTexCoord2d(0.0,1.0); glVertex2f(-1, 0);
glEnd();
// RENDER END
/* Swap front and back buffers */