add texture example

This commit is contained in:
Zack Buhman 2025-10-16 20:35:22 -05:00
parent 551e04dbc1
commit 48201e65c7
5 changed files with 15567 additions and 0 deletions

237
src/texture.c Normal file
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#include <fcntl.h>
#include <string.h>
#include <errno.h>
#include <unistd.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <assert.h>
#include <GLFW/glfw3.h>
#include <GLES2/gl2.h>
static void * read_file(const char * filename)
{
int fd = open(filename, O_RDONLY);
if (fd == -1) {
fprintf(stderr, "open(%s): %s\n", filename, strerror(errno));
return NULL;
}
off_t size = lseek(fd, 0, SEEK_END);
if (size == (off_t)-1) {
fprintf(stderr, "lseek(%s, SEEK_END): %s\n", filename, strerror(errno));
return NULL;
}
off_t start = lseek(fd, 0, SEEK_SET);
if (start == (off_t)-1) {
fprintf(stderr, "lseek(%s, SEEK_SET): %s\n", filename, strerror(errno));
return NULL;
}
void * buf = malloc(size+1);
ssize_t read_size = read(fd, buf, size);
if (read_size == -1) {
fprintf(stderr, "read(%s): %s\n", filename, strerror(errno));
return NULL;
}
((char*)buf)[read_size] = 0;
return buf;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
unsigned int compile_shaders()
{
void * vertexShaderSource = read_file("src/texture.vp.glsl");
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, (const char **)&vertexShaderSource, NULL);
glCompileShader(vertexShader);
{
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("vertex shader compile failed:\n%s\n", infoLog);
}
}
free(vertexShaderSource);
void * fragmentShaderSource = read_file("src/texture.fp.glsl");
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, (const char **)&fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
{
int success;
char infoLog[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("fragment shader compile failed:\n%s\n", infoLog);
}
}
free(fragmentShaderSource);
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
{
int success;
char infoLog[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("program link failed:\n%s\n", infoLog);
}
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
static int make_buffer(unsigned int target,
const void * data,
size_t size)
{
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(target, buffer);
glBufferData(target, size, data, GL_STATIC_DRAW);
return buffer;
}
static const float vertex_buffer_data[] = {
// position // texture
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top right
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom left
-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, // top left
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom left
};
struct location {
struct {
unsigned int position;
unsigned int texture;
} attrib;
struct {
unsigned int texture1;
} uniform;
};
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
GLFWwindow* window = glfwCreateWindow(1600, 1200, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
const char* description;
glfwGetError(&description);
printf("Failed to create GLFW window: %s\n", description);
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glViewport(0, 0, 1600, 1200);
//glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
unsigned int vertex_buffer = make_buffer(GL_ARRAY_BUFFER,
vertex_buffer_data,
(sizeof (vertex_buffer_data)));
printf("compile start\n");
unsigned int shaderProgram = compile_shaders();
printf("compile end\n");
struct location location;
location.attrib.position = glGetAttribLocation(shaderProgram, "pos");
location.attrib.texture = glGetAttribLocation(shaderProgram, "tex");
printf("attributes:\n position %u\n texture %u\n",
location.attrib.position,
location.attrib.texture);
location.uniform.texture1 = glGetUniformLocation(shaderProgram, "texture1");
printf("uniforms:\n texture %u\n",
location.uniform.texture1);
unsigned int texture1;
glGenTextures(1, &texture1);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, texture1);
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);
void * texture_buf = read_file("texture/butterfly_1024x1024_rgb888.data");
assert(texture_buf != NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 1024, 0, GL_RGB, GL_UNSIGNED_BYTE, texture_buf);
free(texture_buf);
while(!glfwWindowShouldClose(window)) {
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
//glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
//glClear(GL_COLOR_BUFFER_BIT);
//
// render
//
glUseProgram(shaderProgram);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glVertexAttribPointer(location.attrib.position,
3,
GL_FLOAT,
GL_FALSE,
(sizeof (float)) * 5,
(void*)0
);
glVertexAttribPointer(location.attrib.texture,
2,
GL_FLOAT,
GL_FALSE,
(sizeof (float)) * 5,
(void*)(3 * 4)
);
glEnableVertexAttribArray(location.attrib.position);
glEnableVertexAttribArray(location.attrib.texture);
glUniform1i(location.uniform.texture1, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}

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src/texture.fp.glsl Normal file
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#version 120
uniform sampler2D texture1;
void main()
{
gl_FragColor = texture2D(texture1, gl_TexCoord[0].xy);
}

12
src/texture.vp.glsl Normal file
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#version 120
attribute vec3 pos;
attribute vec2 tex;
//varying vec3 color_out;
void main()
{
gl_Position = vec4(pos, 1);
gl_TexCoord[0] = vec4(tex, 0, 0);
}

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texture/butterfly.png Normal file

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