// init stuff
glEnable(GL_POINT_SPRITE);
initbasicShaders(); // vertex, fragment
initTexture();
...
void application::initTexture()
{
m_ParticleTex = Texture(); // empty constructor
m_ParticleTex.loadTexture(TEXTURE_PATH);
GLint baseImageLoc = glGetUniformLocation(m_RenderProgramHandle,"u_Texture");
glUseProgram(m_RenderProgramHandle);
glUniform1i(baseImageLoc, 0);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, m_ParticleTex.getTextureID());
}
// using the library stb_image
void Texture::loadTexture(const char* fileName)
{
int channels, width, height;
unsigned char * localBuffer;
m_FilePath = fileName;
localBuffer = stbi_load(fileName, &width, &height, &channels, 4);
glGenTextures(1, &m_TextureID);
glBindTexture(GL_TEXTURE_2D, m_TextureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, localBuffer);
glBindTexture(GL_TEXTURE_2D, 0);
if (localBuffer) {
stbi_image_free(localBuffer);
}
}
...
...
...
// Now - the render loop:
void application::runOpenGLBuffer()
{
Log::logInfoRun(m_Name,"OpenGL buffer");
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_POINT_SMOOTH);
glDisable(GL_DEPTH_TEST);
glEnable(GL_ALPHA_TEST);
glPointSize(PARTICLE_SIZE);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
glUseProgram(m_RenderProgramHandle);
this->updateTextures();
glDrawArrays(GL_POINTS, 0, NUM_PARTICLES);
}
...
// and the fragment shader
#version 460
#extension GL_ARB_separate_shader_objects : enable
layout(std430, binding = 3) buffer density_block
{
float density[];
};
void main()
{
// densitColor is just a variable color from density
vec4 particleColor = vec4(texture(u_Texture, gl_PointCoord) * densityColor);
color = particleColor;
}
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