I'm trying to draw out two textured triangles to make a square using a VBO containing the coordinates on the screen and coordinates of the texture and an IBO with the indices. However I'm running into a problem. Without using a shader I get the correct size and position of the two triangles but no texture no matter how I try. With a shader I get a texture but the triangle is wrong size, in the wrong position and not using the texture coordinates in any way.
Creating the texture
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D, 0, nOfColors, surface->w, surface->h, 0,
texture_format, GL_UNSIGNED_BYTE, surface->pixels);
glBindTexture(GL_TEXTURE_2D, NULL);
Filling the VBO and IBO (TileData is a struct with two size 2 arrays)
indices.push_back(0);
indices.push_back(1);
indices.push_back(2);
indices.push_back(0);
indices.push_back(2);
indices.push_back(3);
TileData tile;
tile.texCoord[0] = 0 / imageSizeX;
tile.texCoord[1] = 0 / imageSizeY;
tile.worldCoord[0] = 0;
tile.worldCoord[1] = 0;
tiles.push_back(tile);
tile.texCoord[0] = (0 + texWidth) / imageSizeX;
tile.texCoord[1] = 0 / imageSizeY;
tile.worldCoord[0] = 0 + texWidth;
tile.worldCoord[1] = 0;
tiles.push_back(tile);
tile.texCoord[0] = (0 + texWidth) / imageSizeX;
tile.texCoord[1] = (0 + texHeight) / imageSizeY;
tile.worldCoord[0] = 0 + texWidth;
tile.worldCoord[1] = 0 + texHeight;
tiles.push_back(tile);
tile.texCoord[0] = 0 / imageSizeX;
tile.texCoord[1] = (0 + texHeight) / imageSizeY;
tile.worldCoord[0] = 0;
tile.worldCoord[1] = 0 + texHeight;
tiles.push_back(tile);
This gives code gives me the world coordinates and texture coordinates:
0, 0 0, 0
16, 0 0.25, 0
16, 16 0.25, 1
0, 16 0, 1
Generate my buffers
glGenBuffers(1, &vboID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBufferData(GL_ARRAY_BUFFER, tiles.size() * sizeof(TileData), &tiles[0], GL_STATIC_DRAW);
glGenBuffers(1, &iboID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
Draw function with shader
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(camera.x, camera.x + 320, camera.y + 240, camera.y, -1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderHandler.programID);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
GLint texLocation = glGetUniformLocation(shaderHandler.programID, "tex");
glUniform1i(texLocation, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(CGame::TileData), (GLvoid *)0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CGame::TileData), (GLvoid*)offsetof(CGame::TileData, CGame::TileData::worldCoord));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID);
glDrawElements(GL_TRIANGLES, indices->size(), GL_UNSIGNED_INT, (GLvoid*)0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindTexture(GL_TEXTURE_2D, 0);
SDL_GL_SwapWindow(window);
Result With shader
Draw function without shader (The above code can also get the same result as this one if I unlink the shaderprogram)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glVertexPointer(2, GL_FLOAT, sizeof(CGame::TileData), (GLvoid*)0);
glTexCoordPointer(2, GL_FLOAT, sizeof(CGame::TileData), (GLvoid*)offsetof(CGame::TileData, CGame::TileData::worldCoord));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID);
glDrawElements(GL_TRIANGLES, indices->size(), GL_UNSIGNED_INT, (GLvoid*)0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
SDL_GL_SwapWindow(window);
Resulst Without shader
Vertex Shader
#version 330
layout(location = 0) in vec2 vert;
layout(location = 1) in vec2 vertTexCoord;
out vec2 fragTexCoord;
void main()
{
fragTexCoord = vertTexCoord;
gl_Position = vec4(vert, 0, 1);
}
Fragment Shader
#version 330
uniform sampler2D tex;
in vec2 fragTexCoord;
out vec4 finalColor;
void main()
{
finalColor = texture2D(tex, fragTexCoord);
}
At this point I've no idea how to continue. I can't find anything that helps me on here or anywhere. I've tried so much things that I probably use something deprecated or doing something unsupported but I can't figure out what.