这篇文章是利用着色器给画的图形添加上纹理,参照着教程教程链接书写的,可能上面的源代码点击失效,到这个教程的英文版去找源码链接 文中的加载图片和纹理的路径使用的绝对路径,所以要根绝自己的情况更改代码中的路径 源代码点击打开链接
头文件shader.h
#ifndef SHADER_H
#define SHADER_H
#include<string>
#include<fstream>
#include<sstream>
#include<iostream>
#include<GL/glew.h>
using namespace std;
class Shader
{
public:
//程序的ID
GLuint Program;
//读取渲染程序并创建Shader
Shader(const GLchar * vertexSourcePath,const GLchar *fragmentSource);
{
//1.从文件路径获得vertex/fragment源码
string vertexCode;
string fragmentCode;
try{
//打开文件Open files
ifstream vShaderFile(vertexPath);
ifstream fShaderFile(fragmentPath);
stringstream vShaderStream,fShaderStream;
//读取文件缓冲到流、
vShaderStream<<vShaderFile.rdbuf();
fShaderStream<<fShaderFile.rdbuf();
//关闭文件句柄
vShaderFile.close();
fShaderFile.close();
//将流转为GLchar数组
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch(std::exception e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar * fShaderCode = fragmentCode.c_str();
// 2.编译着色器
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// 顶点着色器
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
// 打印着色器是否错误
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 片段着色器
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
// 打印是否有任何错误
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 着色器程序
this->Program = glCreateProgram();
glAttachShader(this->Program, vertex);
glAttachShader(this->Program, fragment);
glLinkProgram(this->Program);
// 打印是否有错误
glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// 删除着色器程序
glDeleteShader(vertex);
glDeleteShader(fragment);
}
//使用Program
void Use();
{
glUseProgram(this->Program);
}
}
#endif
实现texture.cpp
<pre name="code" class="cpp">#include<iostream>
//GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
#pragma comment(lib,"FreeImage.lib")
// Other Libs
#include<FreeImage.h>
#include<Shader.h>
using namespace std;
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window 尺寸
const GLuint WIDTH = 800, HEIGHT = 600;
int main()
{
//I初始化GLFW
glfwInit();
FreeImage_Initialise(TRUE);//初始化FreeImage
//设置全部GLFW要求的设置
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
//创造一个GLFWwindow 项目 我们可以使用GLFW的功能
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
//设置回调函数的注册
glfwSetKeyCallback(window, key_callback);
//glew设置为true 让glew知道使用现在的方法去恢复指针和扩展
glewExperimental = GL_TRUE;
//初始化glew 去设置opengl功能指针
glewInit();
//定义视图的尺寸
glViewport(0, 0, WIDTH, HEIGHT);
//定义和编译我们的着色器程序
Shader ourShader("D:/C语言/openglflew/shader1/shader.vs", "D:/C语言/openglflew/shader1/shader.frag");
//设置顶点数据(和缓冲)和属性指针
GLfloat vertices[] = {
// 位置 // 颜色 // 纹理坐标
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // Top Right
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // Bottom Right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
};
GLuint indices[] = { // Note that we start from 0!
0, 1, 3, // First Triangle
1, 2, 3 // Second Triangle
};
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// 位置属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// 颜色属性
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// 纹理属性
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0); // 解绑 VAO
// Load image, create texture and generate mipmaps 加载图像并且创建纹理和产生编码
//image format
FREE_IMAGE_FORMAT fif = FIF_UNKNOWN;
int width, height;
FIBITMAP *dib(0);
// unsigned char* image = SOIL_load_image("container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
//1 获取图片格式
FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType("D:/C语言/openglflew/wall.png", 0);
//2 加载图片
if(FreeImage_FIFSupportsReading(fifmt))
dib = FreeImage_Load(fifmt, "D:/C语言/openglflew/wall.png",0);
printf("bit: %d\n", FreeImage_GetBPP(dib));//灰度
printf("type: %d\n",FreeImage_GetImageType(dib));//返回类型
printf("bit: %d\n",FreeImage_GetColorsUsed(dib));//调色板的大小
printf("bit: %d\n",FreeImage_GetDIBSize(dib));//大小
//if the image failed to load, return failure
if(!dib)
cout<<55<<endl;
//3 转化为rgb 24色
dib = FreeImage_ConvertTo24Bits(dib);
//4 获取数据指针
BYTE *pixels = (BYTE*)FreeImage_GetBits(dib);
width = FreeImage_GetWidth(dib);
height = FreeImage_GetHeight(dib);
cout<<"width:"<<width<<endl;
cout<<"height:"<<height<<endl;
// 加载和创建纹理
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture); // 设置为2D纹理
// Set the texture wrapping parameters 设置纹理包装参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture wrapping to GL_REPEAT (usually basic wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Set texture filtering parameters 设置纹理过滤的参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels);
FreeImage_Unload(dib);
FreeImage_DeInitialise();
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0); // 解除绑定的纹理
// Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Render 渲染
// Clear the colorbuffer 清理颜色缓存
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Bind Texture 绑定纹理
glBindTexture(GL_TEXTURE_2D, texture);
// Activate shader 设置活动的着色器
ourShader.Use();
// Draw container
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
像素着色器shader.frag代码
#version 330 core
in vec3 ourColor;
in vec2 TexCoord;
out vec4 color;
uniform sampler2D ourTexture;//设置采样器
void main()
{
color = texture(ourTexture, TexCoord);
//texture是采样函数第一个参数是纹理采样器。第二个参数是纹理坐标
}
顶点着色器shder.vs代码
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(position, 1.0f);
ourColor = color;
TexCoord = texCoord;
}
纹理照片
运行效果图