纹理
作用:用于装饰物体的模型,像贴纸一样附着在物体的表面,使得物体表面拥有图案。
纹理坐标:
float texCoords[] = {
0.0f, 0.0f, // 左下角
1.0f, 0.0f, // 右下角
0.5f, 1.0f // 上中
};
如何申请一个纹理对象?
纹理对象的申请和Opengl的对象一样,使用ID的引用来进行创建。
unsigned int texture;
glGenTextures(1, &texture);// 1:生成纹理数量
glBindTexture(GL_TEXTURE_2D, texture);//进行绑定,设置为2D
绑定完成之后可以载入加载的图片
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
//GL_TEXTURE_2D:2D图片
//0:指定多级渐远纹理的级别,如果你希望单独手动设置每个多级渐远纹理的级别的话。这里我们填0,也就是基本级别
//GL_RGB:设置纹理储存格式,图像暂时只有rgb值,所以设置为rgb
//width height:高度宽度
//GL_RGB:源图的格式和数据类型
//GL_UNSIGNED_BYTE:源图的储存格式
//data:图像数据
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "ShaderBase.h" //基础的渲染着色器
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <iostream>
using namespace std;
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
//顶点数据
float vertices[] = {
// -- 位置(-1至1) ------颜色RGB(0至1) -- 纹理坐标(0至1) -
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.4f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.9f,
-0.4f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.1f, 0.0f
};
//索引数据
unsigned int indices[] = {
0, 2, 3,
1, 4, 5
};
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(1800, 1800, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader ourShader("vs01.vs", "fs01.fs");
unsigned int 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);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load("container.jpg", &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texture);
ourShader.use();
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glfwTerminate();
return 0;
}
ShaderBase.h
#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h> //包含glad来获取所用必须的OpenGL文件
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
//程序ID
unsigned int ID;
// 构造函数 构建着色器
Shader(const char* vertexPath, const char* fragmentPath)
{
// 从文件路径中获取顶点/片源着色器
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// 确保ifstream文件可以抛出异常
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
// 打开文件
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// 读取文件的内容到数据缓冲流中
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// 读取成功,关闭文件
vShaderFile.close();
fShaderFile.close();
// 转换数据流内容为字符串
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
//编译着色器
unsigned int vertex, fragment;
// 顶点着色器
//创建顶点着色器
vertex = glCreateShader(GL_VERTEX_SHADER);
//着色器源码附加到对象上,然后编译
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
//检查是否编译成功
checkCompileErrors(vertex, "VERTEX");
// 片源着色器
fragment = glCreateShader(GL_FRAGMENT_SHADER);
//着色器源码附加到对象上,然后编译
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
//检查是否编译成功
checkCompileErrors(fragment, "FRAGMENT");
//链接Shader,链接顶点与片源
//创建链接对象
ID = glCreateProgram();
//着色器附加到了程序上,然后用glLinkProgram链接
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
//检查是否链接出错
checkCompileErrors(ID, "PROGRAM");
//把着色器对象链接到程序对象以后,删除着色器对象,不再需要它们
glDeleteShader(vertex);
glDeleteShader(fragment);
}
//激活链接程序,激活着色器,开始渲染
void use()
{
glUseProgram(ID);
}
//设置Uniform变量的值
//查询uniform地址不要求你之前使用过着色器程序
//但是更新一个uniform之前你必须先使用程序(调用glUseProgram),因为它是在当前激活的着色器程序中设置uniform的。
void setBool(const std::string& name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string& name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void setVec4(const std::string& name, float value01,float value02,float value03,float value04) const
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), value01, value02, value03, value04);
}
private:
// 检差是否出错 判断是顶点/片源 还是链接程序
void checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif
vs01.vs
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}
fs01.fs
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main()
{
FragColor = texture(ourTexture, TexCoord) * vec4(ourColor, 1.0);
}