OpenGL—纹理

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);
}
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