#include "stdio.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <soil/SOIL.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include "wrapperWindow.h"
#include "wrapperShader.h"
#include "data.h"
const int design_w = 800;
const int design_h = 600;
int main()
{
GLFWwindow *window = wrapperWindow(design_w, design_h).getWindow();
auto m_shader = wrapperShader::createWithFilePath("img.vsh", "img.fsh");
int arr_group_nun = 8;
unsigned int indices[] = { // 注意索引从0开始!
0, 1, 3, // 第一个三角形
1, 2, 3 // 第二个三角形
};
GLuint vao, vbo,ebo;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(rectArr), rectArr, GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, arr_group_nun* sizeof(GLfloat), (GLvoid *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, arr_group_nun* sizeof(GLfloat), (GLvoid *)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
//--
int w = 0, h = 0;
GLuint texture0,texture1;
glGenTextures(1, &texture0);
glBindTexture(GL_TEXTURE_2D, texture0);
unsigned char * img = SOIL_load_image("1.jpg", &w, &h, 0, SOIL_LOAD_RGB);
//加载图片
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
//加载的图片数据 生成纹理
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(img);
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
img = SOIL_load_image("car.jpg", &w, &h, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(img);
glBindTexture(GL_TEXTURE_2D, 0);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_shader.useShaderProgram();
glUniform1i(glGetUniformLocation(m_shader.getId(), "texture0"), 0);
//设置uniform中的texture0 为GL_TEXTURE0 对应的纹理
glUniform1i(glGetUniformLocation(m_shader.getId(), "texture1"), 1);
glBindVertexArray(vao);
glActiveTexture(GL_TEXTURE0);
//激活纹理单元
glBindTexture(GL_TEXTURE_2D, texture0);
//绑定纹理单元
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture1);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteBuffers(1, &vao);
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &ebo);
glfwTerminate();
return 0;
}
效果图: