LearnOpenGL第一章入门代码

 Main

#define GLEW_STATIC
#include<GL/glew.h>
#include<GLFW/glfw3.h>
#include<iostream>
#include "Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>

#include "Camera.h"
Camera* camera = new Camera(glm::vec3(0, 0, 3.0f), glm::radians(5.0f), glm::radians(200.0f), glm::vec3(0, 1.0f, 0));
void mous_callback(GLFWwindow* window, double xpos, double ypos);
/// <summary>
/// 键盘事件
/// </summary>
void processInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
	{
		glfwSetWindowShouldClose(window, true);
	}
	if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
	{
		camera->MoveZ =1.0f;
	}
	else if(glfwGetKey(window,GLFW_KEY_S)==GLFW_PRESS)
	{
		camera->MoveZ = -1.0f;
	}
	else
	{
		camera->MoveZ = 0;
	}
	if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
	{
		camera->MoveX = 1;
	}
	else if(glfwGetKey(window,GLFW_KEY_D))
	{
		camera->MoveX = -1;
	}
	else
	{
		camera->MoveX = 0;
	}
}

float lastX;
float lastY;
bool fistMouse=true;

float vertices[] = {
		-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
};
glm::vec3 cubePositions[] = {
  glm::vec3(0.0f,  0.0f,  0.0f),
  glm::vec3(2.0f,  5.0f, -15.0f),
  glm::vec3(-1.5f, -2.2f, -2.5f),
  glm::vec3(-3.8f, -2.0f, -12.3f),
  glm::vec3(2.4f, -0.4f, -3.5f),
  glm::vec3(-1.7f,  3.0f, -7.5f),
  glm::vec3(1.3f, -2.0f, -2.5f),
  glm::vec3(1.5f,  2.0f, -2.5f),
  glm::vec3(1.5f,  0.2f, -1.5f),
  glm::vec3(-1.3f,  1.0f, -1.5f)
};
unsigned int indices[] = {
	0, 1, 3, // 第一个三角形
	1, 2, 3  // 第二个三角形
};

int main()
{
#pragma region	初始化GLFW和创建窗口
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	//创建window窗口
	GLFWwindow* window = glfwCreateWindow(800, 800, "My OpenGl", NULL, NULL);
	if (window == NULL)
	{
		printf("打开引擎失败");
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
#pragma endregion

#pragma region	初始化GLEW

	glewExperimental = true;
	if (glewInit() != GLEW_OK)
	{
		printf("初始化失败");
		glfwTerminate();
		return -1;
	}
#pragma endregion
	glEnable(GL_DEPTH_TEST);
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
	glfwSetCursorPosCallback(window, mous_callback);


	Shader* shaderSouce = new Shader("VertexSource.txt", "FragmentSource.txt");

#pragma region	贴图: 创建-设置-导入

	//创建贴图
	unsigned int textBufferA;
	glGenTextures(1, &textBufferA);
	glBindTexture(GL_TEXTURE_2D, textBufferA);

	//设置uv采样
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// set texture filtering parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	//加载贴图
	int width, heigth, nrChannels;
	unsigned char *data = stbi_load("wood.jpg", &width, &heigth, &nrChannels, 0);
	
	if (data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, heigth, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else 
	{
		std::cout << "文件加载失败" << std::endl;
	}
	stbi_image_free(data);
	//创建贴图
	unsigned int textureBufferB;
	glGenTextures(1, &textureBufferB);
	glBindTexture(GL_TEXTURE_2D, textureBufferB);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// set texture filtering parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	stbi_set_flip_vertically_on_load(true);
	unsigned char *data2 = stbi_load("face.png", &width, &heigth, &nrChannels, 0);

	if (data2)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, heigth, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "文件加载失败" << std::endl;
	}
	stbi_image_free(data2);
	 
	shaderSouce->Use();
	glUniform1i(glGetUniformLocation(shaderSouce->ID, "ourTexture"), 0);
	glUniform1i(glGetUniformLocation(shaderSouce->ID, "ourFace"), 2);
#pragma endregion

#pragma region  创建VAO、VBO、EBO和数据绑定

	unsigned int VAO;
	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);
	//创建一个 顶点缓冲对象:VBO
	unsigned int VBO;
	glGenBuffers(1, &VBO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);//绑定VBO
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);	//将顶点数据复制到当前绑定缓冲

	unsigned int EBO;
	glGenBuffers(1, &EBO);//创建EBO
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);//传递GL_ELEMENT_ARRAY_BUFFER当作缓冲目标
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); //调用glBufferData函数把之前定义的顶点数据复制到缓冲的内存中
	
	//顶点位置
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	//颜色
	/*glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
	glEnableVertexAttribArray(1);*/
	//vu信息
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(2);

#pragma endregion
	glm::mat4 trans;
	
	//设置显示窗口大小
	glViewport(0, 0, 800, 800);
	//Camera	*camera=new Camera(glm::vec3(0, 0, 3.0f), glm::vec3(0, -1.0f, 0), glm::vec3(0, 1.0f, 0));
	

	//旋转位移缩放
	//trans = glm::translate(trans, glm::vec3(-0.01f, 0, 0));
	//trans = glm::rotate(trans, glm::radians(45.0f), glm::vec3(1.0f, 0, 0));
	//trans = glm::scale(trans, glm::vec3(1.02f, 1.02f, 1.02f));
	//空间矩阵
	glm::mat4 viewMat;
	// = glm::translate(viewMat, glm::vec3(0, 0, -3));
	//投影矩阵
	glm::mat4 projection;
	projection = glm::perspective(glm::radians(45.0f), 800.0f / 800.0f, 0.1f, 100.0f);
	/*glm::mat4 modelMat;
	modelMat = glm::rotate(modelMat, glm::radians(50.0f), glm::vec3(0, 1.0f, 0.0f));*/
	while (!glfwWindowShouldClose(window))
	{
	
		
		processInput(window);
		//渲染
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);

		viewMat = camera->GetViewMatrix();

		for (int i = 0; i < 10; i++)
		{
			glm::mat4 modelMat2;
			modelMat2 = glm::translate(modelMat2, cubePositions[i]);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, textBufferA);
		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, textureBufferB);
		//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
		glBindVertexArray(VAO);
		shaderSouce->Use();

		//glUniformMatrix4fv(glGetUniformLocation(shaderSouce->ID, "transform"), 1, GL_FALSE, glm::value_ptr(trans));
		glUniformMatrix4fv(glGetUniformLocation(shaderSouce->ID, "modelMat"), 1, GL_FALSE, glm::value_ptr(modelMat2));
		glUniformMatrix4fv(glGetUniformLocation(shaderSouce->ID, "viewMat"), 1, GL_FALSE, glm::value_ptr(viewMat));
		glUniformMatrix4fv(glGetUniformLocation(shaderSouce->ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));

		//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		glDrawArrays(GL_TRIANGLES, 0, 36);

		}
		//绑定贴图
		//切换渲染数据
		glfwSwapBuffers(window);
		//其他事件
		glfwPollEvents();
		camera->UpdateMoveCamera();
	}
	glfwTerminate();
	return 0;
}

void mous_callback(GLFWwindow* window, double xpos, double ypos)
{
	if (fistMouse == true)
	{
		lastX = xpos;
		lastY = ypos;
		fistMouse = false;
	}
	float xoffset = lastX-xpos;
	float yoffset = lastY - ypos ;

	lastX = xpos;
	lastY = ypos;

	camera->ProcessInput(xoffset,yoffset);

}

Camera 类

#include "Camera.h"
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>

 Camera::Camera(glm::vec3 position, glm::vec3 target, glm::vec3 worldUp)
{
	 Position = position;
	 WorldUp = worldUp;
	 Forword = glm::normalize(target - position);
	 Right = glm::normalize(glm::cross(worldUp, Forword));
	 Up = glm::normalize(glm::cross(Forword, Right));
}
 //初始化
 Camera::Camera(glm::vec3 position, float pitch, float yaw, glm::vec3 worldUp)
 {
	 Position = position;
	 WorldUp = worldUp;
	 Forword.x = glm::cos(pitch) * glm::sin(yaw);
	 Forword.y = glm::sin(pitch);
	 Forword.z = glm::cos(pitch) * glm::cos(yaw);
	 Right = glm::normalize(glm::cross(WorldUp, Forword));
	 Up = glm::normalize(glm::cross(Forword, Right));
	 Yaw = yaw;
	 Pitch = pitch;
 }
 glm::mat4 Camera::GetViewMatrix()
 {
	 //创建一个观察矩阵
	 return glm::lookAt(Position,Position+Forword,WorldUp);
 }
 //输入角度的偏移量
 void Camera::ProcessInput(float xoffset, float yoffset)
 {
	Pitch+= yoffset * 0.0001f;
	Yaw += xoffset * 0.0001f;

	 UpdateCameraVectors();
 }
 // Camera 位移 W A S D
 void Camera::UpdateMoveCamera()
 {
	 Position += Forword * MoveZ*0.1f; //前进或后退

	 Position += glm::normalize(glm::cross(Forword, Up)) * MoveX * 0.1f; //左或右
 }
 //Camera角度计算
 void Camera::UpdateCameraVectors()
 {
	 Forword.x = glm::cos(Pitch) * glm::sin(Yaw);
	 Forword.y = glm::sin(Pitch);
	 Forword.z = glm::cos(Pitch) * glm::cos(Yaw);
	 Right = glm::normalize(glm::cross( Forword, WorldUp));
	 Up = glm::normalize(glm::cross(Forword, Right));
 }

Camera.h

#pragma once
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
class Camera
{
	public:
		glm::vec3 Position;
		glm::vec3 Forword;
		glm::vec3 Right;
		glm::vec3 WorldUp;
		glm::vec3 Up;
		float Pitch;
		float Yaw;
		float MoveZ=0;
		float MoveX = 0;

		Camera(glm::vec3 position, glm::vec3 target, glm::vec3 worldUp);
		Camera(glm::vec3 position, float pitch, float yaw, glm::vec3 worldUp);
		glm::mat4 GetViewMatrix();
		void ProcessInput(float xoffset, float yoffset);
		void UpdateMoveCamera();
private:
	void UpdateCameraVectors();
};

Shader 类

#include "Shader.h"
#include<string>
#include<iostream>
#include<fstream>
#include <sstream>
#define GLEW_STATIC
#include<GL/glew.h>
#include<GLFW/glfw3.h>

Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
	// 1. 从文件路径中获取顶点/片段着色器
	std::ifstream vertexFile;
	std::ifstream fragmentFile;

	std::stringstream vertexSstring;
	std::stringstream fragmentSstring;

	std::string vertexCode;
	std::string fragmentCode;
	// 保证ifstream对象可以抛出异常:
	vertexFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
	fragmentFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);

	try
	{
		// 打开文件
		vertexFile.open(vertexPath);
		fragmentFile.open(fragmentPath);
		// 读取文件的缓冲内容到数据流中
		vertexSstring << vertexFile.rdbuf();
		fragmentSstring << fragmentFile.rdbuf();
		// 关闭文件处理器
		vertexFile.close();
		fragmentFile.close();
		// 转换数据流到string
		vertexCode = vertexSstring.str();
		fragmentCode = fragmentSstring.str();

	}
	catch (const std::exception& ex)
	{
		printf("Open Failed");
	}
	// string转换char
	const char* vShaderCode = vertexCode.c_str();
	const char* fShaderCode = fragmentCode.c_str();

	unsigned int vertex, fragment;
	// 顶点着色器
	vertex = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertex, 1, &vShaderCode, NULL);
	glCompileShader(vertex);
	checkComplieError(ID, "VERTEX");
	// 片段着色器
	fragment = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragment, 1, &fShaderCode, NULL);
	glCompileShader(fragment);
	checkComplieError(ID, "FRAGMENT");
	// 着色器程序
	ID = glCreateProgram();
	glAttachShader(ID, vertex);
	glAttachShader(ID, fragment);
	glLinkProgram(ID);
	checkComplieError(ID, "PROGAM");
	glDeleteShader(vertex);
	glDeleteShader(fragment);
}
void Shader::Use()
{
	glUseProgram(ID);
}
/// <summary>
/// 检测编译错误
/// </summary>
void Shader::checkComplieError(unsigned int ID, std::string type)
{
	int success;
	char infoLog[512];

	if (type != "PROGAM")
	{
		//获取编译状态
		glGetShaderiv(ID, GL_COMPILE_STATUS, &success);
		if (!success)
		{
			//返回错误类型
			glGetShaderInfoLog(ID, 512, NULL, infoLog);
			std::cout << "编译错误" << infoLog << std::endl;
		}
	}
	else 
	{
		glGetProgramiv(ID, GL_LINK_STATUS, &success);
		if (!success)
		{
			glGetProgramInfoLog(ID, 512, NULL, infoLog);
			std::cout << "编译错误" << infoLog << std::endl;
		}
	}
}

Shader.h

#pragma once
#include "Shader.h"
#include<string>
#include<iostream>
#include<fstream>
class Shader
{
public :
	Shader(const char* vertexPath, const char* fragmentPath);
	unsigned int ID;
	void Use();
private:
	void checkComplieError(unsigned int ID,std::string type);
};

VertexSource.txt

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec4 vertexColor;
out vec2 TextCoord;
//uniform mat4 transform;
uniform mat4 modelMat;
uniform mat4 viewMat;
uniform mat4 projection;

void main()
{
    gl_Position =projection *viewMat* modelMat * vec4(aPos.x, aPos.y, aPos.z, 1.0);
	vertexColor=vec4(aColor.x,aColor.y,aColor.z,1.0);
	TextCoord=aTexCoord;
}

FragmentSource.txt

#version 330 core
out vec4 FragColor;						  
in vec4 vertexColor;
in vec2 TextCoord;

uniform sampler2D ourTexture;
uniform sampler2D ourFace;
void main()
{	
	FragColor =mix(texture(ourTexture,TextCoord),texture(ourFace,TextCoord),0.3);

}	

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