#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>
using namespace std;
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//terminate [ˈtɜ:mɪneɪt] 结束 终结
//hint [hɪnt] 提示 注意事项
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
cout << "width : " << width << endl;
glViewport(0, 0, width, height);
}
int main(){
//glfw初始化
//告诉glfw当前所用的OpenGL的版本号是3.3
//告诉glfw当前使用核心模式,意味着我们只能使用OpenGL功能的一个子集(没有我们已不再需要的向后兼容特性)
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//使用glfw创建一个窗口
GLFWwindow* window = glfwCreateWindow(800, 600, "Hunk Xu OpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
//通知GLFW将window的上下文设置为当前线程的主上下文,设置主活动窗口
glfwMakeContextCurrent(window);
//glew初始化
if (glewInit() != GLEW_OK){
printf("glew init failed");
glfwTerminate();
return -1;
}
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// 为当前绑定的纹理对象设置环绕、过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 加载并生成纹理
int width, height, nrChannels;
unsigned char *data = stbi_load("wall.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);
//告诉OpenGL视口(Viewport)大小
//前两个参数为窗口左下角位置
//后两个参数渲染窗口的宽和高(像素)
glViewport(0, 0, 800, 600);
//每当窗口调整大小时候,就调用这个函数
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
float vertices[] = {
// ---- 位置 ---- ---- 颜色 ---- - 纹理坐标 -
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // 右上
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // 左下
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 2, // first Triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);//第二个参数要设置成你想操作内存的标识,然后接下来的操作都是针对这一块内存进行的
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(float), (void*)0);
glEnableVertexAttribArray(0);
// 颜色属性
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);
//将顶点数据buffer和之前的绑定关系进行解绑 用于打破之前的顶点数据buffer的绑定关系
//使OpenGL的顶点数据buffer绑定状态恢复到默认状态。
glBindBuffer(GL_ARRAY_BUFFER, 0);
//将VAO绑定到默认的VAO处,一般用于打破之前的VAO绑定关系
//使OpenGL的VAO绑定状态恢复到默认状态
glBindVertexArray(0);
Shader* myShader = new Shader("vertexSource.txt", "fragementSource.txt");
glm::mat4 trans;
//trans = glm::translate(trans, glm::vec3(-0.5f, 0.0f, 0.0f)); //平移图像
//trans = glm::rotate(trans, glm::radians(45.0f), glm::vec3(0.0, 0.0, 1.0)); //旋转图像
trans = glm::scale(trans, glm::vec3(1.5f, 1.5f, 1.5f)); //缩放图像
//渲染循环
while (!glfwWindowShouldClose(window)){
myShader->use();
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(VAO);
unsigned int transformLoc = glGetUniformLocation(myShader->ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0); //3表示3个顶点索引
//双缓冲(Double Buffer)
//前缓冲保存着最终输出的图像,它会在屏幕上显示;
//而所有的的渲染指令都会在后缓冲上绘制。
//当所有的渲染指令执行完毕后,我们交换(Swap)前缓冲和后缓冲,这样图像就立即呈显出来
//不会出现图像闪烁的问题
glfwSwapBuffers(window);
glfwPollEvents(); //轮询用户的输入(键盘移动,鼠标输入)
}
//终止
glfwTerminate();
return 0;
}
#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;
uniform mat4 transform;
void main()
{
gl_Position = transform*vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}
下面是改动地方
下面就是放大后的图形
FR:海涛高软(Hunk Xu)
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