glew,glfw实现最新的opengl-学习笔记4实现纹理

这篇文章是利用着色器给画的图形添加上纹理,参照着教程教程链接书写的,可能上面的源代码点击失效,到这个教程的英文版去找源码链接  文中的加载图片和纹理的路径使用的绝对路径,所以要根绝自己的情况更改代码中的路径  源代码点击打开链接

头文件shader.h

#ifndef SHADER_H
#define SHADER_H
#include<string>
#include<fstream>
#include<sstream>
#include<iostream>
#include<GL/glew.h>
using namespace std;
class Shader
{
public:
	//程序的ID
	GLuint Program;
	//读取渲染程序并创建Shader
	Shader(const GLchar * vertexSourcePath,const GLchar *fragmentSource);
	{
		//1.从文件路径获得vertex/fragment源码
		string vertexCode;
		string fragmentCode;
		try{
			//打开文件Open files
			ifstream vShaderFile(vertexPath);
			ifstream fShaderFile(fragmentPath);

			stringstream vShaderStream,fShaderStream;
			//读取文件缓冲到流、
			vShaderStream<<vShaderFile.rdbuf();
			fShaderStream<<fShaderFile.rdbuf();

			//关闭文件句柄
			vShaderFile.close();
			fShaderFile.close();
			//将流转为GLchar数组
			 vertexCode = vShaderStream.str(); 
        fragmentCode = fShaderStream.str(); 
		}
		catch(std::exception e) 
    { 
        std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;  
    }
		const GLchar* vShaderCode = vertexCode.c_str();
        const GLchar * fShaderCode = fragmentCode.c_str();
        // 2.编译着色器
        GLuint vertex, fragment;
        GLint success;
        GLchar infoLog[512];
        // 顶点着色器
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        // 打印着色器是否错误
        glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
        if (!success)
        {
            glGetShaderInfoLog(vertex, 512, NULL, infoLog);
            std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
        }
        // 片段着色器
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        // 打印是否有任何错误
        glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
        if (!success)
        {
            glGetShaderInfoLog(fragment, 512, NULL, infoLog);
            std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
        }
        // 着色器程序
        this->Program = glCreateProgram();
        glAttachShader(this->Program, vertex);
        glAttachShader(this->Program, fragment);
        glLinkProgram(this->Program);
        // 打印是否有错误
        glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
        if (!success)
        {
            glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
            std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
        }
        // 删除着色器程序
        glDeleteShader(vertex);
        glDeleteShader(fragment);
	}
	//使用Program
	void Use();
	{
glUseProgram(this->Program);
	}
}
#endif
实现texture.cpp
<pre name="code" class="cpp">#include<iostream>
//GLEW
#define GLEW_STATIC
#include <GL/glew.h>

// GLFW
#include <GLFW/glfw3.h>
#pragma comment(lib,"FreeImage.lib")
// Other Libs
#include<FreeImage.h>
#include<Shader.h>
using namespace std;

void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);

// Window 尺寸
const GLuint WIDTH = 800, HEIGHT = 600;
int main()
{
	//I初始化GLFW
	glfwInit(); 
	FreeImage_Initialise(TRUE);//初始化FreeImage

	//设置全部GLFW要求的设置
	 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
	

	//创造一个GLFWwindow 项目 我们可以使用GLFW的功能
	GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
    glfwMakeContextCurrent(window);
	//设置回调函数的注册
	glfwSetKeyCallback(window, key_callback);

	//glew设置为true  让glew知道使用现在的方法去恢复指针和扩展
	glewExperimental = GL_TRUE;
	//初始化glew 去设置opengl功能指针
	 glewInit();
	 //定义视图的尺寸
	 glViewport(0, 0, WIDTH, HEIGHT);
	//定义和编译我们的着色器程序
	 Shader ourShader("D:/C语言/openglflew/shader1/shader.vs", "D:/C语言/openglflew/shader1/shader.frag");
	 //设置顶点数据(和缓冲)和属性指针
	  GLfloat vertices[] = {
        // 位置          // 颜色           // 纹理坐标
         0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 1.0f,   1.0f, 1.0f, // Top Right
         0.5f, -0.5f, 0.0f,   1.0f, 1.0f, 1.0f,   1.0f, 0.0f, // Bottom Right
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // Bottom Left
        -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // Top Left 
    };
	   GLuint indices[] = {  // Note that we start from 0!
        0, 1, 3, // First Triangle
        1, 2, 3  // Second Triangle
    };
	   GLuint 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);

    // 位置属性
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);
    // 颜色属性
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glEnableVertexAttribArray(1);
    // 纹理属性
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
    glEnableVertexAttribArray(2);

    glBindVertexArray(0); // 解绑 VAO
	
	// Load image, create texture and generate mipmaps 加载图像并且创建纹理和产生编码
   //image format
    FREE_IMAGE_FORMAT fif = FIF_UNKNOWN;
	
	int width, height;
	FIBITMAP *dib(0);
	
   // unsigned char* image = SOIL_load_image("container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
	//1 获取图片格式
FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType("D:/C语言/openglflew/wall.png", 0);

//2 加载图片

 if(FreeImage_FIFSupportsReading(fifmt))
   dib = FreeImage_Load(fifmt, "D:/C语言/openglflew/wall.png",0);
  printf("bit: %d\n", FreeImage_GetBPP(dib));//灰度
  printf("type: %d\n",FreeImage_GetImageType(dib));//返回类型
  printf("bit: %d\n",FreeImage_GetColorsUsed(dib));//调色板的大小
  printf("bit: %d\n",FreeImage_GetDIBSize(dib));//大小
    //if the image failed to load, return failure
    if(!dib)
        cout<<55<<endl;
//3 转化为rgb 24色
dib = FreeImage_ConvertTo24Bits(dib);

//4 获取数据指针
BYTE *pixels = (BYTE*)FreeImage_GetBits(dib);
 

 width = FreeImage_GetWidth(dib);
 height = FreeImage_GetHeight(dib);
 cout<<"width:"<<width<<endl;
  cout<<"height:"<<height<<endl;
  
  
	// 加载和创建纹理
    GLuint texture;
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture); // 设置为2D纹理
    // Set the texture wrapping parameters  设置纹理包装参数
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// Set texture wrapping to GL_REPEAT (usually basic wrapping method)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // Set texture filtering parameters  设置纹理过滤的参数
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels);
	   FreeImage_Unload(dib);
   FreeImage_DeInitialise();
    glGenerateMipmap(GL_TEXTURE_2D);
	

	
    glBindTexture(GL_TEXTURE_2D, 0); // 解除绑定的纹理
	
	// Game loop
    while (!glfwWindowShouldClose(window))
    {
        // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
        glfwPollEvents();

        // Render  渲染
        // Clear the colorbuffer 清理颜色缓存
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);


        // Bind Texture 绑定纹理
        glBindTexture(GL_TEXTURE_2D, texture);

        // Activate shader 设置活动的着色器
        ourShader.Use();       
        
        // Draw container
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        glBindVertexArray(0);

        // Swap the screen buffers
        glfwSwapBuffers(window);
    }
    // Properly de-allocate all resources once they've outlived their purpose
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);
    // Terminate GLFW, clearing any resources allocated by GLFW.
    glfwTerminate();
    return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);
}

  
  


 像素着色器shader.frag代码 

#version 330 core
in vec3 ourColor;
in vec2 TexCoord;
out vec4 color;
uniform sampler2D ourTexture;//设置采样器
void main()
{
  color = texture(ourTexture, TexCoord);
//texture是采样函数第一个参数是纹理采样器。第二个参数是纹理坐标
}
顶点着色器shder.vs代码

#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
    gl_Position = vec4(position, 1.0f);
    ourColor = color;
 TexCoord = texCoord;
}

纹理照片


运行效果图



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