用glew,glfw实现opengl学习笔记5课纹理(2)

文章是照着教程点击打开链接  写的第二部分纹理,实现两个纹理的混合,纹理单元的使用。加载图片时候使用的FreeImage 这是个开源的加载照片的

源代码点击打开链接  选择里面shader2文件夹,按照要求选择shader.h头文件和 texture1.cpp

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
texture1.cpp

//纹理单元的使用
#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;

// 函数原型
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);

// Window 尺寸
const GLuint WIDTH = 800, HEIGHT = 600;

// The MAIN function, from here we start the application and run the game loop
int main()
{
    // 初始化GLFW
    glfwInit();
FreeImage_Initialise(TRUE);//初始化FreeImage

    // Set all the required options for GLFW  设置全部要求的GLFW选项
    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);

    // Create a GLFWwindow object that we can use for GLFW's functions 创建窗口
    GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
    glfwMakeContextCurrent(window);

    // Set the required callback functions 设置回调函数
    glfwSetKeyCallback(window, key_callback);

    // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions 恢复函数指针和扩展
    glewExperimental = GL_TRUE;
    // Initialize GLEW to setup the OpenGL Function pointers  初始化GLEW
    glewInit();

    // Define the viewport dimensions 定义视图的尺寸
    glViewport(0, 0, WIDTH, HEIGHT);


    // Build and compile our shader program  建立和编译我们的渲染程序
    Shader ourShader("D:/C语言/openglflew/shader2/shader.vs", "D:/C语言/openglflew/shader2/shader.frag");


    // Set up vertex data (and buffer(s)) and attribute pointers 设置顶点数据和属性指针
    GLfloat vertices[] = {
        // Positions  位置        // Colors   颜色        // Texture Coords 纹理坐标
         0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // Top Right 上右
         0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // Bottom Right底右
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // Bottom Left底左
        -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // Top Left 左上
    };
    GLuint indices[] = {  // Note that we start from 0! 备注:我们从0开始
        0, 1, 3, // First Triangle 第一个三角形
        1, 2, 3  // Second Triangle   第二个三角形
    };
	//创建VAO VBO EBO,
    GLuint VBO, VAO, EBO;
    glGenVertexArrays(1, &VAO); 
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);
	//绑定
    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);

    // Position attribute  顶点属性
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);
    // Color attribute  颜色属性
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glEnableVertexAttribArray(1);
    // TexCoord attribute  纹理坐标属性
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
    glEnableVertexAttribArray(2);

    glBindVertexArray(0); // Unbind VAO 解绑VAO

	// Load, create texture and generate mipmaps 加载,创建纹理并且形成译码


   //image format
    FREE_IMAGE_FORMAT fif = FIF_UNKNOWN;
	FREE_IMAGE_FORMAT fifmt;
	int width, height;
	FIBITMAP *dib(0);
	
	//1 获取图片格式
 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;

  
	///----------------------------------------加载第二个纹理图片----
	FREE_IMAGE_FORMAT fif1 = FIF_UNKNOWN;
	FREE_IMAGE_FORMAT fifmt1;
	int width1, height1;
	FIBITMAP *dib1(0);
   
	//1 获取图片格式
 fifmt1 = FreeImage_GetFileType("D:/C语言/openglflew/face.png", 0);

//2 加载图片

 if(FreeImage_FIFSupportsReading(fifmt1))
   dib1 = FreeImage_Load(fifmt1, "D:/C语言/openglflew/face.png",0);
  printf("bit: %d\n", FreeImage_GetBPP(dib1));//灰度
  printf("type: %d\n",FreeImage_GetImageType(dib1));//返回类型
  printf("bit: %d\n",FreeImage_GetColorsUsed(dib1));//调色板的大小
  printf("bit: %d\n",FreeImage_GetDIBSize(dib1));//大小
    //if the image failed to load, return failure
    if(!dib1)
        cout<<55<<endl;
//3 转化为rgb 24色
dib1= FreeImage_ConvertTo24Bits(dib1);

//4 获取数据指针
BYTE *pixels1 = (BYTE*)FreeImage_GetBits(dib1);
 

 width1 = FreeImage_GetWidth(dib1);
 height1 = FreeImage_GetHeight(dib1);
 cout<<"width1:"<<width1<<endl;
  cout<<"height1:"<<height1<<endl;

	


    // Load and create a texture  加载和创建纹理
    GLuint texture1;
    GLuint texture2;
    // ====================
    // Texture 1 纹理1
    // ====================
    glGenTextures(1, &texture1);
	// All upcoming GL_TEXTURE_2D operations now have effect on our texture object   全不即将到来的GL_TEXTURE_2D操作的将会影响的我们的纹理对象
    glBindTexture(GL_TEXTURE_2D, texture1);  
	
    // Set our texture parameters 设置我们的纹理程序
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// Set texture wrapping to GL_REPEAT 设置纹理 包装GL_REPEAT 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // Set texture filtering 设置纹理过滤
    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); // Unbind texture when done, so we won't accidentily mess up our texture. 解绑纹理,,这样做将不会让我们纹理陷入困境
	
	 

  
    // ===================
    // Texture 2 纹理2
    // ===================
   glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);
    // Set our texture parameters 设置我们的纹理程序
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // Set texture filtering 设置纹理的过滤
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // Load, create texture and generate mipmaps 加载,创建纹理和形成译码

    
   
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width1, height1, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels1);
     FreeImage_Unload(dib1);
   FreeImage_DeInitialise();
	glGenerateMipmap(GL_TEXTURE_2D);
   
	 
    glBindTexture(GL_TEXTURE_2D, 0);


    // Game loop
    while (!glfwWindowShouldClose(window))
    {
        // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions 检查是否有事件
        glfwPollEvents();

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

        // Activate shader 设置活动的着色器
        ourShader.Use();     

        // Bind Textures using texture units 绑定纹理使用纹理单元
        glActiveTexture(GL_TEXTURE0);//激活纹理单元
        glBindTexture(GL_TEXTURE_2D, texture1);//绑定当前纹理单元到激活的纹理单元
		//我们使用glUniform1i设置unform采样器的位置和日纹理单元。通过glUniform1i的设置,我们保证
        glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
        glActiveTexture(GL_TEXTURE1);
      glBindTexture(GL_TEXTURE_2D, texture2);
        glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);  
        
        // Draw container  画画容器
        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 删除占用的资源
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);
    // Terminate GLFW, clearing any resources allocated by GLFW. 清除任何关于GLFW的资源
    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

#version 330 core
in vec3 ourColor;
in vec2 TexCoord;

out vec4 color;

// Texture samplers
uniform sampler2D ourTexture1;
uniform sampler2D ourTexture2;

void main()
{
// Linearly interpolate between both textures (second texture is only slightly combined) 在第一个和第二个纹理在中线性插入
	color = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), 0.2);
//mix是GLSL带的函数,根据第三个参数决定前两个的输入值,现在是前面的占0.8,后面的0.2。假如第三个是0那么第一个值输入
}

顶点着色器

#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;
	// We swap the y-axis by substracing our coordinates from 1.我们替换y轴通过1减去我们的坐标
 //This is done because most images have the top y-axis inversed with OpenGL's top y-axis.这样做是因为大部分图像y轴坐标和opengl的坐标时颠倒的
	// TexCoord = texCoord;
	TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
}
纹理图片


运行效果图




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