需准备一张.tga纹理
// The TexturedIdentity Shader
// Vertex Shader
// Richard S. Wright Jr.
// OpenGL SuperBible
#version 130
in vec4 vVertex;
in vec2 vTexCoords;
smooth out vec2 vVaryingTexCoords;
void main(void)
{
vVaryingTexCoords = vTexCoords;
gl_Position = vVertex;
}
vTexCoords存储了纹理s和t坐标,作为输入,然后插值输出到片段着色器
// The TexturedIdentity Shader
// Fragment Shader
// Richard S. Wright Jr.
// OpenGL SuperBible
#version 130
uniform sampler2D colorMap;
out vec4 vFragColor;
smooth in vec2 vVaryingTexCoords;
void main(void)
{
vFragColor = texture(colorMap, vVaryingTexCoords.st);
}
texture(纹理,纹理坐标vec2)得到vec4 颜色值。sampler2D采样器类型,实际上是一个整数值,在GL代码用glUniform1i设定了一个整数值0,代表纹理单元0,即第一个纹理贴图。
// TexturedTriangle.cpp
// Our first OpenGL program that will just draw a triangle on the screen.
#pragma comment(lib, "gltools.lib")
#include <GLTools.h> // OpenGL toolkit
#include <GLShaderManager.h> // Shader Manager Class
#ifdef __APPLE__
#include <glut/glut.h> // OS X version of GLUT
#else
#define FREEGLUT_STATIC
#include <GL/glut.h> // Windows FreeGlut equivalent
#endif
GLBatch triangleBatch;
GLShaderManager shaderManager;
GLint myTexturedIdentityShader;
GLuint textureID;
///
// Window has changed size, or has just been created. In either case, we need
// to use the window dimensions to set the viewport and the projection matrix.
void ChangeSize(int w, int h)
{
glViewport(0, 0, w, h);
}
// Load a TGA as a 2D Texture. Completely initialize the state
bool LoadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFilter, GLenum wrapMode)
{
GLbyte *pBits;
int nWidth, nHeight, nComponents;
GLenum eFormat;
// Read the texture bits
pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
if (pBits == NULL)
return false;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0,
eFormat, GL_UNSIGNED_BYTE, pBits);
free(pBits);
if (minFilter == GL_LINEAR_MIPMAP_LINEAR ||
minFilter == GL_LINEAR_MIPMAP_NEAREST ||
minFilter == GL_NEAREST_MIPMAP_LINEAR ||
minFilter == GL_NEAREST_MIPMAP_NEAREST)
glGenerateMipmap(GL_TEXTURE_2D);
return true;
}
///
// This function does any needed initialization on the rendering context.
// This is the first opportunity to do any OpenGL related tasks.
void SetupRC()
{
// Blue background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
shaderManager.InitializeStockShaders();
// Load up a triangle
GLfloat vVerts[] = { -0.5f, 0.0f, 0.0f,
0.5f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f };
GLfloat vTexCoords[] = { 0.0f, 0.0f,
1.0f, 0.0f,
0.5f, 1.0f };
triangleBatch.Begin(GL_TRIANGLES, 3, 1);
triangleBatch.CopyVertexData3f(vVerts);
triangleBatch.CopyTexCoordData2f(vTexCoords, 0);
triangleBatch.End();
myTexturedIdentityShader = gltLoadShaderPairWithAttributes("TexturedIdentity.vp", "TexturedIdentity.fp", 2,
GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoords");
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
LoadTGATexture("stone.tga", GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
}
///
// Cleanup
void ShutdownRC()
{
glDeleteProgram(myTexturedIdentityShader);
glDeleteTextures(1, &textureID);
}
///
// Called to draw scene
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glUseProgram(myTexturedIdentityShader);
glBindTexture(GL_TEXTURE_2D, textureID);
GLint iTextureUniform = glGetUniformLocation(myTexturedIdentityShader, "colorMap");
glUniform1i(iTextureUniform, 0);
triangleBatch.Draw();
// Perform the buffer swap to display back buffer
glutSwapBuffers();
}
///
// Main entry point for GLUT based programs
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(800, 600);
glutCreateWindow("Textured Triangle");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
SetupRC();
glutMainLoop();
ShutdownRC();
return 0;
}