前言
本节主要是创建一个立方体。参考:https://learnopengl-cn.github.io/01%20Getting%20started/08%20Coordinate%20Systems/
1.代码
#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include"Shader.h"
#include"stb_image.h"
#include<iostream>
#include<glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace std;
float mixValue = 0.2f;
//视口
void framebuff_size_callback(GLFWwindow*window, int width, int height)
{
glViewport(0, 0, width, height);
}
//按键响应
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
{
mixValue += 0.01f;
if (mixValue >= 1.0f)
mixValue = 1.0f;
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
{
mixValue -= 0.01f;
if (mixValue <= 0.0f)
mixValue = 0.0f;
}
}
const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;
int main()
{
//初始化
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//创建窗口
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "OpenGLTexture", NULL, NULL);
if (window == NULL)
{
cout << "Failed to create GLFW window" << endl;
glfwTerminate();
return -1;
}
//上下文
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuff_size_callback);
//glad初始化
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to initialize GLAD" << endl;
}
//着色程序
Shader ourshader("3dvshaderli.txt", "3dfshaderli.txt");
//float vertes[] =
//{
// //坐标 颜色 纹理坐标
// 0.5f, 0.5f,0.0f, 1.0f,0.0f,0.0f, 1.0f,1.0f,
// 0.5f, -0.5f,0.0f, 0.0f,1.0f,0.0f, 1.0f,0.0f,
// -0.5f,-0.5f,0.0f, 0.0f,0.0f,1.0f, 0.0f,0.0f,
// -0.5f, 0.5f,0.0f, 1.0f,1.0f,0.0f, 0.0f,1.0f
//};
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
};
//索引
unsigned int indices[] = {
0,1,3,
1,2,3
};
//开启深度缓存
glEnable(GL_DEPTH_TEST);
//纹理
//创建纹理对象
unsigned int texture1, texture2;
glGenTextures(1, &texture1);
//绑定对象类型
glBindTexture(GL_TEXTURE_2D, texture1);
//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);
//装载图片
int width, height, nrChannels;
unsigned char *data = stbi_load("container.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);//多级渐进纹理
}
else
{
cout << "Failed to load texture1" << endl;
}
stbi_image_free(data);
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
//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);
//装载图片
stbi_set_flip_vertically_on_load(true);//反转图片Y轴
data = stbi_load("awesomeface.png", &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
{
cout << "Failed to load texture2" << endl;
}
stbi_image_free(data);
ourshader.use();//设置uniform变量之前激活着色器程序
//glUniform1i(glGetUniformLocation(ourshader.ID, "texturel"), 0);//手动设置
ourshader.setInt("texture1", 0);
ourshader.setInt("texture2", 1);//或者使用着色器类设置
//顶点数组对象
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
//绑定对象
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//赋值
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//位置
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//纹理坐标
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
processInput(window);
ourshader.setFloat("aMixValue", mixValue);
//背景颜色
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
//清除颜色缓存
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//绑定纹理
//激活纹理对象
glActiveTexture(GL_TEXTURE0);
//绑定纹理对象
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
//创建模型、观察、透视矩阵
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
//矩阵赋值
model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
//着色
ourshader.use();
//传递
unsigned int modelLoc = glGetUniformLocation(ourshader.ID, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, value_ptr(model));
unsigned int viewLoc = glGetUniformLocation(ourshader.ID, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);
ourshader.setMat4("projection", projection);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
//窗口交换缓存
glfwSwapBuffers(window);
//事件
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
system("pause");
return 0;
}
2.顶点、片段着色器
顶点代码如下(示例):
#version 330 core
layout (location=0) in vec3 apos;
layout (location=1) in vec2 aTexCoord;
out vec2 Texcoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position=projection*view*model*vec4(apos,1.0);
Texcoord=aTexCoord;
}
片段着色器
#version 330 core
out vec4 FragColor;
in vec2 Texcoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float aMixValue;
void main()
{
FragColor=mix(texture(texture1,Texcoord),texture(texture2,Texcoord),aMixValue);
}