#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
};
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
//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);
//创建观察、透视矩阵
glm::mat4 view = glm::mat4(1.0f);
float radius = 10.0f;
float cameX = sin(glfwGetTime())*radius;
float cameZ = cos(glfwGetTime())*radius;
view = glm::lookAt(glm::vec3(cameX, 0, cameZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 projection = glm::mat4(1.0f);
//矩阵赋值
//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
ourshader.setMat4("view", view);
ourshader.setMat4("projection", projection);
glBindVertexArray(VAO);
for (unsigned int i = 0; i < 10; i++)
{
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = i == 0 ? 20.0f : 20.0f*i;
if (i % 3 == 0)
{
model = glm::rotate(model, (float)glfwGetTime()*glm::radians(angle), glm::vec3(1.0f, 0.3, 0.5f));
}
else
{
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3, 0.5f));
}
ourshader.setMat4("model", model);
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;
}
可编程渲染管线OpenGL学习随笔(10)---旋转
最新推荐文章于 2024-01-26 19:05:19 发布