纹理
在res文件夹中新建了一个picture文件夹,把图片image.jpg放入picture文件夹。
main.cpp
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
#include "Shader.h"
#include"SOIL2/SOIL2.h"
#include"SOIL2/stb_image.h"
const GLint WIDTH = 800, HEIGHT = 600;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);//for mac
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Learn OpenGL B18080312", nullptr, nullptr);
// retina display
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
if (window == nullptr) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cout << "Failed to initialize GLEW" << std::endl;
glfwTerminate();
return -1;
}
Shader shader = Shader("res/shaders/code.vs", "res/shaders/code.fs");
GLfloat vertices[] =
{ //position //uv coords纹理坐标:左下(0,0),右上(1,1)
0.5f, 0.5f, 0.0f, 1.0f,1.0f,// top right
0.5f, -0.5f, 0.0f, 1.0f,0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f,0.0f, // bottom left
-0.5f, 0.5f, 0.0f , 0.0f,1.0f// top left
};
unsigned int indices[] =
{
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
glEnableVertexAttribArray(1);
GLuint EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//Texture
//load image
int width, height;
unsigned char* image =SOIL_load_image("res/pictures/image.jpg", &width, &height, 0, SOIL_LOAD_RGBA);//读出图片的长和宽,0没有意义
//设置纹理
GLuint texture;
glGenTextures(1, &texture);//创建
glBindTexture(GL_TEXTURE_2D, texture);//绑定
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//WRAP_S是U坐标
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);//WRAP_T是V坐标
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_REPEAT);//FILTER放大缩小,如何与纹理坐标相适应
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_REPEAT);
//把图片传到显存里
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
//第0层图片,RGB传四个
//第二个0:0边界处理
// GL_RGBA原图里获得RGB信息
//GL_UNSIGNED_BYTE:原图数据类型
SOIL_free_image_data(image);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
while (!glfwWindowShouldClose(window)) {
glViewport(0, 0, screenWidth, screenHeight);
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader.Use();
//开启一个标志位,不需要对象
glActiveTexture(GL_TEXTURE0);//GL_TEXTURE0:预设了信息,直接索引即可,信息只有类型和长宽
glBindTexture(GL_TEXTURE_2D,texture);//绑定了texture,把texture写到GL_TEXTURE0里,只需要片缘着色器对应到GL_TEXTURE0就行
glUniform1i(glGetUniformLocation(shader.Program, "Texture"), 0);
//opengl传数据有两种方式:1.VAO 2.动态地传数据(传的数据不能太大)
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteBuffers(1, &texture);
glfwTerminate();
return 0;
}
code.vs
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 textCoords;//vec2:纹理坐标是二维的
out vec2 textcoords;
void main()
{
gl_Position = vec4(position.x, position.y, position.z, 1.0f);
textcoords=vec2(textCoords.x,1-textCoords.y);
};
code.fs
#version 330 core
in vec2 textcoords;
uniform sampler2D Texture;
out vec4 color;
void main()
{
color = texture(Texture,textcoords);
//vec4(1.0f, 0.0f, 0.0f, 1.0f);
};
结果
如果把code.fs改成这样,结果会变成3X3的图片
code.fs
#version 330 core
in vec2 textcoords;
uniform sampler2D Texture;
out vec4 color;
void main()
{
color = texture(Texture,textcoords*3.0f);
//vec4(1.0f, 0.0f, 0.0f, 1.0f);
};
再改变code.fs
code.fs
#version 330 core
in vec2 textcoords;
uniform sampler2D Texture;
out vec4 color;
void main()
{
color = texture(Texture,textcoords*3.0f.rgb,0.2f);
//vec4(1.0f, 0.0f, 0.0f, 1.0f);
};
光这样改还不够,main函数做出对应改变:
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
#include "Shader.h"
#include"SOIL2/SOIL2.h"
#include"SOIL2/stb_image.h"
const GLint WIDTH = 800, HEIGHT = 600;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);//for mac
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Learn OpenGL B18080312", nullptr, nullptr);
// retina display
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
if (window == nullptr) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cout << "Failed to initialize GLEW" << std::endl;
glfwTerminate();
return -1;
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Shader shader = Shader("res/shaders/code.vs", "res/shaders/code.fs");
GLfloat vertices[] =
{ //position //uv coords纹理坐标:左下(0,0),右上(1,1)
0.5f, 0.5f, 0.0f, 1.0f,1.0f,// top right
0.5f, -0.5f, 0.0f, 1.0f,0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f,0.0f, // bottom left
-0.5f, 0.5f, 0.0f , 0.0f,1.0f// top left
};
unsigned int indices[] =
{
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
glEnableVertexAttribArray(1);
GLuint EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//Texture
//load image
int width, height;
unsigned char* image =SOIL_load_image("res/pictures/image.jpg", &width, &height, 0, SOIL_LOAD_RGBA);//读出图片的长和宽,0没有意义
//设置纹理
GLuint texture;
glGenTextures(1, &texture);//创建
glBindTexture(GL_TEXTURE_2D, texture);//绑定
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//WRAP_S是U坐标
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);//WRAP_T是V坐标
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_REPEAT);//FILTER放大缩小,如何与纹理坐标相适应
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_REPEAT);
//把图片传到显存里
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
//第0层图片,RGB传四个
//第二个0:0边界处理
// GL_RGBA原图里获得RGB信息
//GL_UNSIGNED_BYTE:原图数据类型
SOIL_free_image_data(image);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
while (!glfwWindowShouldClose(window)) {
glViewport(0, 0, screenWidth, screenHeight);
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader.Use();
//开启一个标志位,不需要对象
glActiveTexture(GL_TEXTURE0);//GL_TEXTURE0:预设了信息,直接索引即可,信息只有类型和长宽
glBindTexture(GL_TEXTURE_2D,texture);//绑定了texture,把texture写到GL_TEXTURE0里,只需要片缘着色器对应到GL_TEXTURE0就行
glUniform1i(glGetUniformLocation(shader.Program, "Texture"), 0);
//opengl传数据有两种方式:1.VAO 2.动态地传数据(传的数据不能太大)
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteBuffers(1, &texture);
glfwTerminate();
return 0;
}