现代OpenGL自学----纹理测试

继续学习OpenGL。

#include <iostream>
#include <glad\glad.h>
#include <GLFW\glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <shader.h>


using namespace std; //切记 如果2个纹理图片大小不一样 则会出现未知的错误!!!!!!!!!!

void framebuffer_size_callback(GLFWwindow * window, int width, int height);
void processInput(GLFWwindow * window);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_PROFILE);

    GLFWwindow * window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "111", NULL, NULL);
    if (!window)
    {
        cout << "Error to create a window" << endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        cout << "Failed  to initialize GLAD" << endl;
        return -1;
    }

    Shader ourshader("1.txt", "2.txt");
    float vertices[] = {
            0.5f, 0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   2.0f, 2.0f, // top right
            0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   2.0f, 0.0f, // bottom right
            -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
            -0.5f, 0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 2.0f  // top left 
        };
    unsigned int indices[] = {
        0, 1, 3,
        1, 2, 3
    };

    unsigned int VAO, VBO, EBO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);

    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);
    //位置属性
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    //颜色属性
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    // 纹理属性
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    unsigned int texture1, texture2;
    glGenTextures(1, &texture1); //生成一个纹理数量,存储在texture1中
    glBindTexture(GL_TEXTURE_2D, texture1);//绑定纹理

    //纹理环绕
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);//二维的目标纹理,纹理轴为x(s即为x)轴,环绕方式为重复
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);//二维的目标纹理,纹理轴为y(t即为y)轴,环绕方式为重复
    //纹理过滤
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//二维的目标纹理,缩小纹理过滤选择线性过滤
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//二维的目标纹理,放大纹理过滤选择邻近过滤

    int width, width1, height, height1, nrChannels, nrChannels1;
    stbi_set_flip_vertically_on_load(true); //翻转图像为正

    unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannels, 0);//载入jpg图像,宽长通道都为此jpg图像的
    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); //载入图片生成纹理
        glGenerateMipmap(GL_TEXTURE_2D);//自动生成多级渐远纹理
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }

    stbi_image_free(data);//释放图像内存

    glGenTextures(1, &texture2);//生成一个纹理数量,存储在texture2中
    glBindTexture(GL_TEXTURE_2D, texture2);//绑定纹理
    //设置纹理环绕方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);  
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
    //设置纹理过滤方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    unsigned char *data1 = stbi_load("awesomeface.png", &width1, &height1, &nrChannels1, 0); 
    if (data1)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width1, height1, 0, GL_RGBA, GL_UNSIGNED_BYTE, data1);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data1);

    ourshader.use();//启用着色器
    glUniform1i(glGetUniformLocation(ourshader.ID, "texture2"), 0);//使用glUniform之前要启用着色器 用glGetUniformLocation查询uniform texture1的位置值
    // or set it via the texture class
    ourshader.setInt("texture2", 1);

    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // bind textures on corresponding texture units
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        // render container
        ourshader.use();
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

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