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);
}