现代OpenGL自学----坐标变换

#include <iostream>
#include <glad\glad.h>
#include <GLFW\glfw3.h>
#include <glm\glm\glm.hpp>
#include <glm\glm\gtc\matrix_transform.hpp>
#include <glm\glm\gtc\type_ptr.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <shader.h>
using namespace glm;

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

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

int main()
{

    // ------------------------------
    glfwInit();//必须要初始化
    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, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: 加载所有的OpenGL函数指针
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // 创建连接着色器
    // ------------------------------------
    Shader ourShader("1.txt", "2.txt");

    //设置顶点数据和缓冲,并配置顶点属性
    // ------------------------------------------------------------------
    float vertices[] = {
        // 顶点坐标       // 纹理坐标
        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, // 第一个三角形
        1, 2, 3  // 第二个三角形
    };
    unsigned int VBO, VAO, 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);

    //顶点位置属性
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    //纹理坐标属性
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);


    // 加载并创建纹理
    // -------------------------
    unsigned int texture1, texture2;
    // 纹理1
    // ---------
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);
    // 设置纹理的环绕方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // 设置纹理的过滤方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // 加载图片创建纹理生成mipmap
    int width, height, nrChannels;
    stbi_set_flip_vertically_on_load(true); // 翻转图片, 因为stb的y轴和屏幕的y是相反的
    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);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);
    // 纹理 2
    // ---------
    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);
    // 设置纹理的环绕方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // 设置纹理的过滤方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // 加载图片创建纹理生成mipmap
    data = stbi_load("awesomeface.png", &width, &height, &nrChannels, 0);
    if (data)
    {
        // 注意下面的图片是RGBA的格式
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    // 告诉opengl每个采样器所属的纹理单元(只需要做一次)
    // -------------------------------------------------------------------------------------------
    ourShader.use();
    ourShader.setInt("texture1", 0);
    ourShader.setInt("texture2", 1);


    // 渲染循环
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // 输入
        // -----
        processInput(window);

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

        // 在相应的纹理单元上绑定纹理
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        // 创建变换
        mat4 transform;
        transform = translate(transform, vec3(0.15f, 0.22f, 0.0f));
        for (int i = 0; i < 3; i++)
        {
            GLfloat a = sin(i) * glfwGetTime();
            transform = rotate(transform, a, vec3(0.0f, 0.0f, 1.0f));
        }
        // 得到矩阵的全局位置并设置矩阵
        ourShader.use();
        unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
        glUniformMatrix4fv(transformLoc, 1, GL_FALSE, value_ptr(transform));

        // 渲染container
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        // glfw: 交换缓冲区域和IO事件(比如按下键和鼠标)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // 可选:一旦他们的用途失效,就取消分配所有的资源:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    // glfw: 终止,清除所有以前分配的GLFW资源。
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// 处理所有输入:查询GLFW相关键是否被按下/释放这个帧,并作出相应的反应
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: 每当窗口大小改变(通过操作系统或用户调整大小)这个回调函数执行
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // 确保视口符合新的窗口尺寸; 请注意,宽度和高度将显着大于视网膜显示器上指定的宽度和高度。
    glViewport(0, 0, width, height);
}
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