#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glad\glad.h>
#include <GLFW\glfw3.h>
#include <iostream>
const unsigned int WINDOW_WIDTH = 800;
const unsigned int WINDOW_HEIGHT = 600;
//位置 颜色 文理坐标
const char* vertexSource = "#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"layout(location = 1) in vec3 aColor;\n"
"layout(location = 2) in vec2 aTexCoord;\n"
"out vec3 ourColor;\n"
"out vec2 TexCoord;\n"
"void main(){\n"
"gl_Position = vec4(aPos, 1.0);\n"
"ourColor = aColor;\n"
"TexCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
"}\n\0"
;
//GLSL内建自带的采样器
const char* fragmentSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"in vec2 TexCoord;\n"
"uniform sampler2D texture1;\n"
"void main(){\n"
"FragColor = texture(texture1, TexCoord);\n"
"}\n\0"
;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Zhongqi", NULL, NULL);
if (window == NULL)
{
std::cout << "Create Window Failed\n" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
return -1;
}
//创建顶点着色器
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "Compile Vertex Error :" << infoLog << std::endl;
}
//创建片段着色器
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "Compile Fragment Eror :" << infoLog << std::endl;
}
//创建着色器程序
unsigned int shaderPrograme = glCreateProgram();
glAttachShader(shaderPrograme, vertexShader);
glAttachShader(shaderPrograme, fragmentShader);
glLinkProgram(shaderPrograme);
glGetProgramiv(shaderPrograme, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderPrograme, 512, NULL, infoLog);
std::cout << "Link Programe Error\n" << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//创建顶点数据
float firstTrangles[] = {
//坐标 颜色 纹理坐标
//top left
-0.5f,0.5f,0.0f, 1.0f,0.0f,0.0f, 0.0f,1.0f,
//top right
0.5f,0.5f,0.0f, 0.0f,1.0f,0.0f, 1.0f,1.0f,
//bottom left
-0.5f,-0.5f,0.0f, 0.0f,0.0f,1.0f, 0.0f,0.0f,
//bottom right
0.5f,-0.5f,0.0f, 1.0f,1.0f,0.0f, 1.0f,0.0f
};
//创建索引数据
unsigned int indexes[] = {
0,1,3,
0,2,3
};
//创建VAO VBO EBO
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(firstTrangles), firstTrangles, GL_STATIC_DRAW);
//设置EBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexes), indexes, GL_STATIC_DRAW);
//属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(0));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
//制作纹理
unsigned int firstTexTure;
glGenTextures(1, &firstTexTure);
glBindTexture(GL_TEXTURE_2D, firstTexTure);
/*纹理环绕方式设置为GL_MIRRORED_REPEAT*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
/*纹理过滤设置 放大的时候临近过滤 缩小的时候线性过滤*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//加载图像文件 制作纹理
int texture_width, texture_height, mChannels;
unsigned char* data = stbi_load("container.jpg", &texture_width, &texture_height, &mChannels, 0);
//用图像数据生成纹理
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture_width, texture_height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed Load Image\n" << std::endl;
}
//释放图形内存
stbi_image_free(data);
//渲染
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, firstTexTure);
glUseProgram(shaderPrograme);
glBindVertexArray(VAO);
//调用glDrawElements之前绑定纹理,它会自动把纹理赋值给片段着色器的采样器:
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
效果图