#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glad\glad.h>
#include <GLFW\glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
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;
//矩阵转换顶点值
const char* vertexShaderSource = "#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"layout(location = 1) in vec2 aVtexCord;\n"
"out vec2 VtexCord;\n"
"uniform mat4 transform;\n"
"void main(){\n"
"gl_Position = transform * vec4(aPos,1.0);\n"
"VtexCord = vec2(aVtexCord.x , aVtexCord.y);\n"
"}\n"
;
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec2 VtexCord;\n"
"uniform sampler2D texture1;\n"
"uniform sampler2D texture2;\n"
"void main(){\n"
"FragColor = mix( texture( texture1,VtexCord ), texture( texture2,VtexCord ), 0.5);\n"
"}\n"
;
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(SCR_WIDTH, SCR_HEIGHT, "Zhongqi", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << 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, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << infoLog << std::endl;
}
//创建片段着色器
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << infoLog << std::endl;
}
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 << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//创建顶点坐标
float firstTrangles[] = {
-0.5f,0.5f,0.0f, 0.0f,1.0f,
0.5f,0.5f,0.0f, 1.0f,1.0f,
0.5f,-0.5f,0.0f, 1.0f,0.0f,
-0.5f,-0.5f,0.0f, 0.0f,0.0f
};
//EBO 索引
unsigned int indexes[] = {
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(firstTrangles), firstTrangles, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(0));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indexes),indexes,GL_STATIC_DRAW);
//创建纹理
unsigned int texture1, texture2;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
//设置环绕模式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//设置过滤模式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//加载图片 制作纹理
int picWidth, picHeight, picChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load("container.jpg", &picWidth, &picHeight, &picChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, picWidth, picHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "cannot load image" << std::endl;
}
stbi_image_free(data);
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
//设置环绕模式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//设置过滤模式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
data = stbi_load("123.jpg", &picWidth, &picHeight, &picChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, picWidth, picHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "cannot load image" << std::endl;
}
stbi_image_free(data);
//绑定shader里面的采样器与纹理
glUseProgram(shaderPrograme);
GLint firstPosition = glGetUniformLocation(shaderPrograme, "texture1");
GLint secondPosition = glGetUniformLocation(shaderPrograme,"texture2");
glUniform1i(firstPosition, 0);
glUniform1i(secondPosition, 1);
//渲染
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//激活纹理单元
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
//创建矩阵
glm::mat4 transform;
//右移矩阵到右下角
transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));
//绕z轴进行旋转角度
transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f,0.0f,1.0f));
glUseProgram(shaderPrograme);
GLint martixPosition = glGetUniformLocation(shaderPrograme, "transform");
glUniformMatrix4fv(martixPosition, 1, GL_FALSE, glm::value_ptr(transform));
glUseProgram(shaderPrograme);
glBindVertexArray(VAO);
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, 00, width, height);
}
效果图