#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glad\glad.h>
#include <GLFW\glfw3.h>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
const unsigned int SRC_WIDTH = 800;
const unsigned int SRC_HEIGHT = 600;
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f,0.0f,-1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
bool firstMouse = true;
float yaw = -90.0f;
float pitch = 0.0f;
float lastX = 800.0f / 2.0f;
float lastY = 600.0f / 2.0f;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void processInput(GLFWwindow *window);
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 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main(){\n"
"gl_Position = projection * view * model * 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(SRC_WIDTH, SRC_HEIGHT, "Zhongqi", NULL, NULL);
if (window == NULL)
{
std::cout << "Cannot Create Window\n" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
// tell GLFW to capture our mouse
//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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;
}
//创建连接器程序
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
float firstTrangles[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
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);
//绘制纹理
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//加载图片
int pic_width, pic_height, pic_channels;
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load("container.jpg", &pic_width, &pic_height, &pic_channels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pic_width, pic_height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "load image failed\n" << 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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//加载图片
data = stbi_load("awesomeface.png", &pic_width, &pic_height, &pic_channels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pic_width, pic_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "load image failed\n" << std::endl;
}
stbi_image_free(data);
//绑定纹理单元
glUseProgram(shaderPrograme);
GLint firstTexPos = glGetUniformLocation(shaderPrograme, "texture1");
GLint secondTexPos = glGetUniformLocation(shaderPrograme, "texture2");
glUniform1i(firstTexPos, 0);
glUniform1i(secondTexPos,1);
//深度测试
glEnable(GL_DEPTH_TEST);
//渲染
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // also clear the depth buffer now!
//激活纹理单元
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
//创建模型矩阵--》世界坐标
glm::mat4 model;
//视野矩阵--》观察坐标
glm::mat4 view;
//透视投影矩阵
glm::mat4 projection;
//透视投影
projection = glm::perspective(glm::radians(45.0f), (float)SRC_WIDTH / (float)SRC_HEIGHT, 0.1f, 200.0f);
view = glm::lookAt(cameraPos, cameraFront + cameraPos, cameraUp);
glUseProgram(shaderPrograme);
GLint viewPosition = glGetUniformLocation(shaderPrograme, "view");
GLint projectionPosition = glGetUniformLocation(shaderPrograme, "projection");
glUniformMatrix4fv(viewPosition, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projectionPosition, 1, GL_FALSE, glm::value_ptr(projection));
for (int i = 0; i < 10; i++)
{
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(0.5f, 1.0f, 0.0f));
GLint modelPosition = glGetUniformLocation(shaderPrograme, "model");
glUniformMatrix4fv(modelPosition, 1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(VAO);
//使用EBO的时候用glDrawElements
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
//鼠标滑动的时候X轴模仿yaw Y轴模仿pitch 获得front向量的三个方向
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = (float)xpos;
lastY = (float)ypos;
firstMouse = false;
}
float xoff = (float)xpos - lastX;
float yoff = (float)ypos - lastY;
lastX = (float)xpos;
lastY = (float)ypos;
float sensitive = 0.1f;
xoff *= sensitive;
yoff *= sensitive;
yaw += xoff;
pitch += yoff;
if (pitch > 89.0f)
{
pitch = 89.0f;
}
else if (pitch < -89.0f)
{
pitch = -89.0f;
}
glm::vec3 front;
front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
front.y = sin(glm::radians(pitch));
front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraFront = glm::normalize(front);
}
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
谢谢https://learnopengl-cn.github.io/02%20Lighting/01%20Colors/网站提供的资料