目录
1、链接文件夹中的cpp
2、链接资源到输出目录
3、多编译目标
4、cmakelist添加库
4、添加glfw和glad
5、glfw运行
6、NDC、VBO、VAO
7、渐变三角形
8、渲染两个三角形
9、渲染两个三角形,同时基于原来颜色进行渐变
10、三角形渲染模块化
11、纹理渲染
12、双纹理渲染
13、旋转、缩放、平移
14、摄像机角度观察
1、链接文件夹中的cpp
cmake_minimum_required(VERSION 3.12)
#本工程的名字
project(OpenGL)
#本工程支持的C++版本
set(CMAKE_CXX_STANDARD 17)
#将funcs文件夹纳入到编译系统
add_subdirectory(func)
#搜索所有的cpp,加入SRCS变量中
aux_source_directory(. SRCS)
#本工程主程序文件及输出程序名称
add_executable(glStudy ${SRCS})
#将myFuncs.lib链接入softRender
target_link_libraries(glStudy myFuncs)
#递归将本文件夹下所有cpp放到FUNCS中
file(GLOB_RECURSE FUNCS ./ *.cpp)
#将FUNCS中所有cpp编译为funcs这个lib库
add_library(myFuncs ${FUNCS})
2、链接资源到输出目录
cmake_minimum_required(VERSION 3.12)
#本工程的名字
project(OpenGL)
#本工程支持的C++版本
set(CMAKE_CXX_STANDARD 17)
#把需要拷贝的资源路径都放在img里
file(GLOB IMG "./img")
#把img中目录的内容,都拷贝到可执行文件目录下
file(COPY ${IMG} DESTINATION ${CMAKE_BINARY_DIR})
#将funcs文件夹纳入到编译系统
add_subdirectory(func)
#搜索所有的cpp,加入SRCS变量中
aux_source_directory(. SRCS)
#本工程主程序文件及输出程序名称
add_executable(glStudy ${SRCS})
#将myFuncs.lib链接入softRender
target_link_libraries(glStudy myFuncs)
3、多编译目标
cmake_minimum_required(VERSION 3.12)
#本工程的名字
project(OpenGL)
#本工程支持的C++版本
set(CMAKE_CXX_STANDARD 17)
#把需要拷贝的资源路径都放在img里
file(GLOB IMG "./img")
#把img中目录的内容,都拷贝到可执行文件目录下
file(COPY ${IMG} DESTINATION ${CMAKE_BINARY_DIR})
#将funcs文件夹纳入到编译系统
add_subdirectory(func)
#搜索所有的cpp,加入SRCS变量中
#aux_source_directory(. SRCS)
#本工程主程序文件及输出程序名称
add_executable(glStudy "main.cpp")
add_executable(main2 "main2.cpp")
#将myFuncs.lib链接入softRender
target_link_libraries(glStudy myFuncs)
4、cmakelist添加库
cmake_minimum_required(VERSION 3.12)
#本工程的名字
project(learn_GLFW)
#本工程支持的C++版本
set(CMAKE_CXX_STANDARD 17)
include_directories(
SYSTEM ${CMAKE_CURRENT_SOURCE_DIR}/thirdParty/include
)
link_directories(
SYSTEM ${CMAKE_CURRENT_SOURCE_DIR}/thirdParty/lib
)
#本工程所有cpp文件编译链接,生成exe
add_executable(learnGLFW "main.cpp")
target_link_libraries(learnGLFW glfw3.lib)
4、添加glfw和glad
cmake_minimum_required(VERSION 3.12)
#本工程的名字
project(learn_GLFW)
#本工程支持的C++版本
set(CMAKE_CXX_STANDARD 17)
include_directories(
SYSTEM ${CMAKE_CURRENT_SOURCE_DIR}/thirdParty/include
)
link_directories(
SYSTEM ${CMAKE_CURRENT_SOURCE_DIR}/thirdParty/lib
)
#本工程所有cpp文件编译链接,生成exe
add_executable(learnGLFW "main.cpp" "glad.c")
target_link_libraries(learnGLFW glfw3.lib)
5、glfw运行
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
int main() {
//1、初始化GLFW基本环境
glfwInit();
//1.1设置主版本号,次版本号
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
//1.2设置启用核心模式(非立即渲染模式)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//2、创建窗体对象
GLFWwindow* window = glfwCreateWindow(800, 600, "OpenglStudy", NULL, NULL);
//设置当前的窗体对象为Opengl的绘制舞台
glfwMakeContextCurrent(window);
//3、执行窗体循环
while (!glfwWindowShouldClose(window)) {
//接受并分发窗体消息
//检查消息队列是否有需要处理的鼠标,键盘等消息
//如果有的话就将消息批量处理,清空队列
glfwPollEvents();
}
//4、退出程序
glfwTerminate();
return 0;
}
6、NDC、VBO、VAO
7、渐变三角形
方法一:一个VBO绑定到一个VAO上
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
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;
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"// 位置变量的属性位置值为 0
"layout (location = 1) in vec3 aColor;\n"// 颜色变量的属性位置值为 1
"out vec3 ourColor;\n"// 向片段着色器输出一个颜色
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"// 将ourColor设置为我们从顶点数据那里得到的输入颜色
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(ourColor, 1.0f);\n"
"}\n\0";
int main() {
//1.初始化配置
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, GLFW_TRUE);
#endif // __APPLE__
//2.gltf 窗口创建
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//3. 加载所有GL函数指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//4. 构建和编译shader 程序
//vertex shader
unsigned 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 << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//4. 设置顶点数据
float vertices[] = {
// 位置 // 颜色
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
};
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glBindVertexArray(VAO);
//5. 循环渲染
while (!glfwWindowShouldClose(window)) {
processInput(window);
// render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//当我们渲染一个物体要使用着色器程序
glUseProgram(shaderProgram);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
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);
}
方法二:两个VBO绑定到VAO上
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
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;
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"// 位置变量的属性位置值为 0
"layout (location = 1) in vec3 aColor;\n"// 颜色变量的属性位置值为 1
"out vec3 ourColor;\n"// 向片段着色器输出一个颜色
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"// 将ourColor设置为我们从顶点数据那里得到的输入颜色
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(ourColor, 1.0f);\n"
"}\n\0";
int main() {
//1.初始化配置
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, GLFW_TRUE);
#endif // __APPLE__
//2.gltf 窗口创建
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//3. 加载所有GL函数指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//4. 构建和编译shader 程序
//vertex shader
unsigned 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 << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//4. 设置顶点数据
float vertices[] = {
// 位置 // 颜色
0.5f, -0.5f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, // 左下
0.0f, 0.5f, 0.0f, // 顶部
};
float colors[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
unsigned int VBO[2];
glGenBuffers(2, VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);//只有绑定了vbo,下面的属性才与vbo相关
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glBindVertexArray(0);
//5. 循环渲染
while (!glfwWindowShouldClose(window)) {
processInput(window);
// render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//当我们渲染一个物体要使用着色器程序
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(2, VBO);
glDeleteProgram(shaderProgram);
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);
}
8、渲染两个三角形
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
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;
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"// 位置变量的属性位置值为 0
"layout (location = 1) in vec3 aColor;\n"// 颜色变量的属性位置值为 1
"out vec3 ourColor;\n"// 向片段着色器输出一个颜色
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"// 将ourColor设置为我们从顶点数据那里得到的输入颜色
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(ourColor, 1.0f);\n"
"}\n\0";
int main() {
//1.初始化配置
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, GLFW_TRUE);
#endif // __APPLE__
//2.gltf 窗口创建
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//3. 加载所有GL函数指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//4. 构建和编译shader 程序
//vertex shader
unsigned 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 << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//4. 设置顶点数据
float vertices[] = {
// 位置 // 颜色
0.5f, -0.5f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, // 左下
0.0f, 0.5f, 0.0f, // 顶部
};
float colors[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
//4. 设置顶点数据
float vertices2[] = {
// 位置 // 颜色
0.7f, -0.2f, 0.0f, // 右下
-0.2f, -0.2f, 0.0f, // 左下
0.0f, 0.8f, 0.0f, // 顶部
};
float colors2[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
unsigned int VBO[4];
glGenBuffers(4, VBO);//执行一次
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
//---
unsigned int VAO[2];
glGenVertexArrays(2, VAO);//执行一次
glBindVertexArray(VAO[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);//只有绑定了vbo,下面的属性才与vbo相关
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,3 * sizeof(float), (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//-第二个三角形
glBindBuffer(GL_ARRAY_BUFFER, VBO[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VBO[3]);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
glBindVertexArray(VAO[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[2]);//只有绑定了vbo,下面的属性才与vbo相关
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, VBO[3]);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glBindVertexArray(0);
//5. 循环渲染
while (!glfwWindowShouldClose(window)) {
processInput(window);
// render
glClearColor(0.0f, 0.f, 0.f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//当我们渲染一个物体要使用着色器程序
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glUseProgram(shaderProgram);
glBindVertexArray(VAO[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(VAO[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(2, VAO);
glDeleteBuffers(4, VBO);
glDeleteProgram(shaderProgram);
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);
}
9、渲染两个三角形,同时基于原来颜色进行渐变
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
#include <glm/vec3.hpp>
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;
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"// 位置变量的属性位置值为 0
"layout (location = 1) in vec3 aColor;\n"// 颜色变量的属性位置值为 1
"out vec3 ourColor;\n"// 向片段着色器输出一个颜色
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"// 将ourColor设置为我们从顶点数据那里得到的输入颜色
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"uniform vec3 dynamicColor;\n"
"void main()\n"
"{\n"
" vec3 finalColor= ourColor + dynamicColor;\n"
" finalColor = clamp(finalColor, 0.0, 1.0);\n"
" FragColor = vec4(finalColor, 1.0);\n"
"}\n\0";
int main() {
//1.初始化配置
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, GLFW_TRUE);
#endif // __APPLE__
//2.gltf 窗口创建
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//3. 加载所有GL函数指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//4. 构建和编译shader 程序
//vertex shader
unsigned 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 << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//4. 设置顶点数据
float vertices[] = {
// 位置 // 颜色
0.5f, -0.5f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, // 左下
0.0f, 0.5f, 0.0f, // 顶部
};
float colors[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
//4. 设置顶点数据
float vertices2[] = {
// 位置 // 颜色
0.7f, -0.2f, 0.0f, // 右下
-0.2f, -0.2f, 0.0f, // 左下
0.0f, 0.8f, 0.0f, // 顶部
};
float colors2[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
unsigned int VBO[4];
glGenBuffers(4, VBO);//执行一次
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
//---
unsigned int VAO[2];
glGenVertexArrays(2, VAO);//执行一次
glBindVertexArray(VAO[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);//只有绑定了vbo,下面的属性才与vbo相关
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,3 * sizeof(float), (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//-第二个三角形
glBindBuffer(GL_ARRAY_BUFFER, VBO[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VBO[3]);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
glBindVertexArray(VAO[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[2]);//只有绑定了vbo,下面的属性才与vbo相关
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, VBO[3]);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glBindVertexArray(0);
//5. 循环渲染
while (!glfwWindowShouldClose(window)) {
processInput(window);
// render
glClearColor(0.0f, 0.f, 0.f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//当我们渲染一个物体要使用着色器程序
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glUseProgram(shaderProgram);
glBindVertexArray(VAO[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
double timeValue = glfwGetTime();
float greenValue = static_cast<float>(sin(timeValue) / 2.0 + 0.5);
// 假设您要添加的动态颜色只影响绿色分量
glm::vec3 dynamicColor = glm::vec3(0.0f, greenValue, 0.0f);
int dynamicColorLocation = glGetUniformLocation(shaderProgram, "dynamicColor");
glUniform3f(dynamicColorLocation, dynamicColor.x, dynamicColor.y, dynamicColor.z);
glBindVertexArray(VAO[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(2, VAO);
glDeleteBuffers(4, VBO);
glDeleteProgram(shaderProgram);
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);
}
10、三角形渲染模块化
OpenGL_Learn04-CSDN博客
看最后一个案例
11、纹理渲染
shader.h
#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// ------------------------------------------------------------------------
void use()
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string& name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string& name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif
texture.vs
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
void main(){
gl_Position = vec4(aPos, 1.0);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
texture.fs
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture1;
void main(){
FragColor=texture(texture1,TexCoord);
}
注意VAO,VBO,VEO的顺序
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
#include "shader.h"
#include "stb_image.h"
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() {
//1.初始化配置
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, GLFW_TRUE);
#endif // __APPLE__
//2.gltf 窗口创建
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//3. 加载所有GL函数指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader ourShader("./texture.vs", "./texture.fs");
//4. 设置顶点数据
float vertices[] = {
// positions // colors // texture coords
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 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, 1.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);//只有绑定了vbo,下面的属性才与vbo相关
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//加载和创建纹理
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
//设置纹理环绕参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//设置纹理过滤参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//加载图像和生成mipmaps
int width, height, nrChannels;
std::string filePath = R"(C:\chenqi\LearnOpenGL\Data\container.jpg)";
unsigned char* data = stbi_load(filePath.c_str(), &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);
glBindVertexArray(0);
//5. 循环渲染
while (!glfwWindowShouldClose(window)) {
processInput(window);
// render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texture);
//当我们渲染一个物体要使用着色器程序
ourShader.use();
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
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);
}
12、双纹理渲染
shader见11节
texture.vs
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
void main(){
gl_Position = vec4(aPos, 1.0);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
texture.fs
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture0;
uniform sampler2D texture1;
void main(){
FragColor=mix(texture(texture0,TexCoord),texture(texture1,TexCoord),0.5);
}
注意png和jpg加载不同,rgba和rgb
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
#include "shader.h"
#include "stb_image.h"
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() {
//1.初始化配置
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, GLFW_TRUE);
#endif // __APPLE__
//2.gltf 窗口创建
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//3. 加载所有GL函数指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader ourShader("./texture.vs", "./texture.fs");
//4. 设置顶点数据
float vertices[] = {
// positions // texture coords
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, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);//只有绑定了vbo,下面的属性才与vbo相关
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//加载和创建纹理
unsigned int texture0;
glGenTextures(1, &texture0);
glBindTexture(GL_TEXTURE_2D, texture0);
//设置纹理环绕参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//设置纹理过滤参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//加载图像和生成mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
std::string filePath = R"(C:\chenqi\LearnOpenGL\Data\container.jpg)";
unsigned char* data = stbi_load(filePath.c_str(), &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);
//加载和创建纹理2
unsigned int texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
//设置纹理环绕参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//设置纹理过滤参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//加载图像和生成mipmaps
filePath = R"(C:\chenqi\LearnOpenGL\Data\awesomeface.png)";
unsigned char* data2 = stbi_load(filePath.c_str(), &width, &height, &nrChannels, 0);
if (data2) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data2);
glBindVertexArray(0);
ourShader.use();
ourShader.setInt("texture0", 0);
ourShader.setInt("texture1", 1);
// 设置纹理单元一次即可
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture1);
// 渲染循环
while (!glfwWindowShouldClose(window)) {
processInput(window);
// 渲染
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
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);
}
13、旋转、缩放、平移
texture.vs
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 transform;
void main(){
gl_Position = transform*vec4(aPos, 1.0);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
texture.fs
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture0;
uniform sampler2D texture1;
void main(){
FragColor=mix(texture(texture0,TexCoord),texture(texture1,vec2(1-TexCoord.x,TexCoord.y)),0.5);
}
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
#include "shader.h"
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
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() {
//1.初始化配置
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, GLFW_TRUE);
#endif // __APPLE__
//2.gltf 窗口创建
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//3. 加载所有GL函数指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader ourShader("./texture.vs", "./texture.fs");
//4. 设置顶点数据
float vertices[] = {
// positions // texture coords
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, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);//只有绑定了vbo,下面的属性才与vbo相关
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//加载和创建纹理
unsigned int texture0;
glGenTextures(1, &texture0);
glBindTexture(GL_TEXTURE_2D, texture0);
//设置纹理环绕参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//设置纹理过滤参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//加载图像和生成mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
std::string filePath = R"(C:\chenqi\LearnOpenGL\Data\container.jpg)";
unsigned char* data = stbi_load(filePath.c_str(), &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);
//加载和创建纹理2
unsigned int texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
//设置纹理环绕参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//设置纹理过滤参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//加载图像和生成mipmaps
filePath = R"(C:\chenqi\LearnOpenGL\Data\awesomeface.png)";
unsigned char* data2 = stbi_load(filePath.c_str(), &width, &height, &nrChannels, 0);
if (data2) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data2);
glBindVertexArray(0);
ourShader.use();
ourShader.setInt("texture0", 0);
ourShader.setInt("texture1", 1);
// 设置纹理单元一次即可
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture1);
//设置变换
glm::mat4 trans = glm::mat4(1.0f);
trans = glm::rotate(trans, glm::radians(90.f), glm::vec3(0.0, 0.0, 1.0));//旋转的x,y,z轴
trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));//缩放
trans = glm::translate(trans, glm::vec3(1.f, 0.f, 0.0f));//平移
unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
// 渲染循环
while (!glfwWindowShouldClose(window)) {
processInput(window);
// 渲染
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
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);
}
14、摄像机角度观察
camera.vs
#version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main(){
gl_Position=projection*view*model*vec4(aPos,1.0f);
TexCoord=vec2(aTexCoord.x,aTexCoord.y);
}
camera.fs
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture0;
uniform sampler2D texture1;
void main(){
FragColor=mix(texture(texture0,TexCoord),texture(texture1,TexCoord),0.2);
}
shader.h
#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// ------------------------------------------------------------------------
void use() const
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string& name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string& name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setVec2(const std::string& name, const glm::vec2& value) const
{
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec2(const std::string& name, float x, float y) const
{
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
// ------------------------------------------------------------------------
void setVec3(const std::string& name, const glm::vec3& value) const
{
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec3(const std::string& name, float x, float y, float z) const
{
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
// ------------------------------------------------------------------------
void setVec4(const std::string& name, const glm::vec4& value) const
{
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec4(const std::string& name, float x, float y, float z, float w) const
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
// ------------------------------------------------------------------------
void setMat2(const std::string& name, const glm::mat2& mat) const
{
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat3(const std::string& name, const glm::mat3& mat) const
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat4(const std::string& name, const glm::mat4& mat) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(GLuint shader, std::string type)
{
GLint success;
GLchar infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
#include "shader.h"
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
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() {
//1.初始化配置
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, GLFW_TRUE);
#endif // __APPLE__
//2.gltf 窗口创建
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//3. 加载所有GL函数指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader ourShader("./camera.vs", "./camera.fs");
float vertices[] = {
-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
};
// world space positions of our cubes
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 VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);//只有绑定了vbo,下面的属性才与vbo相关
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
//加载和创建纹理
unsigned int texture0;
glGenTextures(1, &texture0);
glBindTexture(GL_TEXTURE_2D, texture0);
//设置纹理环绕参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//设置纹理过滤参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//加载图像和生成mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
std::string filePath = R"(C:\chenqi\LearnOpenGL\Data\container.jpg)";
unsigned char* data = stbi_load(filePath.c_str(), &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);
//加载和创建纹理2
unsigned int texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
//设置纹理环绕参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//设置纹理过滤参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//加载图像和生成mipmaps
filePath = R"(C:\chenqi\LearnOpenGL\Data\awesomeface.png)";
unsigned char* data2 = stbi_load(filePath.c_str(), &width, &height, &nrChannels, 0);
if (data2) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data2);
glBindVertexArray(0);
ourShader.use();
ourShader.setInt("texture0", 0);
ourShader.setInt("texture1", 1);
// 设置纹理单元一次即可
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture1);
//投影矩阵
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
// 渲染循环
while (!glfwWindowShouldClose(window)) {
processInput(window);
glEnable(GL_DEPTH_TEST);//缺少这一句就有问题,显示有问题,深度测试
// 渲染
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
//观察者矩阵
glm::mat4 view = glm::mat4(1.0f);
float radius = 10.0f;
float camX = static_cast<float>(sin(glfwGetTime()) * radius);
float camZ = static_cast<float>(cos(glfwGetTime()) * radius);
view = glm::lookAt(glm::vec3(camX, 0.0f, camZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
ourShader.setMat4("view", view);
glBindVertexArray(VAO);
for (unsigned int i = 0; i < 3; i++) {
//模型位置转换矩阵
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
ourShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
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);
}
换下一章了,太卡了
【B站最好OpenGL】11-工程管理-资源拷贝与多目标编译_哔哩哔哩_bilibili