#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
using namespace std;
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) {
// 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);
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(400, 300, "Ebichu", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
fstream vfile, ffile;
vfile.open("../OpenGL/GLSL.vs", fstream::in | fstream::out);
ffile.open("../OpenGL/GLSL.fs", fstream::in | fstream::out);
stringstream vstream, fstream;
vstream << vfile.rdbuf();
fstream << ffile.rdbuf();
vfile.close();
ffile.close();
string vstring = vstream.str();
string fstring = fstream.str();
const char *vcode = vstring.c_str();
const char *fcode = fstring.c_str();
uint vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vcode, NULL);
glCompileShader(vertex);
uint fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fcode, NULL);
glCompileShader(fragment);
uint ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
glDeleteShader(vertex);
glDeleteShader(fragment);
float vertices[] = {
//位置 //颜色 //底纹
+0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
uint VAO, VBO, 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);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *) (0 * sizeof(float)));
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);
uint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//s轴
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);//t轴
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//纹理过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//纹理过滤方式
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char *data = stbi_load("../resources/textures/bricks2_disp.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);
uint texture2;
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//s轴
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);//t轴
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//纹理过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//纹理过滤方式
data = stbi_load("../resources/textures/ebichu2.jpeg", &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);
glUseProgram(ID);
glUniform1i(glGetUniformLocation(ID, "texture1"), 0);
glUniform1i(glGetUniformLocation(ID, "texture2"), 1);
glBindVertexArray(VAO);
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.8f, 0.0f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
//glm::mat4 transform;
glm::mat4 transform = glm::mat4(1.0f);
transform = glm::translate(transform, glm::vec3(0.0f, 0.0f, 0.0f));//移动
transform = glm::scale(transform, glm::vec3(0.5, 0.5, 0.5));//缩放
transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));//旋转
glUseProgram(ID);
unsigned int transformLoc = glGetUniformLocation(ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
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;
}
定点着色器GLSL.vs
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
uniform mat4 transform;
void main()
{
gl_Position = transform * vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
片段着色器GLSL.fs
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.9);
}