相比于立方体自转,这一博客增添了 为立方体的不同面添加不同纹理图片的操作,不再是六个面单一纹理了。
glad、glfw(这个无所谓)、glm(这个也主要是为了和glad配合,使用eigen也行)
主要是要理解着色器(shader)的原理,它要求所有出现在其中的变量具有相同的维度,比如顶点的个数要和表示纹理坐标的坐标数量相同。
glDrawArrays(GL_TRIANGLES, 0, 4 * 3);
时调用部分顶点。glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(63 * sizeof(float)))
的最后一个参数,即VBO bufferdata中的数据起点glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(0 * sizeof(float)));
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES, 0, 4 * 3);
这里激活了GL_TEXTURE0
,同时将texture1所索引的图片设置为GL_TEXTURE0
,在使用不同纹理图片时,修改当前绑定的纹理即可。
main.cpp
#pragma execution_character_set("utf-8")
#include
#include
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include
#include
#include
#include "shader_m.h"
#include
#include
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
// settings
const unsigned int SCR_WIDTH = 400;
const unsigned int SCR_HEIGHT = 400;
// camera
glm::vec3 cameraPos = glm::vec3(5.f, 5.f, 5.0f);
glm::vec3 cameraFront = glm::vec3(-5.0f, -5.0f, -5.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
float deltaalpha = 0.f;
float deltabeta = 0.f;
float deltatheta = 0.f; //左右转
glm::mat4 currentModel = glm::mat4(1.0f);
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
int main()
{
// glfw: initialize and configure
// ------------------------------
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
// glfw window creation
// --------------------
std::cout << "一个可以旋转的正方体(WASD,R)" << std::endl;
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "一个可以旋转的正方体(WASD,R)", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("pos.vs", "color.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
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(1.0f,0.f,0.f),
glm::vec3(0.f,1.f,0.0f),
glm::vec3(-1.f,0.f,0.f),
glm::vec3(0.f,-1.f,0.0f),
glm::vec3(1.f,1.f,0.f),
glm::vec3(-1.f,1.f,0.0f),
glm::vec3(-1.f,-1.f,0.f),
glm::vec3(1.f,-1.f,0.0f),
glm::vec3(0.0f,0.0f,1.f),
glm::vec3(1.0f,0.f,1.f),
glm::vec3(0.f,1.f,1.0f),
glm::vec3(-1.f,0.f,1.f),
glm::vec3(0.f,-1.f,1.0f),
glm::vec3(1.f,1.f,1.f),
glm::vec3(-1.f,1.f,1.0f),
glm::vec3(-1.f,-1.f,1.f),
glm::vec3(1.f,-1.f,1.0f),
glm::vec3(0.0f,0.0f,-1.f),
glm::vec3(1.0f,0.f,-1.f),
glm::vec3(0.f,1.f,-1.0f),
glm::vec3(-1.f,0.f,-1.f),
glm::vec3(0.f,-1.f,-1.0f),
glm::vec3(1.f,1.f,-1.f),
glm::vec3(-1.f,1.f,-1.0f),
glm::vec3(-1.f,-1.f,-1.f),
glm::vec3(1.f,-1.f,-1.0f)
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(6*5*sizeof(float)));
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(33 * sizeof(float)));
glEnableVertexAttribArray(1);
// load and create a texture
// -------------------------
unsigned int texture1, texture2, texture3;
// texture 1
// ---------
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char* data = stbi_load("wall.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);
// texture 2
// ---------
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
data = stbi_load("awesomeface.png", &width, &height, &nrChannels, 0);
if (data)
{
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
// texture3
// --------
glGenTextures(1, &texture3);
glBindTexture(GL_TEXTURE_2D, texture3);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
data = stbi_load("c.jpeg", &width, &height, &nrChannels, 0);
if (data)
{
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
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);
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
ourShader.use();
//ourShader.setInt("texture1", 0);
//ourShader.setInt("texture2", 1);
// pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
// -----------------------------------------------------------------------------------------------------------
glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// activate shader
ourShader.use();
// camera/view transformation
glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
ourShader.setMat4("view", view);
// calculate the model matrix for each object and pass it to shader before drawing
currentModel = glm::rotate(currentModel, glm::degrees(deltaalpha), glm::vec3(0.0f, 1.f, 0.f));
currentModel = glm::rotate(currentModel, glm::degrees(deltabeta), glm::vec3(1.0f, 0.f, 0.f));
currentModel = glm::rotate(currentModel, glm::degrees(deltatheta), glm::vec3(0.0f, 0.f, 1.f));
for (int i = 0; i < 1; i++)
{
glm::mat4 thismodel = glm::translate(currentModel, cubePositions[i]);
ourShader.setMat4("model", thismodel);
// bind textures on corresponding texture units
//glBindVertexArray(VAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(0 * sizeof(float)));
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES, 0, 4 * 3);
//glBindVertexArray(VAO);
glActiveTexture(GL_TEXTURE0); //激活了哪个,下面的绑定就会是哪个纹理,这个参数很关键。
glBindTexture(GL_TEXTURE_2D, texture2);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(12 * 5 * sizeof(float)));
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(63 * sizeof(float)));
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES, 0, 4 * 3);
//glBindVertexArray(VAO); //就这么一个vao,不绑也行
glActiveTexture(GL_TEXTURE0); //激活了哪个,下面的绑定就会是哪个纹理,这个参数很关键。
glBindTexture(GL_TEXTURE_2D, texture3);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(2 * 12 * 5 * sizeof(float)));
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(123 * sizeof(float)));
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES, 0, 4 * 3);
}
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
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);
deltaalpha = 0;
deltabeta = 0;
deltatheta = 0;
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
deltabeta -= 0.00001f;
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
deltabeta += 0.00001f;
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
deltaalpha -= 0.00001f;
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
deltaalpha += 0.00001f;
}
if (glfwGetKey(window, GLFW_KEY_J) == GLFW_PRESS)
{
deltatheta -= 0.00001f;
}
if (glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS)
{
deltatheta += 0.00001f;
}
if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS)
{
currentModel = glm::mat4(1.0f);
}
}
// 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);
}
着色器 pos.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);
}
着色器 color.fs
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
//FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
FragColor = texture(texture1, TexCoord);
}