#include "glew.h"
#include "glfw3.h"
#include "SOIL2.h"
//如何解析输入的数据流 0,1,2 分三部分
GLchar * vertextSrc = " #version 330 core \n \
layout (location = 0) in vec3 position; \
layout (location = 1) in vec3 color; \
layout (location = 2) in vec2 texcoord;\
out vec3 outcolor; \
out vec2 outtexcoord; \
void main(){gl_Position = vec4(position, 1.0f);outcolor = color;outtexcoord = texcoord;}";
// texture 是纹理接口 返回纹理颜色, texture(参数1=采样器, 参数2=纹理坐标)
// sampler2D 纹理采样器
GLchar * fragmentSrc = "#version 330 core \n \
in vec3 outcolor;\
in vec2 outtexcoord;\
out vec4 color; \
uniform sampler2D ourTexture;\
void main(){ \
color = texture(ourTexture, outtexcoord) *vec4(outcolor,1.0f) ; \
}";
//
int main()
{
glfwInit();
GLFWwindow* window = glfwCreateWindow(500,600,"Texture", NULL,NULL);
glfwMakeContextCurrent(window);
glewInit();
GLfloat arrays[] = {
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, 0.0f, 0.0f, 0.0f, 1.0f
};
GLuint earrays[] = {
0,1,3,
1,2,3
};
//创建数组缓冲对象
GLuint VAO, VBO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
//GPU 开辟开辟缓存存放数据
glBufferData(GL_ARRAY_BUFFER, sizeof(arrays), arrays, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(earrays), earrays, GL_STATIC_DRAW);
//如何解析数据到顶点着色器, 8 个数据作为一个步长
glVertexAttribPointer(0, 3,GL_FLOAT,false, 8* sizeof(GLfloat),(GLvoid*)0); //第一个输入变量的解析规则 layout(location=0)
glVertexAttribPointer(1, 3, GL_FLOAT, false, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); // layout(location = 1)
glVertexAttribPointer(2, 2, GL_FLOAT, false, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); // ...
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
//glDeleteBuffers(VBO);
//glDeleteBuffers(EBO);
glBindVertexArray(0);
//创建着色器程序
GLuint Vertexshader, fragmentShader, programShader;
Vertexshader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
programShader = glCreateProgram();
GLint succeed;
char info[512];
glShaderSource(Vertexshader,1,&vertextSrc,(GLint*)0);
glCompileShader(Vertexshader);
glGetShaderiv(Vertexshader, GL_COMPILE_STATUS, &succeed);
if (!succeed)
{
glGetShaderInfoLog(Vertexshader, 512, NULL, info);
}
glShaderSource(fragmentShader, 1, &fragmentSrc, (GLint*)0);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &succeed);
if (!succeed)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, info);
}
glAttachShader(programShader,Vertexshader);
glAttachShader(programShader, fragmentShader);
glLinkProgram(programShader);
glDeleteShader(Vertexshader);
glDeleteShader(fragmentShader);
//创建纹理对象
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);//绑定应用该纹理对象
//设置该纹理的纹理环绕方式和纹理过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);//x 轴纹理渲染方式,重复渲染
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); // y轴纹理渲染方式
//纹理过滤:纹理像素映射到纹理坐标上的过程中做的纹理像素处理, 定义一个点(点所在的像素颜色区域,返回颜色值的规则)
// GL_NEAREST: 邻近过滤 ,返回所在点的当前固定颜色值,整体看起来颜色分明,像素点一样
// GL_LINEAR: 线性过滤, 返回所在点的(单位面积内的综合颜色值),整体看起来比较模糊,线性过度染色
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);//缩小过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
int width, height;
unsigned char* image = SOIL_load_image("E:/container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
//利用图片和纹理对象生成图片纹理
glTexImage2D(GL_TEXTURE_2D,0, GL_RGB, width, height, 0,GL_RGB, GL_UNSIGNED_BYTE, image);
//设置渐远纹理
glGenerateMipmap(GL_TEXTURE_2D);
//销毁图片资源和取消绑定该纹理对象
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texture);
glUseProgram(programShader);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
1.检验着色器编译有没有通过,vec3转vec4有没有正确
2.创建EBO(元素缓存对象)时的绑定数据和加载数据的枚举为 E_ELEMENT_ARRAY_BUFFER
3.使能顶点数组的指定属性
glEnableVertexAttribArray(0);
使能第一个属性:位置
glEnableVertexAttribArray(1);
使能第二个属性:颜色
glEnableVertexAttribArray(2);
使能第三个属性:纹理坐标