Texture
main
#define GLEW_STATIC #include <GL/glew.h> #include <GLFW/glfw3.h> #include <bits/stdc++.h> #include "Shader.h" #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" float vertices[] = { // ---- 位置 ---- ---- 颜色 ---- - 纹理坐标 - 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // 右上 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // 右下 -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // 左下 -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // 左上 }; unsigned int indices[] = { 3, 1, 0, // 第一个三角形 3, 2, 1 // 第二个三角形 }; void HandleInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { glfwSetWindowShouldClose(window, true); } } 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(1200, 600, "First Window", NULL, NULL); if (window == NULL) { std::cout << "Somethong wrong happen" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // INIT GLEW glewExperimental = true; if (glewInit() != GLEW_OK) { std::cout << "INIT GLEW FAIL" << std::endl; glfwTerminate(); return -1; } glViewport(0, 0, 1200, 600); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // 开启面剔除 //glEnable(GL_CULL_FACE); //glCullFace(GL_BACK); Shader testShader = Shader("vertexCode.txt", "fragmentCode.txt"); unsigned int VAO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); unsigned int VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); unsigned int EBO; glGenBuffers(1, &EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // vertex坐标 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // 颜色 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); // uv坐标 glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2); unsigned int TexBuffer; glGenTextures(1, &TexBuffer); glBindTexture(GL_TEXTURE_2D, TexBuffer); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method) 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); int width, height, nrChannel; stbi_set_flip_vertically_on_load(true); unsigned char* data = stbi_load("rei.jpg", &width, &height, &nrChannel, 0); std::cout << width << std::endl; 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 << "LOAD TEXTURE ERROR" << std::endl; stbi_image_free(data); while (!glfwWindowShouldClose(window)) { HandleInput(window); glClearColor(0.5f, 0.2f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glBindVertexArray(VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); testShader.UseShader(); //glDrawArrays(GL_TRIANGLES, 0, 4); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); glfwTerminate(); }
vertexCode
#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; layout (location = 2) in vec2 aTexCoord; out vec4 ourColor; out vec2 TexCoord; void main() { gl_Position = vec4(aPos, 1.0); ourColor = vec4(aColor, 1.0); TexCoord = aTexCoord; }
fragmentCode
#version 330 core in vec4 ourColor; in vec2 TexCoord; uniform sampler2D ourTexture; out vec4 FragColor; void main() { FragColor = texture(ourTexture, TexCoord); }
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