#include <shader.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
//通过定义STB_IMAGE_IMPLEMENTATION,预处理器会修改头文件,
//让其只包含相关的函数定义源码,等于是将这个头文件变为一个.cpp 文件了。
#define STB_IMAGE_IMPLEMENTATION
#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 = 800;
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
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", 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;
}
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("3.3.shader.vs", "3.3.shader.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// positions // colors // texture coords
0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top left
// positions // colors // texture coords
1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
0.0f, 1.0f, 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
4, 5, 7,
5, 6, 7
};
unsigned int VBO, VAO, 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);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
//加载生成绑定生成引用纹理ID
// -------------------------
unsigned int texture1, texture2;
//使用函数分配纹理对象,分配对象标识符
//指定纹理对象的数量和指针(指针指向一个无符号整型数据,由纹理对象标识符填充)
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
// 为当前绑定的纹理对象设置环绕、过滤方式
// set the texture wrapping parameters
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);
// load image, create texture and generate mipmaps
int width, height, nrChannels;
// 会用图像的宽度、高度和颜色通道的个数填充这三个变量
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("test123.jpg", &width, &height, &nrChannels, 0);
std::cout << width << std::endl;
std::cout << height << std::endl;
if (data){
//第一个参数指定了纹理目标(Target)。设置为GL_TEXTURE_2D意味着会生成与当前绑定的纹理对象在同一个目标上的纹理(任何绑定到GL_TEXTURE_1D和GL_TEXTURE_3D的纹理不会受到影响)。
//第二个参数为纹理指定多级渐远纹理的级别,如果你希望单独手动设置每个多级渐远纹理的级别的话。这里我们填0,也就是基本级别。
//第三个参数告诉OpenGL我们希望把纹理储存为何种格式。我们的图像只有RGB值,因此我们也把纹理储存为RGB值。
//第四个和第五个参数设置最终的纹理的宽度和高度。我们之前加载图像的时候储存了它们,所以我们使用对应的变量。
//下个参数应该总是被设为0(历史遗留的问题)。
//第七第八个参数定义了源图的格式和数据类型。我们使用RGB值加载这个图像,并把它们储存为char(byte)数组,我们将会传入对应值。
//最后一个参数是真正的图像数据。
// GLint format = nrChannels == 3 ? GL_RGB : GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
//调用glGenerateMipmap。这会为当前绑定的纹理自动生成所有需要的多级渐远纹理。
glGenerateMipmap(GL_TEXTURE_2D);
}else{
std::cout << "Failed to load texture" << std::endl;
}
//生成了纹理和相应的多级渐远纹理后,释放图像的内存是一个很好的习惯。
stbi_image_free(data);
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
// 为当前绑定的纹理对象设置环绕、过滤方式
// set the texture wrapping parameters
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);
// 会用图像的宽度、高度和颜色通道的个数填充这三个变量
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
data = stbi_load("test.jpg", &width, &height, &nrChannels, 0);
if (data) {
//第一个参数指定了纹理目标(Target)。设置为GL_TEXTURE_2D意味着会生成与当前绑定的纹理对象在同一个目标上的纹理(任何绑定到GL_TEXTURE_1D和GL_TEXTURE_3D的纹理不会受到影响)。
//第二个参数为纹理指定多级渐远纹理的级别,如果你希望单独手动设置每个多级渐远纹理的级别的话。这里我们填0,也就是基本级别。
//第三个参数告诉OpenGL我们希望把纹理储存为何种格式。我们的图像只有RGB值,因此我们也把纹理储存为RGB值。
//第四个和第五个参数设置最终的纹理的宽度和高度。我们之前加载图像的时候储存了它们,所以我们使用对应的变量。
//下个参数应该总是被设为0(历史遗留的问题)。
//第七第八个参数定义了源图的格式和数据类型。我们使用RGB值加载这个图像,并把它们储存为char(byte)数组,我们将会传入对应值。
//最后一个参数是真正的图像数据。
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
//调用glGenerateMipmap。这会为当前绑定的纹理自动生成所有需要的多级渐远纹理。
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture" << std::endl;
}
//生成了纹理和相应的多级渐远纹理后,释放图像的内存是一个很好的习惯。
stbi_image_free(data);
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
// either set it manually like so:
glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
// or set it via the texture class
ourShader.setInt("texture2", 1);
ourShader.setInt("flag", 1);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// bind textures on corresponding texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
// render container
ourShader.use();
ourShader.setInt("flag", 1);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
//glDrawArrays(GL_TRIANGLES, 0, 4);
ourShader.setInt("flag", 2);
glDrawElements(GL_TRIANGLES,6, GL_UNSIGNED_INT, (void*)(6 * sizeof(int)));
// glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, (void*)3);
//glDrawArrays(GL_TRIANGLES, 6, 4);
// 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);
glDeleteBuffers(1, &EBO);
// 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);
}
// 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);
} glDrawElements(GL_TRIANGLES,6, GL_UNSIGNED_INT, (void*)(6 * sizeof(int)));通过glDrawElements的最后一个参数来设置索引位置的起点。从而绘制为两个矩形分别为两个图片。以此类推来绘制田字格,九宫格或者其他的线性排列的图片。从learning OpenGL上学到的只有叠加的场景,自己想实现一个类似相册的感觉应用程序。找了很多资料,没找到相似的应用场景,所以记录一下。