#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "shader.h"
#include "stb_image.h"
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>
GLfloat 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
};
GLuint indices[] = {
0, 1, 3,
1, 2, 3
};
GLfloat mixAlpha = 0.2;
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
mixAlpha += 0.1;
if (mixAlpha > 1.0) mixAlpha = 1.0;
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
mixAlpha -= 0.1;
if (mixAlpha < 0.0) mixAlpha = 0.0;
}
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(800, 600, "test", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint EBO;
glGenBuffers(1, &EBO);
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(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width, height;
unsigned char* image = stbi_load("container.jpg", &width, &height, 0, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(image);
glBindTexture(GL_TEXTURE_2D, 0);
GLuint texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
int width1, height1;
unsigned char* image1 = stbi_load("awesomeface.png", &width1, &height1, 0, 0);
if (image1) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width1, height1, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(image1);
Shader* testShader = new Shader("test.vert", "test.frag");
//glm::vec4 vec(1.0f, 0.0f, 0.0f, 1.0f); //定义一个向量
//glm::mat4 trans; //定义一个矩阵,默认为单位矩阵,0.9.9以后的默认矩阵是零矩阵
//trans = glm::translate(trans, glm::vec3(1.0f, 1.0f, 0.0f)); //创建变换矩阵,传递单位矩阵和位移向量
//vec = trans * vec;
//std::cout << vec.x << vec.y << vec.z << std::endl;
//glm::mat4 trans;
glm::radians(90.0f) 将角度转为弧度
//trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0)); //沿z轴旋转90度
//trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5)); //每个轴都缩放到0.5倍
先缩放,再旋转,矩阵乘法从右向左读
while (!glfwWindowShouldClose(window))
{
processInput(window);
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
testShader->Use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(glGetUniformLocation(testShader->getProgram(), "ourTexture"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture1);
glUniform1i(glGetUniformLocation(testShader->getProgram(), "ourTexture1"), 1);
glUniform1f(glGetUniformLocation(testShader->getProgram(), "mixAlpha"), mixAlpha);
glm::mat4 trans;
trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
trans = glm::rotate(trans, (GLfloat)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.0f, 0.0f, 1.0f));
glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "transform"), 1, GL_FALSE, glm::value_ptr(trans));
//参数:1.uniform地址,2.要传递的矩阵个数,3.是否要转置矩阵(交换行列),4.矩阵数据的指针
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
顶点着色器
#version 330 core
layout (location = 0) in vec3 position; // position变量的属性位置值为0
layout (location = 1) in vec3 color; // color变量的属性位置值为1
layout (location = 2) in vec2 textCoord; // textCoord变量的属性位置值为2
out vec4 vertexColor; // 为片段着色器指定一个颜色输出
out vec2 TextCoord;
uniform mat4 transform;
void main() //每个着色器的入口点都是main函数
{
gl_Position = transform * vec4(position, 1.0);
vertexColor = vec4(color, 1.0f);
TextCoord = vec2(textCoord.x, 1.0-textCoord.y);
}
片段着色器
#version 330 core
in vec4 vertexColor; // 从顶点着色器传来的输入变量(名称相同、类型相同)
in vec2 TextCoord;
out vec4 color; // 片段着色器输出的变量名可以任意命名,类型必须是vec4
uniform sampler2D ourTexture;
//uniform采样器,不用glUniform赋值。使用glUniform1i,给纹理采样器分配一个位置值,在一个FS中设置多个纹理。
//一个纹理位置值称为一个纹理单元。默认激活的为0。
//纹理单元使着色器可以使用多个纹理。赋值一个纹理单元到采样器,可以绑定多个纹理。
uniform sampler2D ourTexture1;
void main()
{
//FragColor = texture(texture1, texcoord);
color = mix(texture(ourTexture, TextCoord), texture(ourTexture1, TextCoord), 0.2);
//输出两个纹理的结合。根据第三个参数进行线性插值,0则返回第一个输入,1则返回第二个
}
练习一:
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "shader.h"
#include "stb_image.h"
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>
GLfloat 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
};
GLuint indices[] = {
0, 1, 3,
1, 2, 3
};
GLfloat mixAlpha = 0.2;
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
mixAlpha += 0.1;
if (mixAlpha > 1.0) mixAlpha = 1.0;
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
mixAlpha -= 0.1;
if (mixAlpha < 0.0) mixAlpha = 0.0;
}
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(800, 600, "test", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint EBO;
glGenBuffers(1, &EBO);
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(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width, height;
unsigned char* image = stbi_load("container.jpg", &width, &height, 0, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(image);
glBindTexture(GL_TEXTURE_2D, 0);
GLuint texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
int width1, height1;
unsigned char* image1 = stbi_load("awesomeface.png", &width1, &height1, 0, 0);
if (image1) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width1, height1, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(image1);
Shader* testShader = new Shader("test.vert", "test.frag");
//glm::vec4 vec(1.0f, 0.0f, 0.0f, 1.0f); //定义一个向量
//glm::mat4 trans; //定义一个矩阵,默认为单位矩阵,0.9.9以后的默认矩阵是零矩阵
//trans = glm::translate(trans, glm::vec3(1.0f, 1.0f, 0.0f)); //创建变换矩阵,传递单位矩阵和位移向量
//vec = trans * vec;
//std::cout << vec.x << vec.y << vec.z << std::endl;
//glm::mat4 trans;
glm::radians(90.0f) 将角度转为弧度
//trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0)); //沿z轴旋转90度
//trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5)); //每个轴都缩放到0.5倍
先缩放,再旋转,矩阵乘法从右向左读
while (!glfwWindowShouldClose(window))
{
processInput(window);
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
testShader->Use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(glGetUniformLocation(testShader->getProgram(), "ourTexture"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture1);
glUniform1i(glGetUniformLocation(testShader->getProgram(), "ourTexture1"), 1);
glUniform1f(glGetUniformLocation(testShader->getProgram(), "mixAlpha"), mixAlpha);
glm::mat4 trans;
trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
trans = glm::rotate(trans, (GLfloat)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.0f, 0.0f, 1.0f));
glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "transform"), 1, GL_FALSE, glm::value_ptr(trans));
//参数:1.uniform地址,2.要传递的矩阵个数,3.是否要转置矩阵(交换行列),4.矩阵数据的指针
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glm::mat4 trans1;
trans1 = glm::translate(trans1, glm::vec3(-0.5f, 0.5f, 0.0f));
trans1 = glm::scale(trans1, glm::vec3(sin(glfwGetTime()), sin(glfwGetTime()), sin(glfwGetTime())));
glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "transform"), 1, GL_FALSE, glm::value_ptr(trans1));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}