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1.opengl入门-纹理

1.opengl入门-纹理

作者: 天叔 | 来源:发表于2020-06-06 23:12 被阅读0次
    image.png

    到这一讲稍微复杂点了,做个阶段性的总结,加深记忆

    1. 参考:learnOpenG-纹理
    2. opengl工作流理解:

      opengl实现渲染的套路有一定范式,把握两条主线: opengl 工作流
    3. 项目目录: 项目目录

    注意:1. 图片资源要放到代码同目录里加载才能成功 2.texture.vs和texture.fs源码在学习资料里通过点击跳转来获取

    1. 核心代码实现:
    #include <glad/glad.h>
    #include <GLFW/glfw3.h>
    
    #define STB_IMAGE_IMPLEMENTATION
    #include "stb_image.h"
    
    #include "Shader.h"
    #include <iostream>
    
    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 = 600;
    
    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);
    #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("4.1.texture.vs", "4.1.texture.fs");
    
        // set up vertex data (and buffer(s)) and configure vertex attributes
        // ------------------------------------------------------------------
        float vertices[] = {
            // positions          // colors           // texture coords
             0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
             0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
            -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
            -0.5f,  0.5f, 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
        };
        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);
    
    
        // load and create a texture
        // -------------------------
        unsigned int texture1, texture2;
        glGenTextures(1, &texture1);
        glBindTexture(GL_TEXTURE_2D, texture1); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
        // 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;
        // The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
    
    // 测试代码,判断文件是否存在,这里一开始写绝对路径,找不到文件,把文件拷贝到项目目录下才可以
    //    std::fstream _file;
    //    _file.open("container.jpg", std::ios::in);
    //    if (_file.is_open()) {
    //        std::cout<<"打开成功"<<std::endl;
    //    } else {
    //        std::cout <<"打开失败"<< std::endl;
    //    }
    //
    //    return 0;
        
        
        stbi_set_flip_vertically_on_load(true);
        unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannels, 0);
        
    //    unsigned char *data = stbi_load("/Users/baidu/Downloads/container.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);
        
        
        // texture2
        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)
        {
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 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);
        
        // tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
        ourShader.use();
        // either set it manually like so:
        glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
        // or set it via the texture class
        ourShader.setInt("texture2", 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 Texture
            // bind textures on corresponding texture units
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, texture1);
            glActiveTexture(GL_TEXTURE1); // GL_TEXTURE2就不行
            glBindTexture(GL_TEXTURE_2D, texture2);
    
            // render container
            ourShader.use();
            glBindVertexArray(VAO);
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    
            // 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);
    }
    
    
    

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