179 lines
5.4 KiB
C++
179 lines
5.4 KiB
C++
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#include "glad/glad.h"
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#include "shader.h"
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#include "stb_image.h"
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#include <GLFW/glfw3.h>
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#include <cmath>
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#include <iostream>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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// 四边形顶点
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float vertices[] = {
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// ---- 位置 ---- ---- 颜色 ---- - 纹理坐标 -
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0.2f, 0.4f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // 右上
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0.2f, -0.4f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // 右下
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-0.2f, -0.4f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // 左下
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-0.2f, 0.4f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // 左上
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};
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// 索引
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unsigned int indices[] = {
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0, 1, 3, // 第一个三角形
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1, 2, 3 // 第二个三角形
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};
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void processInput(GLFWwindow *window);
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// settings
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const unsigned int SCR_WIDTH = 600;
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const unsigned int SCR_HEIGHT = 600;
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int main() {
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// 设置 glfw
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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// 创建窗口
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GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// 加载glad
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// 设置视口
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// 创建着色器程序
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Shader shader = Shader("src/tex.vs", "src/tex.fs");
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unsigned int VAO, VBO, EBO;
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// 创建顶点数组对象
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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// 创建顶点缓冲对象
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// 创建索引缓冲对象
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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
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GL_STATIC_DRAW);
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// 顶点属性
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// 颜色属性
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// 纹理坐标属性
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
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(void *)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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// 创建纹理
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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// 设置纹理环绕方式
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// 设置纹理过滤方式
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// 加载并生成纹理
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// 图片翻转y轴
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stbi_set_flip_vertically_on_load(true);
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int width, height, nrChannels;
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unsigned char *data =
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stbi_load("resources/bf-half.png", &width, &height, &nrChannels, 0);
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if (data) {
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// note that the awesomeface.png has transparency and thus an alpha channel,
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// so make sure to tell OpenGL the data type is of GL_RGBA
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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// 激活着色器
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shader.use();
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// 绑定纹理
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shader.setInt("tex", 0);
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// 设置变换矩阵
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// 循环渲染
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while (!glfwWindowShouldClose(window)) {
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// 处理输入
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processInput(window);
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// 设置为白色
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// 绑定纹理
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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// 绘制三角形
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shader.use();
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glBindVertexArray(VAO);
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glm::mat4 trans(1.0f);
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trans = glm::rotate(trans, float(-sin((float)glfwGetTime())), glm::vec3(0.0, 1.0, 0.0));
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trans = glm::translate(trans,glm::vec3(-0.2,0.0,0.0));
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shader.setMat4("trans",trans);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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trans = glm::mat4(1.0f);
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trans = glm::rotate(trans, float(-sin((float)glfwGetTime())), glm::vec3(0.0, 1.0, 0.0));
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trans = glm::translate(trans,glm::vec3(0.2,0.0,0.0));
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trans = glm::rotate(trans,glm::radians(180.0f), glm::vec3(0.0, 1.0, 0.0));
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// trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.5, 0.5));
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// trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
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shader.setMat4("trans",trans);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// 检查并调用事件,交换缓冲
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// 释放资源
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glfwTerminate();
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return 0;
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}
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// 处理输入
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void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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// 窗口大小改变时回调该函数
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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