feat(OpenGL-hello): tex v1

This commit is contained in:
iridiumR 2023-05-23 15:20:42 +08:00
parent 8012d47b28
commit 7a290b9734
5 changed files with 8059 additions and 17 deletions

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@ -1,15 +1,17 @@
#include "glad/glad.h"
#include "shader.h"
#include "stb_image.h"
#include <GLFW/glfw3.h>
#include <cmath>
#include <iostream>
// 三角形顶点
// 四边形顶点
float vertices[] = {
// 第一个三角形
0.4f, 0.4f, 0.0f, // 右上角
0.4f, -0.4f, 0.0f, // 右下角
-0.4f, -0.4f, 0.0f, // 左下
-0.4f, 0.4f, 0.0f // 左上角
// ---- 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
};
// 索引
@ -53,8 +55,32 @@ int main() {
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// 创建着色器程序
Shader shader = Shader("src/simple.vs", "src/uniformcolor.fs");
Shader shader = Shader("src/tex.vs", "src/tex.fs");
// 创建纹理
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// 设置纹理环绕方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// 设置纹理过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 加载并生成纹理
int width, height, nrChannels;
unsigned char *data =
stbi_load("resources/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);
unsigned int VAO, VBO, EBO;
// 创建顶点数组对象
@ -72,9 +98,17 @@ int main() {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
// 设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
// 顶点属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// 颜色属性
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// 纹理坐标属性
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
(void *)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
// 循环渲染
while (!glfwWindowShouldClose(window)) {
@ -85,19 +119,14 @@ int main() {
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 绑定纹理
glBindTexture(GL_TEXTURE_2D, texture);
// 激活着色器
shader.use();
// 更新uniform颜色
float timeValue = glfwGetTime();
float greenValue = (sin(timeValue) / 2.0f) + 0.5f;
shader.setFloat4("ourColor", 1.0f, greenValue, 0.0f, 0.0f);
shader.setFloat1("xOffset", cos(timeValue) / 2.0f);
shader.setFloat1("yOffset", sin(timeValue) / 2.0f);
// 绘制三角形
glBindVertexArray(VAO);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);

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OpenGL/hello/src/tex.fs Normal file
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#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main()
{
FragColor = texture(ourTexture, TexCoord) * vec4(ourColor, 1.0);;
}

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OpenGL/hello/src/tex.vs Normal file
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@ -0,0 +1,14 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}