#include "glad/glad.h" #include "shader.h" #include "stb_image.h" #include #include #include #include #include #include // 四边形顶点 float 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 }; // 索引 unsigned int indices[] = { 0, 1, 3, // 第一个三角形 1, 2, 3 // 第二个三角形 }; void framebuffer_size_callback(GLFWwindow *window, int width, int height); void processInput(GLFWwindow *window); // settings const unsigned int SCR_WIDTH = 600; const unsigned int SCR_HEIGHT = 600; int main() { // 设置 glfw glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 创建窗口 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); // 加载glad if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // 设置视口 glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // 创建着色器程序 Shader shader = Shader("src/tex.vs", "src/tex.fs"); unsigned int VAO, VBO, EBO; // 创建顶点数组对象 glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); // 创建顶点缓冲对象 glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // 创建索引缓冲对象 glGenBuffers(1, &EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // 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); // 创建纹理 unsigned int texture1, texture2; glGenTextures(1, &texture1); glBindTexture(GL_TEXTURE_2D, texture1); // 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; // 图片翻转y轴 stbi_set_flip_vertically_on_load(true); 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); glGenTextures(1, &texture2); glBindTexture(GL_TEXTURE_2D, texture2); // 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 // 图片翻转y轴 stbi_set_flip_vertically_on_load(true); data = stbi_load("resources/awesomeface.png", &width, &height, &nrChannels, 0); if (data) { // note that the awesomeface.png has transparency and thus an alpha channel, // so make sure to tell OpenGL the data type is of GL_RGBA 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); // 激活着色器 shader.use(); // 绑定纹理 shader.setInt("texture1", 0); shader.setInt("texture2", 1); // 设置变换矩阵 // 循环渲染 while (!glfwWindowShouldClose(window)) { // 处理输入 processInput(window); // 设置为白色 glClearColor(1.0f, 1.0f, 1.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); // 绑定纹理 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture2); // 绘制三角形 shader.use(); glm::mat4 trans(1.0f); trans = glm::translate(trans,glm::vec3(0.5,-0.5,0.0)); trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.5, 0.5)); trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5)); shader.setMat4("trans",glm::value_ptr(trans)); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // 检查并调用事件,交换缓冲 glfwSwapBuffers(window); glfwPollEvents(); } // 释放资源 glfwTerminate(); return 0; } // 处理输入 void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } // 窗口大小改变时回调该函数 void framebuffer_size_callback(GLFWwindow *window, int width, int height) { glViewport(0, 0, width, height); }