LearnOpenGL1.4:纹理

存在问题:

        1.shader中纹理输出的是texture类型

        2.目前我代码顺序和官方有些不一样,可能是我理解的执行流程还有些问题

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

void framebuffer_size_callback(GLFWwindow *window, int width,int height);
void processInput(GLFWwindow *window);

const unsigned int HEIGHT = 600;
const unsigned int WIDTH = 800;

// shader
const char* vertexShaderSource = "#version 330 core\n"
	"layout (location = 0) in vec3 aPos;\n"
	"layout (location = 1) in vec3 aColor;\n"
	"layout (location = 2) in vec2 aTexCoord;\n"
	"out vec3 ourColor;\n"
	"out vec2 TexCoord;\n"
	"void main()\n"
	"{\n"
	"	gl_Position = vec4(aPos, 1.0);\n"
	"	ourColor = aColor;\n"
	"	TexCoord = aTexCoord;\n"
	"}\0";
	
const char *fragmentShaderSource = "#version 330 core\n"
    "out vec4 FragColor;\n"
	"in vec3 ourColor;\n"
    "in vec2 TexCoord;\n"
	"uniform sampler2D ourTexture;\n"
    "void main()\n"
    "{\n"
    "   FragColor = texture(ourTexture, TexCoord);\n"
    "}\n\0";



int main() {
	// 配置
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	// MacOSX
	//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);


	GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", NULL, NULL);
	if (window == NULL) {
		std::cout << "Failed to create GLFW window" << std::endl;
		return -1;
	}
	// 设置当前线程的主上下文
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	// glad管理函数指针
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	// 坐标转换
	//glViewport(0, 0, HEIGHT, HEIGHT);

	unsigned int vertexShader;
	vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	// 动态编译
	glCompileShader(vertexShader);

	unsigned int fragmentShader;
	fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);

	// link
	unsigned int shaderProgram;
	shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);

	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);

	//float vertices[] = {
	//-0.5f,-0.5f,0.0f,
	//0.5f,-0.5f,0.0f,
	//0.0f,0.5f,0.0f,

	//0.5f,-0.5f,0.0f,
	//1.0f,0.5f,0.0f,
	//0.0f,0.5f,0.0f,
	//};

	// 使用索引缓冲区
	float vertices[] = {
		// 位置			// 颜色				// 纹理坐标
		0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,// 右上角
		0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,// 右下角
		-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,// 左下角
		-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,  0.0f, 1.0f// 左上角
	};


	unsigned int indices[] =
	{
		0, 1, 3,
		1, 2, 3
	};

	unsigned int VBO, VAO;
	// create obj
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);

	glBindVertexArray(VAO);

	// bind to target
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	// copy vertices to gpu
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	unsigned int EBO;
	glGenBuffers(1, &EBO);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	// 纹理
	int width, height, nrChannels;
	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);	// set texture wrapping to GL_REPEAT (default wrapping method)
	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);
	// 生成纹理
	unsigned char* data = stbi_load("D:/OpenGL/Resource/wall.jpg", &width, &height, &nrChannels, 0);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE,
	data);
	glGenerateMipmap(GL_TEXTURE_2D);

	stbi_image_free(data);

	// 告知opengl如何解析
	// 位置属性  0为layout=0
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	// 启用顶点属性
	glEnableVertexAttribArray(0);
	// 颜色属性  最后一个参数为offset
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
	glEnableVertexAttribArray(1);
	// 纹理
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
	glEnableVertexAttribArray(2);

	// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
	//glBindBuffer(GL_ARRAY_BUFFER, 0);

	// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
	// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
	//glBindVertexArray(0);

	// uncomment this call to draw in wireframe polygons.
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	// shader很少变化,所以不是动态改变的也行
	//glUseProgram(shaderProgram);
	// 
    // render
	while (!glfwWindowShouldClose(window)) {

		processInput(window);

		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);


		// ourColor随着时间变化
		//float timeValue = glfwGetTime();
		 0-1  不知道为啥这么写
		//float newColorValue = (sin(timeValue) / 2.0f) + 0.5f;
		 查询位置值
		//int vertextColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
		 设置
		//glUniform4f(vertextColorLocation, 1.0f, newColorValue, 0.0f, 1.0f);

		// 自动把纹理赋值给片段着色器的采样器
		glBindTexture(GL_TEXTURE_2D, texture);
		glUseProgram(shaderProgram);


		glBindVertexArray(VAO);
		glDrawArrays(GL_TRIANGLES, 0, 6);

		//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
		
		// 代替glDrawArrays   0:指定EBO中的偏移量
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

		glfwSwapBuffers(window);
		// 检查事件,调用对应的回调函数
		glfwPollEvents();
	}

	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);
	glDeleteProgram(shaderProgram);
	// 释放/删除资源
	glfwTerminate();


	return 0;
}



void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
	glViewport(0, 0, HEIGHT, HEIGHT);
}

void processInput(GLFWwindow* window) {
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
}

运行结果:​​​​​​​                 ​​​​​​​        ​​​​​​​

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转载自blog.csdn.net/LearnToStick/article/details/126694812
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