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#include <iostream> #include <glad/glad.h> #include <GLFW/glfw3.h> #include "Shader/Shader.h"
#include "stb/stb_image.h"
int main() { 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
GLFWwindow *window = glfwCreateWindow(800, 600, "纹理和材质", nullptr, nullptr); if (window == nullptr) { glfwTerminate(); return -1; } glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) { glfwTerminate(); return -1; }
float vertices[] = { 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f };
int indices[] = { 0, 1, 3, 1, 2, 3 };
unsigned int vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao);
unsigned int ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *) nullptr); glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *) (3 * sizeof(float))); glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *) (6 * sizeof(float))); glEnableVertexAttribArray(2);
unsigned int texture; glGenTextures(1, &texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); int width, height, nrChannels; stbi_set_flip_vertically_on_load(true); unsigned char *data = stbi_load("texture/happy.jpeg", &width, &height, &nrChannels, 0); if (data) { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { std::cout << "Error: Failed to Load Texture! \n"; } stbi_image_free(data);
std::string vsh = "shaders/texture/texture.vsh"; std::string fsh = "shaders/texture/texture.fsh"; Shader shader(vsh, fsh);
glUniform1i(glGetUniformLocation(shader.id, "ourTexture"), 0);
while (!glfwWindowShouldClose(window)) { glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); shader.use(); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); }
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