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opengl6_coord.cpp
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <math.h>
#include "shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#define PI 3.1415927
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/ext/matrix_clip_space.hpp>
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "shader", NULL, NULL);
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
float vertices[] = { 0,0.5,0,
1.0f,0.0f,0.0f,
0.0f,0.0f,
0.5,-0.5,0,
0.0f,1.0f,0.0f,
1.0f,0.0f,
-0.5,-0.5,0,
0.0f,0.0f,1.0f,
0.5f,1.0f };
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
Shader ourShader("VertexShader6.txt", "FragmentShader5.txt");
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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 texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
float borderColor[] = { 1.0f,1.0f,0.0f,1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
int width, height, nrChannels;
unsigned char* data = stbi_load("ketton.bmp", &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 << "读取纹理失败" << std::endl;
}
stbi_image_free(data);
unsigned int texture2;
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
data = stbi_load("beadpack.bmp", &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 << "读取纹理失败" << std::endl;
}
stbi_image_free(data);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glBindVertexArray(VAO);
ourShader.use();
glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
ourShader.setInt("texture2", 1);
stbi_set_flip_vertically_on_load(true);
glm::mat4 model=glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 view = glm::mat4(1.0f);
// 注意,我们将矩阵向我们要进行移动场景的反方向移动。
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
unsigned int projectionLoc = glGetUniformLocation(ourShader.ID, "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
float timeValue = glfwGetTime();
//for (int i = 0; i < 3; i++) {
// vertices[i * 8] = 0.5 * cos(timeValue + i * 2 * PI / 3);
// vertices[i * 8 + 1] = 0.5 * sin(timeValue + i * 2 * PI / 3);
//}
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}