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main.cpp
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <tool/shader.h>
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include <tool/stb_image.h>
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string Shader::dirName;
using namespace std;
int main(int argc, char *argv[])
{
Shader::dirName = argv[1];
glfwInit();
// 设置主要和次要版本
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// 创建窗口对象
GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 设置视口
glViewport(0, 0, 800, 600);
glEnable(GL_PROGRAM_POINT_SIZE);
// 注册窗口变化监听
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
Shader ourShader("./shader/vertex.glsl", "./shader/fragment.glsl");
// 顶点数据
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, 0.0, 0.0f, // 左下
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // 左上
};
// 索引数据
unsigned int indices[] = {
0, 1, 3, // 三角形一
1, 2, 3 // 三角形二
};
// 创建缓冲对象
unsigned int VBO, EBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// 绑定VAO缓冲对象
glBindVertexArray(VAO);
// 绑定VBO缓对象
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// 填充VBO数据
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// 设置顶点位置属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// 设置顶点颜色属性指针
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// 设置顶点纹理坐标属性指针
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
// 生成纹理
unsigned int texture1, texture2;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
// 设置环绕和过滤方式
float borderColor[] = {0.3f, 0.1f, 0.7f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 图像y轴翻转
stbi_set_flip_vertically_on_load(true);
// 加载图片
int width, height, nrChannels;
unsigned char *data = stbi_load("./static/texture/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);
}
stbi_image_free(data);
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
// 设置环绕和过滤方式
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 加载图片
data = stbi_load("./static/texture/awesomeface.png", &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
stbi_image_free(data);
ourShader.use();
ourShader.setInt("texture1", 0);
ourShader.setInt("texture2", 1);
float factor = 0.0;
while (!glfwWindowShouldClose(window))
{
processInput(window);
// 渲染指令
// ...
glClearColor(25.0 / 255.0, 25.0 / 255.0, 25.0 / 255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
ourShader.use();
factor = glfwGetTime();
ourShader.setFloat("factor", factor);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glfwTerminate();
return 0;
}
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);
}
}