opengl 绘制简单的带纹理贴图的立方体

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#include <gl/glew.h>#include <glfw/glfw3.h>#include <glm/glm.hpp>#include <glm/gtc/matrix_transform.hpp>#include <glm/gtc/type_ptr.hpp>#include <iostream>#include "ourProgram.h"#include "SOIL.h"using namespace std;int main(){glfwInit();glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);GLFWwindow *window = glfwCreateWindow(800, 600, "opengl", nullptr, nullptr);if (window == NULL){cerr << "Failed to create window" << endl;glfwTerminate();exit(-1);}glfwMakeContextCurrent(window);glewExperimental = GL_TRUE;GLenum err = glewInit();if (err != GLEW_OK){cerr << "Failed to init glew : " << glewGetErrorString(err) << endl;exit(-1);}GLfloat vertices[] = {-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,0.5f, -0.5f, -0.5f, 1.0f, 0.0f,0.5f, 0.5f, -0.5f, 1.0f, 1.0f,0.5f, 0.5f, -0.5f, 1.0f, 1.0f,-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,0.5f, -0.5f, 0.5f, 1.0f, 0.0f,0.5f, 0.5f, 0.5f, 1.0f, 1.0f,0.5f, 0.5f, 0.5f, 1.0f, 1.0f,-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,0.5f, 0.5f, 0.5f, 1.0f, 0.0f,0.5f, 0.5f, -0.5f, 1.0f, 1.0f,0.5f, -0.5f, -0.5f, 0.0f, 1.0f,0.5f, -0.5f, -0.5f, 0.0f, 1.0f,0.5f, -0.5f, 0.5f, 0.0f, 0.0f,0.5f, 0.5f, 0.5f, 1.0f, 0.0f,-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,0.5f, -0.5f, -0.5f, 1.0f, 1.0f,0.5f, -0.5f, 0.5f, 1.0f, 0.0f,0.5f, -0.5f, 0.5f, 1.0f, 0.0f,-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,0.5f, 0.5f, -0.5f, 1.0f, 1.0f,0.5f, 0.5f, 0.5f, 1.0f, 0.0f,0.5f, 0.5f, 0.5f, 1.0f, 0.0f,-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,-0.5f, 0.5f, -0.5f, 0.0f, 1.0f};GLuint vao, vbo;GLuint texture;glEnable(GL_DEPTH_TEST);ourProgram our("vershader.txt", "fragshader.txt");GLuint program = our.getProgram();glGenVertexArrays(1, &vao);glBindVertexArray(vao);glGenBuffers(1, &vbo);glBindBuffer(GL_ARRAY_BUFFER, vbo);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);GLuint pos_loc = glGetAttribLocation(program, "vposition");glVertexAttribPointer(pos_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void *)0);glEnableVertexAttribArray(pos_loc);GLuint text_loc = glGetAttribLocation(program, "vtex_coord");glVertexAttribPointer(text_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));glEnableVertexAttribArray(text_loc);glBindVertexArray(0);glBindBuffer(GL_ARRAY_BUFFER, 0);glGenTextures(1, &texture);glBindTexture(GL_TEXTURE_2D, texture);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_NEAREST);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_NEAREST);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);int width, height;unsigned char *image = SOIL_load_image("wall.jpg", &width, &height, 0, SOIL_LOAD_RGB);if (image == NULL){cerr << "Failed to load image" << endl;exit(-2);}glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);glGenerateMipmap(GL_TEXTURE_2D);SOIL_free_image_data(image);glBindTexture(GL_TEXTURE_2D, 0);GLuint projection_loc = glGetUniformLocation(program, "projection_matrix");GLuint view_loc = glGetUniformLocation(program, "view_matrix");GLuint model_loc = glGetUniformLocation(program, "model_matrix");glm::mat4 model, view, projection;model = glm::rotate(model, glm::radians(45.0f), glm::vec3(0.0f, 1.0f, 0.0f));view = glm::lookAt(glm::vec3(0.0f, 0.0f, 2.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));projection = glm::perspective(glm::radians(45.0f), 800.0f/600.0f, 0.1f, 100.0f);glUniformMatrix4fv(projection_loc, 1, GL_FALSE, glm::value_ptr(projection));glUniformMatrix4fv(view_loc, 1, GL_FALSE, glm::value_ptr(view));glUniformMatrix4fv(model_loc, 1, GL_FALSE, glm::value_ptr(model));glViewport(0, 0, 800, 600);while (!glfwWindowShouldClose(window)){glfwPollEvents();glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glBindVertexArray(vao);glActiveTexture(GL_TEXTURE0);glUniform1i(glGetUniformLocation(program, "texture"), 0);glBindTexture(GL_TEXTURE_2D, texture);glDrawArrays(GL_TRIANGLES, 0, 36);glFlush();glfwSwapBuffers(window);}glfwTerminate();return 0;}



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