glew,glfw实现最新的opengl-学习笔记4实现纹理
来源:互联网 发布:tensorflow 多gpu 编辑:程序博客网 时间:2024/05/16 12:47
这篇文章是利用着色器给画的图形添加上纹理,参照着教程教程链接书写的,可能上面的源代码点击失效,到这个教程的英文版去找源码链接 文中的加载图片和纹理的路径使用的绝对路径,所以要根绝自己的情况更改代码中的路径 源代码点击打开链接
头文件shader.h
#ifndef SHADER_H#define SHADER_H#include<string>#include<fstream>#include<sstream>#include<iostream>#include<GL/glew.h>using namespace std;class Shader{public://程序的IDGLuint Program;//读取渲染程序并创建ShaderShader(const GLchar * vertexSourcePath,const GLchar *fragmentSource);{//1.从文件路径获得vertex/fragment源码string vertexCode;string fragmentCode;try{//打开文件Open filesifstream vShaderFile(vertexPath);ifstream fShaderFile(fragmentPath);stringstream vShaderStream,fShaderStream;//读取文件缓冲到流、vShaderStream<<vShaderFile.rdbuf();fShaderStream<<fShaderFile.rdbuf();//关闭文件句柄vShaderFile.close();fShaderFile.close();//将流转为GLchar数组 vertexCode = vShaderStream.str(); fragmentCode = fShaderStream.str(); }catch(std::exception e) { std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl; }const GLchar* vShaderCode = vertexCode.c_str(); const GLchar * fShaderCode = fragmentCode.c_str(); // 2.编译着色器 GLuint vertex, fragment; GLint success; GLchar infoLog[512]; // 顶点着色器 vertex = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex, 1, &vShaderCode, NULL); glCompileShader(vertex); // 打印着色器是否错误 glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertex, 512, NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // 片段着色器 fragment = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment, 1, &fShaderCode, NULL); glCompileShader(fragment); // 打印是否有任何错误 glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragment, 512, NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // 着色器程序 this->Program = glCreateProgram(); glAttachShader(this->Program, vertex); glAttachShader(this->Program, fragment); glLinkProgram(this->Program); // 打印是否有错误 glGetProgramiv(this->Program, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(this->Program, 512, NULL, infoLog); std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } // 删除着色器程序 glDeleteShader(vertex); glDeleteShader(fragment);}//使用Programvoid Use();{glUseProgram(this->Program);}}#endif
实现texture.cpp
<pre name="code" class="cpp">#include<iostream>//GLEW#define GLEW_STATIC#include <GL/glew.h>// GLFW#include <GLFW/glfw3.h>#pragma comment(lib,"FreeImage.lib")// Other Libs#include<FreeImage.h>#include<Shader.h>using namespace std;void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);// Window 尺寸const GLuint WIDTH = 800, HEIGHT = 600;int main(){//I初始化GLFWglfwInit(); FreeImage_Initialise(TRUE);//初始化FreeImage//设置全部GLFW要求的设置 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);//创造一个GLFWwindow 项目 我们可以使用GLFW的功能GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); glfwMakeContextCurrent(window);//设置回调函数的注册glfwSetKeyCallback(window, key_callback);//glew设置为true 让glew知道使用现在的方法去恢复指针和扩展glewExperimental = GL_TRUE;//初始化glew 去设置opengl功能指针 glewInit(); //定义视图的尺寸 glViewport(0, 0, WIDTH, HEIGHT);//定义和编译我们的着色器程序 Shader ourShader("D:/C语言/openglflew/shader1/shader.vs", "D:/C语言/openglflew/shader1/shader.frag"); //设置顶点数据(和缓冲)和属性指针 GLfloat vertices[] = { // 位置 // 颜色 // 纹理坐标 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // Top Right 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // Bottom Right -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left }; GLuint indices[] = { // Note that we start from 0! 0, 1, 3, // First Triangle 1, 2, 3 // Second Triangle }; GLuint VBO, VAO, EBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); 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); // 位置属性 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); // 颜色属性 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); // 纹理属性 glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindVertexArray(0); // 解绑 VAO// Load image, create texture and generate mipmaps 加载图像并且创建纹理和产生编码 //image format FREE_IMAGE_FORMAT fif = FIF_UNKNOWN;int width, height;FIBITMAP *dib(0); // unsigned char* image = SOIL_load_image("container.jpg", &width, &height, 0, SOIL_LOAD_RGB);//1 获取图片格式FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType("D:/C语言/openglflew/wall.png", 0);//2 加载图片 if(FreeImage_FIFSupportsReading(fifmt)) dib = FreeImage_Load(fifmt, "D:/C语言/openglflew/wall.png",0); printf("bit: %d\n", FreeImage_GetBPP(dib));//灰度 printf("type: %d\n",FreeImage_GetImageType(dib));//返回类型 printf("bit: %d\n",FreeImage_GetColorsUsed(dib));//调色板的大小 printf("bit: %d\n",FreeImage_GetDIBSize(dib));//大小 //if the image failed to load, return failure if(!dib) cout<<55<<endl;//3 转化为rgb 24色dib = FreeImage_ConvertTo24Bits(dib);//4 获取数据指针BYTE *pixels = (BYTE*)FreeImage_GetBits(dib); width = FreeImage_GetWidth(dib); height = FreeImage_GetHeight(dib); cout<<"width:"<<width<<endl; cout<<"height:"<<height<<endl; // 加载和创建纹理 GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); // 设置为2D纹理 // Set the texture wrapping parameters 设置纹理包装参数 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);// Set texture wrapping to GL_REPEAT (usually basic wrapping method) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture filtering parameters 设置纹理过滤的参数 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels); FreeImage_Unload(dib); FreeImage_DeInitialise(); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); // 解除绑定的纹理// Game loop while (!glfwWindowShouldClose(window)) { // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions glfwPollEvents(); // Render 渲染 // Clear the colorbuffer 清理颜色缓存 glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Bind Texture 绑定纹理 glBindTexture(GL_TEXTURE_2D, texture); // Activate shader 设置活动的着色器 ourShader.Use(); // Draw container glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // Swap the screen buffers glfwSwapBuffers(window); } // Properly de-allocate all resources once they've outlived their purpose glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); // Terminate GLFW, clearing any resources allocated by GLFW. glfwTerminate(); return 0;}// Is called whenever a key is pressed/released via GLFWvoid key_callback(GLFWwindow* window, int key, int scancode, int action, int mode){ if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GL_TRUE);}
像素着色器shader.frag代码
#version 330 corein vec3 ourColor;in vec2 TexCoord;out vec4 color;uniform sampler2D ourTexture;//设置采样器void main(){ color = texture(ourTexture, TexCoord);//texture是采样函数第一个参数是纹理采样器。第二个参数是纹理坐标}顶点着色器shder.vs代码
#version 330 corelayout (location = 0) in vec3 position;layout (location = 1) in vec3 color;layout (location = 2) in vec2 texCoord;out vec3 ourColor;out vec2 TexCoord;void main(){ gl_Position = vec4(position, 1.0f); ourColor = color; TexCoord = texCoord;}
纹理照片
运行效果图
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