OpenGL立方体贴图(5)

1立方体,需要将空间坐标转换为人眼坐标,所以需要一系列的矩阵运算;需要用到glm;请自行安装

2 本次直接使用RGB贴图

3立方体贴图中的每一个纹理图(正方体贴图),RGB图片也要是正方形的

4 介绍一个中文OpenGL学习网站 http://learnopengl.com 

5 立方体贴相当于在不同的坐标位置(这里用到了Z轴),分别做一个正方形贴图;正方形的顶点顺序一定要按照坐标轴的逆时针方向画三角形的顶点(图有点乱,但是是为了展示每个面的坐标轴,以及每个三角形的顶点方向;)

 

 

6 顶点着色器中,顶点位置,要转换成你的人眼坐标系的位置;涉及到MVP矩阵,用于旋转,平移,投影映射的矩阵

7 立方体六个面,六张图,每张图有自己的纹理采样器;这里并没有使用cubemap;而是直接用的六张2D纹理,你熟悉了这个立方体贴图,cubemap也就同理;

8本例中建立顶点数组的时候,顶点坐标的的中心是(0,0,0);也就是这个正方体本质是以坐标中心为中心的一个立方体;

9 注意,绑定一个纹理ID,就给他设置好平滑过滤方式,并且将数据加载到显存,不要生成完全部的2D纹理ID,再去glTexImage2D加载6张图片,都不知道要把图片给哪个纹理ID了;

10 采样器的序号要与激活的纹理序号对应

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tesarr[
0]);
glUniform1i(glGetUniformLocation(shaderProgram,
"texture1"), 0);

11 MVP

模型,视图,投影

glm::mat4 model = glm::mat4(1.0f);  定义一个4*4 的单位矩阵
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);

model = glm::rotate(model, glm::radians(70.0f), glm::vec3(.0f, 1.0f, 1.0f));//沿着某个向量方向旋转,以这个向量为中心轴线
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));//沿着某个方向平移
projection = glm::perspective((float)30.0f, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10.0f);//设置视角等

glm::radians()
角度制转弧度制,可应用于glm::rotate()中。
glm::translate()
返回一个平移矩阵,第一个参数是目标矩阵,第二个参数是平移的方向向量。
glm::rotate()
返回一个将点绕某个轴逆时针旋转一定弧度的旋转矩阵,第一个参数是目标矩阵,第二个参数是弧度,第三个参数是旋转轴。
glm::scale()
返回一个缩放矩阵,第一个参数是目标矩阵,第二个参数是在各坐标轴上的缩放系数。
glm::ortho(float left, float right, float bottom, float top, float zNear, float zFar);
正交投影矩阵。前四个参数分别是视口的左、右、上、下坐标。第五和第六个参数则定义了近平面和远平面的距离。
glm::perspective(float fovy, float aspect, float zNear, float zFar);
透视投影矩阵。第一个参数为视锥上下面之间的夹角,第二个参数为视口宽高比,第三、四个参数分别为近平面和远平面的深度。
glm::value_ptr()
传入一个矩阵,返回一个数组,从左到右按列优先。
glm::normalize(vector)
向量的单位化(保持其方向不变,将其长度化为1).
---------------------------------------------------------------------

链接:https://www.jianshu.com/p/7bbe387109ea
来源:简书

12  代码:参考 OpenGL立方体纹理贴图_LV小猪精的博客-CSDN博客

// Win32GL1.cpp : 定义应用程序的入口点。
#include "stdafx.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include<string>
#include<fstream>
#include<sstream>
#include<iostream>
#include<stdio.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <learnopengl/shader_m.h>


const unsigned int SCR_WIDTH = 700;
const unsigned int SCR_HEIGHT = 900;


unsigned int VBO[6] ;
unsigned int VAO[6] ;

unsigned int texturePIC = 0;
int shaderProgram = 0;

unsigned int tesarr[6] = {99};




void LoadPicture()
{
    
    glGenTextures(6, tesarr);

    //------------------------------每一块的纹理ID绑定与数据加载,要写在一起--------------------------------
    glBindTexture(GL_TEXTURE_2D, tesarr[0]);
    //为bind的纹理设置环绕,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_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    //stbi是一个图片载入的开源组件,文件名,宽高,通道数,你期望的通道数
    int W, H, desired_channels ;
    unsigned char* data = stbi_load("./front.jpg", &W, &H, &desired_channels, 0);
    if (data)
    {
        //数据生成纹理;根据指定的参数,把输入数据生成一张2D纹理
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        //生成mipmap数组
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    stbi_image_free(data);
    //-------------------------------------------------------------
    //图2
    glBindTexture(GL_TEXTURE_2D, tesarr[1]);
    //为bind的纹理设置环绕,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_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    data = stbi_load("./front.jpg", &W, &H, &desired_channels, 0);
    if (data)
    {
        //数据生成纹理;根据指定的参数,把输入数据生成一张2D纹理
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        
        //生成mipmap数组
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    stbi_image_free(data);
    //3
    glBindTexture(GL_TEXTURE_2D, tesarr[2]);
    //为bind的纹理设置环绕,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_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    data = stbi_load("./front.jpg", &W, &H, &desired_channels, 0);
    if (data)
    {
        //数据生成纹理;根据指定的参数,把输入数据生成一张2D纹理
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        //生成mipmap数组
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    stbi_image_free(data);
    //4
    glBindTexture(GL_TEXTURE_2D, tesarr[3]);
    //为bind的纹理设置环绕,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_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    data = stbi_load("./front.jpg", &W, &H, &desired_channels, 0);
    if (data)
    {
        //数据生成纹理;根据指定的参数,把输入数据生成一张2D纹理
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        //生成mipmap数组
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    stbi_image_free(data);
    //5
    glBindTexture(GL_TEXTURE_2D, tesarr[4]);
    //为bind的纹理设置环绕,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_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    data = stbi_load("./front.jpg", &W, &H, &desired_channels, 0);
    if (data)
    {
        //数据生成纹理;根据指定的参数,把输入数据生成一张2D纹理
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        //生成mipmap数组
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    stbi_image_free(data);
    //6
    glBindTexture(GL_TEXTURE_2D, tesarr[5]);
    //为bind的纹理设置环绕,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_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    data = stbi_load("./front.jpg", &W, &H, &desired_channels, 0);
    if (data)
    {
        //数据生成纹理;根据指定的参数,把输入数据生成一张2D纹理
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        //生成mipmap数组
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    stbi_image_free(data);

    glUseProgram(shaderProgram);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, tesarr[0]);
    glUniform1i(glGetUniformLocation(shaderProgram, "texture1"), 0);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, tesarr[1]);
    glUniform1i(glGetUniformLocation(shaderProgram, "texture2"), 1);
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, tesarr[2]);
    glUniform1i(glGetUniformLocation(shaderProgram, "texture3"), 2);
    glActiveTexture(GL_TEXTURE3);
    glBindTexture(GL_TEXTURE_2D, tesarr[3]);
    glUniform1i(glGetUniformLocation(shaderProgram, "texture4"), 3);
    glActiveTexture(GL_TEXTURE4);
    glBindTexture(GL_TEXTURE_2D, tesarr[4]);
    glUniform1i(glGetUniformLocation(shaderProgram, "texture5"), 4);
    glActiveTexture(GL_TEXTURE5);
    glBindTexture(GL_TEXTURE_2D, tesarr[5]);
    glUniform1i(glGetUniformLocation(shaderProgram, "texture6"), 5);

    glUseProgram(shaderProgram);
    
}


void render()
{
    //

    glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
    glm::mat4 view = glm::mat4(1.0f);
    glm::mat4 projection = glm::mat4(1.0f);
    //沿着某轴旋转
    model = glm::rotate(model, glm::radians(70.0f), glm::vec3(.0f, 1.0f, 1.0f));
    //沿着Z轴平移
    view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
    //设置视角
    projection = glm::perspective((float)30.0f, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10.0f);
    // retrieve the matrix uniform locations
    unsigned int modelLoc = glGetUniformLocation(shaderProgram, "model");
    unsigned int viewLoc = glGetUniformLocation(shaderProgram, "view");
    // pass them to the shaders (3 different ways)
    glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
    glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);
    glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, &projection[0][0]);
    
    glUniform1i(glGetUniformLocation(shaderProgram, "mixValue"), 1);
    glBindVertexArray(VAO[0]);
    glDrawArrays(GL_TRIANGLES,0,6);//6个面,每个面画两个三角形(6个点);6*6
    glGetError();
    glUniform1i(glGetUniformLocation(shaderProgram, "mixValue"), 2);
    glBindVertexArray(VAO[1]);
    glDrawArrays(GL_TRIANGLES, 0, 6);//6个面,每个面画两个三角形(6个点);6*6
    glGetError();
    glUniform1i(glGetUniformLocation(shaderProgram, "mixValue"), 3);
    glBindVertexArray(VAO[2]);
    glDrawArrays(GL_TRIANGLES, 0, 6);//6个面,每个面画两个三角形(6个点);6*6
    glGetError();
    glUniform1i(glGetUniformLocation(shaderProgram, "mixValue"), 4);
    glBindVertexArray(VAO[3]);
    glDrawArrays(GL_TRIANGLES, 0, 6);//6个面,每个面画两个三角形(6个点);6*6
    glGetError();
    glUniform1i(glGetUniformLocation(shaderProgram, "mixValue"),5);
    glBindVertexArray(VAO[4]);
    glDrawArrays(GL_TRIANGLES, 0, 6);//6个面,每个面画两个三角形(6个点);6*6
    glGetError();
    glUniform1i(glGetUniformLocation(shaderProgram, "mixValue"), 6);
    glBindVertexArray(VAO[5]);
    glDrawArrays(GL_TRIANGLES, 0, 6);//6个面,每个面画两个三角形(6个点);6*6
    glGetError();
}

void initmodule()
{
    //注意:画正面逆时针012-230;三角形顺序一定不能乱


 // //第一个面的 顶点和纹理 后面  
    float vertices0[] = {
        -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


    };
    //前面
    float vertices1[] = {
        -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
        

    };
    

//左面
    float vertices2[] = {

        -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


    };
    //右面
    float vertices3[] = {


        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


    };
    //下面
    float vertices4[] = {
        -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
    };
    //上面
    float vertices5[] = {
        
        -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
        
    };
    
    //做VAO VBo
    glGenVertexArrays(6,VAO);
    glGenBuffers(6, VBO);

    
    glBindVertexArray(VAO[0]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
    //创建显存空间
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices0), vertices0, GL_STATIC_DRAW);
    //设置第0个锚点,3个点,不需要归一化,跨度5个float可以读下一个点
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);


    glBindVertexArray(VAO[1]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
    //创建显存空间
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);


    glBindVertexArray(VAO[2]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[2]);
    //创建显存空间
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);



    glBindVertexArray(VAO[3]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[3]);
    //创建显存空间
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices3), vertices3, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    glBindVertexArray(VAO[4]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[4]);
    //创建显存空间
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices4), vertices4, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);


    glBindVertexArray(VAO[5]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[5]);
    //创建显存空间
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices5), vertices5, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    
    //设置纹理图片
    //加载纹理图片,生成纹理
    LoadPicture();
    
}

void initshader(const char* verpath,const char* fragpath)
{
    //编译shader,并记录shaderID
    std::string VerCode("");
    std::string fregCode("");
    //读文件
    std::ifstream  vShaderFile;
    std::ifstream  fShaderFile;

    vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
    fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
    
    try
    {
        vShaderFile.open(verpath);
        fShaderFile.open(fragpath);

        std::stringstream vsstream, fsstream;
        vsstream << vShaderFile.rdbuf();
        fsstream << fShaderFile.rdbuf();
        VerCode = vsstream.str();
        fregCode = fsstream.str();
        
    }
    catch (const std::exception&)
    {
        std::cout << "read file error" << std::endl;
    }

    const char* vshader = VerCode.c_str();
    const char* fshader = fregCode.c_str();

    //shader 编译连接
    unsigned int vertexID = 0, fragID = 0;
    char infoLog[512];//存储错误信息
    int  successflag = 0;
    vertexID = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexID,1,&vshader,NULL );
    glCompileShader(vertexID);
    //获取编译是否成功
    glGetShaderiv(vertexID,GL_COMPILE_STATUS,&successflag);
    if (!successflag)
    {
        glGetShaderInfoLog(vertexID,512,NULL,infoLog);
        std::string errstr(infoLog);
        std::cout << "v shader err"<<infoLog;
    }
    //frag
    fragID = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragID, 1, &fshader, NULL);
    glCompileShader(fragID);
    //获取编译是否成功
    glGetShaderiv(fragID, GL_COMPILE_STATUS, &successflag);
    if (!successflag)
    {
        glGetShaderInfoLog(fragID, 512, NULL, infoLog);
        std::string errstr(infoLog);
        std::cout << "f shader err"<<infoLog;
    }
    //链接
    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram,vertexID);
    glAttachShader(shaderProgram,fragID);
    
    //glBindAttribLocation(shaderProgram, 0, "aPos");
    //glBindAttribLocation(shaderProgram, 1, "aTexCoord");
    glLinkProgram(shaderProgram);
    glGetProgramiv(shaderProgram,GL_LINK_STATUS,&successflag);
    if (!successflag)
    {
        glGetShaderInfoLog(shaderProgram, 512, NULL, infoLog);
        std::string errstr(infoLog);
        std::cout << "link error";
    }

    //编译完成后,可以把中间的步骤程序删除
    glDeleteShader(vertexID);
    glDeleteShader(fragID);
}
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
    {
        //将窗口设置为关闭,跳出循环
        glfwSetWindowShouldClose(window, true);
    }
}

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}

int main()
{
    //glfw初始化
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    //glfw创建窗口
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        printf("创建窗口失败");
        //终止
        glfwTerminate();
        return -1;
    }
    //显示窗口
    glfwMakeContextCurrent(window);

    //设置回调,当窗口大小调整后将调用该回调函数
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad初始化
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        printf("加载失败");
        return -1;
    }
    glEnable(GL_DEPTH_TEST);
    
    initshader("./vertexShader.glsl", "./fragmentShader.glsl");//先编译着色器
    
    initmodule();
    
    // 使用循环达到循环渲染效果
    while (!glfwWindowShouldClose(window))
    {
        //自定义输入事件
        processInput(window);

        glClearColor(0.0f,0.3f,0.0f,1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        render();
        
        //交互缓冲区,否则显示空白
        glfwSwapBuffers(window);
        //输入输出事件,否则无法对窗口进行交互
        glfwPollEvents();
    }
    glDeleteVertexArrays(6, VAO);
    glDeleteBuffers(6, VBO);
    //终止渲染 关闭并清理glfw本地资源
    glfwTerminate();
    return 0;
}
#version 330 core
out vec4 FragColor;

in vec2 TexCoord;
uniform int mixValue;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform sampler2D texture4;
uniform sampler2D texture5;
uniform sampler2D texture6;
void main()
{
    if(mixValue==1)
    FragColor = texture(texture1, TexCoord);
    else if(mixValue==2)
    FragColor = texture(texture2, TexCoord);
    else if(mixValue==3)
    FragColor = texture(texture3, TexCoord);
    else if(mixValue==4)
    FragColor = texture(texture4, TexCoord);
    else if(mixValue==5)
    FragColor = texture(texture5, TexCoord);
    else
    FragColor = texture(texture6, TexCoord);

}
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec2 TexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    //将物体的空间坐标,转换到人眼坐标,位置数据*MVP
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

13结果:

 

 14 如果你不想自己编译着色器代码,可以去learnOpenGL下载shader_m.h 这里边会给你集成好编译的相关事宜;GitHub上有learnOpenGL的源代码,内部有一些可以节省你工作量的高度集成的接口;相机,shader之类的;本例子中严格来说并没有用到#include<learnopengl/shader_m.h>;

15 如果你的顶点,或者三角形的顺序是错的会怎么样?

 

 

 

 16 不开深度测试会怎么样?

 

 

 

posted on 2022-05-14 15:23  邗影  阅读(221)  评论(0编辑  收藏  举报

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