环境

  • 系统:ubuntu20.04
  • opengl版本:4.6
  • glfw版本:3.3
  • glad版本:4.6
  • cmake版本:3.16.3
  • gcc版本:10.3.0

opengl日记9-opengl使用纹理示例_渐变色

直接上代码

CMakeLists.txt

cmake_minimum_required(VERSION 3.5)
set(CMAKE_C_STANDARD 11)
set(CMAKE_CXX_STANDARD 11)

project(textureTest)
find_package(glfw3 REQUIRED)
file(GLOB project_file main.cpp glad.c stb_image.h stbimage.h)

message("PROJECT_NAME:${PROJECT_NAME}")
add_executable(${PROJECT_NAME} ${project_file})

target_link_libraries(${PROJECT_NAME}
    -lglfw
    -lGL
    -lm
    -lXrandr
    -lX11
    -lpthread
    -ldl
)

main.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include "stbimage.h"

#include <iostream>

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"
                                 "layout(location = 0) in vec3 aPos;\n"
                                 "layout(location = 1) in vec3 aColor;\n"
                                 "layout(location = 2) in vec2 aTexCoord;\n"
                                 "out vec3 ourColor;\n"
                                 "out vec2 TexCoord;\n"
                                 "void main()\n"
                                 "{\n"
                                 "  gl_Position = vec4(aPos, 1.0);\n"
                                 "  ourColor = aColor;\n"
                                 "  TexCoord = aTexCoord;\n"
                                 "}\0";

const char *fragmentShaderSource = "#version 330 core\n"
                                   "out vec4 FragColor;\n"
                                   "in vec3 ourColor;\n"
                                   "in vec2 TexCoord;\n"
                                   "uniform sampler2D ourTexture;\n"
                                   "void main()\n"
                                   "{\n"
                                   "    FragColor = texture(ourTexture, TexCoord);\n"
                                   "}\0";

int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    std::cout << "start..." << std::endl;
    //创建一个窗口
    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "hello Triangle", 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;
    }

    //顶点着色器代码
    unsigned int vertexShader;
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
                  << infoLog << std::endl;
    }

    //片段着色器
    unsigned int fragmentShader;
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
                  << infoLog << std::endl;
    }

    //着色器程序
    unsigned int shaderProgram;
    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // check for linking errors
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success)
    {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n"
                  << infoLog << std::endl;
    }

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    //加载纹理图片
    int width, height, nrChannels;


    //生成纹理
    unsigned int texture;
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);

    //设置纹理环绕方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);

    //设置边缘的颜色值
    float borderColor[] = {1.0f, 1.0f, 0.0f, 1.0f};
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);

//    //纹理过滤设置
//    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    //多级渐远纹理设置,这里第二句设置是什么意思呢?
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    unsigned char *data = stbi_load("wall.jpg", &width, &height, &nrChannels, 0);
    if (data) {
        //绑定和纹理图片数据结合
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    } else {
        std::cout << "读取图片数据错误" << std::endl;
    }
    //释放图像内存
    stbi_image_free(data);

    //设置三角形纹理坐标
    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,  0.0f, 0.0f  // 左下
//        -0.5f,  0.5f, 0.0f,        1.0f, 1.0f, 0.0f,  0.0f, 1.0f  // top left
    };

    unsigned int indices[] = {
        0, 1, 3, // first triangle
        1, 2, 3  // second triangle
    };
    //绑定VAO等
    unsigned int VAO,VBO,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);

    //定位各个点的关系
    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
    glEnableVertexAttribArray(0);
    // color attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    // texture coord attribute
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // bind Texture
        glBindTexture(GL_TEXTURE_2D, texture);

        // render container
        // ourShader.use();
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO);

        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (const GLvoid *)0);

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);
    glDeleteProgram(shaderProgram);
    glfwTerminate();
    return 0;
}

stbimage.h

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

总结

  1. 在这个例程中,使用了索引缓存对象EBO,使用了这个对象,就需要使用glDrawElements函数来绘制图像,如果不使用EBO,而用glDrawElements进行绘制,则会报段错误
  2. 如果不使用EBO,则绘制图像则需要使用glDrawArrays函数来绘制图像
  3. 使用了EBO,则需要做如下操作来支持
//定义绘制顶点的顺序
 unsigned int indices[] = {
        0, 1, 3, // first triangle
        1, 2, 3  // second triangle
    };
    
//内存拷贝    
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

//定位各个点偏移位置的关系
    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
    glEnableVertexAttribArray(0);
    // color attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    // texture coord attribute
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);
    
//根据索引对象进行绘制    
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (const GLvoid *)0);
  1. 如果在你的绘制区域出现全黑的框,可能是纹理图片没有正确的加载,在这里正确的顺序是:纹理的定义–读取纹理图片
  2. 如果出现显示的箱体是个三角形,并且另外一部分是边缘拉伸状,则可以看一下1.点定位关系是否正确

参考


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opengl日记9-opengl使用纹理示例_#include_02