• Textures_练习二


    尝试用不同的纹理环绕方式,设定一个从0.0f2.0f范围内的(而不是原来的0.0f1.0f)纹理坐标。试试看能不能在箱子的角落放置4个笑脸

      1 #include <glad/glad.h>
      2 #include <GLFW/glfw3.h>
      3 #define STB_IMAGE_IMPLEMENTATION
      4 #include <stb/stb_image.h>
      5 
      6 #include <Shader/shader.h>
      7 
      8 #include <iostream>
      9 
     10 void framebuffer_size_callback(GLFWwindow* window, int width, int height);
     11 void processInput(GLFWwindow *window);
     12 
     13 // settings
     14 const unsigned int SCR_WIDTH = 800;
     15 const unsigned int SCR_HEIGHT = 600;
     16 
     17 int main()
     18 {
     19     // glfw: initialize and configure
     20     // ------------------------------
     21     glfwInit();
     22     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
     23     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
     24     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
     25 
     26 #ifdef __APPLE__
     27     glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
     28 #endif
     29 
     30     // glfw window creation
     31     // --------------------
     32     GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
     33     if (window == NULL)
     34     {
     35         std::cout << "Failed to create GLFW window" << std::endl;
     36         glfwTerminate();
     37         return -1;
     38     }
     39     glfwMakeContextCurrent(window);
     40     glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
     41 
     42     // glad: load all OpenGL function pointers
     43     // ---------------------------------------
     44     if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
     45     {
     46         std::cout << "Failed to initialize GLAD" << std::endl;
     47         return -1;
     48     }
     49 
     50     // build and compile our shader zprogram
     51     // ------------------------------------
     52     Shader ourShader("vs.in", "fs.in");
     53 
     54     // set up vertex data (and buffer(s)) and configure vertex attributes
     55     // ------------------------------------------------------------------
     56     float vertices[] = {
     57         // positions          // colors           // texture coords
     58         0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f, 2.0f, // top right
     59         0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 2.0f, 0.0f, // bottom right
     60         -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
     61         -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 2.0f  // top left 
     62     };
     63     unsigned int indices[] = {
     64         0, 1, 3, // first triangle
     65         1, 2, 3  // second triangle
     66     };
     67     unsigned int VBO, VAO, EBO;
     68     glGenVertexArrays(1, &VAO);
     69     glGenBuffers(1, &VBO);
     70     glGenBuffers(1, &EBO);
     71 
     72     glBindVertexArray(VAO);
     73 
     74     glBindBuffer(GL_ARRAY_BUFFER, VBO);
     75     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
     76 
     77     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
     78     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
     79 
     80     // position attribute
     81     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
     82     glEnableVertexAttribArray(0);
     83     // color attribute
     84     glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
     85     glEnableVertexAttribArray(1);
     86     // texture coord attribute
     87     glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
     88     glEnableVertexAttribArray(2);
     89 
     90 
     91     // load and create a texture 
     92     // -------------------------
     93     unsigned int texture1, texture2;
     94     // texture 1
     95     // ---------
     96     glGenTextures(1, &texture1);
     97     glBindTexture(GL_TEXTURE_2D, texture1);
     98     // set the texture wrapping parameters
     99     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    // set texture wrapping to GL_REPEAT (default wrapping method)
    100     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    101     // set texture filtering parameters
    102     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    103     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    104     // load image, create texture and generate mipmaps
    105     int width, height, nrChannels;
    106     stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
    107     // The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
    108     unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannels, 0);
    109     if (data)
    110     {
    111         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
    112         glGenerateMipmap(GL_TEXTURE_2D);
    113     }
    114     else
    115     {
    116         std::cout << "Failed to load texture" << std::endl;
    117     }
    118     stbi_image_free(data);
    119     // texture 2
    120     // ---------
    121     glGenTextures(1, &texture2);
    122     glBindTexture(GL_TEXTURE_2D, texture2);
    123     // set the texture wrapping parameters
    124     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);    // set texture wrapping to GL_REPEAT (default wrapping method)
    125     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    126     // set texture filtering parameters
    127     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    128     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    129     // load image, create texture and generate mipmaps
    130     data = stbi_load("awesomeface.png", &width, &height, &nrChannels, 0);
    131     if (data)
    132     {
    133         // note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
    134         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
    135         glGenerateMipmap(GL_TEXTURE_2D);
    136     }
    137     else
    138     {
    139         std::cout << "Failed to load texture" << std::endl;
    140     }
    141     stbi_image_free(data);
    142 
    143     // tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
    144     // -------------------------------------------------------------------------------------------
    145     ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
    146     // either set it manually like so:
    147     glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
    148     // or set it via the texture class
    149     ourShader.setInt("texture2", 1);
    150 
    151 
    152 
    153     // render loop
    154     // -----------
    155     while (!glfwWindowShouldClose(window))
    156     {
    157         // input
    158         // -----
    159         processInput(window);
    160 
    161         // render
    162         // ------
    163         glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    164         glClear(GL_COLOR_BUFFER_BIT);
    165 
    166         // bind textures on corresponding texture units
    167         glActiveTexture(GL_TEXTURE0);
    168         glBindTexture(GL_TEXTURE_2D, texture1);
    169         glActiveTexture(GL_TEXTURE1);
    170         glBindTexture(GL_TEXTURE_2D, texture2);
    171 
    172         // render container
    173         ourShader.use();
    174         glBindVertexArray(VAO);
    175         glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    176 
    177         // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
    178         // -------------------------------------------------------------------------------
    179         glfwSwapBuffers(window);
    180         glfwPollEvents();
    181     }
    182 
    183     // optional: de-allocate all resources once they've outlived their purpose:
    184     // ------------------------------------------------------------------------
    185     glDeleteVertexArrays(1, &VAO);
    186     glDeleteBuffers(1, &VBO);
    187     glDeleteBuffers(1, &EBO);
    188 
    189     // glfw: terminate, clearing all previously allocated GLFW resources.
    190     // ------------------------------------------------------------------
    191     glfwTerminate();
    192     return 0;
    193 }
    194 
    195 // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
    196 // ---------------------------------------------------------------------------------------------------------
    197 void processInput(GLFWwindow *window)
    198 {
    199     if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
    200         glfwSetWindowShouldClose(window, true);
    201 }
    202 
    203 // glfw: whenever the window size changed (by OS or user resize) this callback function executes
    204 // ---------------------------------------------------------------------------------------------
    205 void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    206 {
    207     // make sure the viewport matches the new window dimensions; note that width and 
    208     // height will be significantly larger than specified on retina displays.
    209     glViewport(0, 0, width, height);
    210 }
    View Code

    将坐标扩大到0.0f-2.0f,箱子的环绕方式改为GL_CLAMP_TO_EDGE

    2019/11/27

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  • 原文地址:https://www.cnblogs.com/ljy08163268/p/11945163.html
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