源碼效果
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C++源碼
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?????紋理圖片
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?????需下載stb_image.h這個(gè)解碼圖片的庫(kù),該庫(kù)只有一個(gè)頭文件。
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?????具體代碼:
??????????vertexShader.glsl
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aUV;
out vec4 outColor;
out vec2 outUV;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
outColor = vec4(aColor, 1.0);
outUV = aUV;
}
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??????????fragmentShader.glsl
#version 330 core
out vec4 FragColor;
in vec4 outColor;
in vec2 outUV;
uniform sampler2D ourTexture;
void main()
{
// 使用色彩填充
// FragColor = outColor;
// 使用圖片紋理
//FragColor = texture(ourTexture, outUV);
// 使用圖片紋理及色彩混合
FragColor = texture(ourTexture, outUV)*outColor;
}
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??????????main.c
#include "OpenGLClass.h"
int main()
{
OpenGLClass opengl;
return 0;
}
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??????????ffImage.h
#pragma once
#include "Global.h"
class ffImage
{
private:
int m_width, m_height, m_picType;
ffRGBA *m_data;
public:
int getWidth()const;
int getHeight()const;
int getPicType()const;
ffRGBA *getData()const;
ffRGBA getColor(int x, int y)const;
ffImage(int _width = 0, int _height = 0, int _picType = 0, ffRGBA *_data = nullptr);
~ffImage();
static ffImage *readFromFile(const char *_file_Name);
};
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??????????ffImage.cpp
#include "ffImage.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
int ffImage::getWidth() const
{
return m_width;
}
int ffImage::getHeight() const
{
return m_height;
}
int ffImage::getPicType() const
{
return m_picType;
}
ffRGBA *ffImage::getData() const
{
return m_data;
}
ffRGBA ffImage::getColor(int x, int y) const
{
if (x<0 || x>m_width - 1 || y<0 || y>m_height - 1) { return ffRGBA(0, 0, 0, 0); }
return m_data[y*m_width + x];
}
ffImage::ffImage(int _width, int _height, int _picType, ffRGBA *_data)
{
m_width = _width;
m_height = _height;
m_picType = _picType;
int _sumSize = m_width * m_height;
if (_data && _sumSize)
{
m_data = new ffRGBA[_sumSize];
memcpy(m_data, _data, sizeof(ffRGBA)*_sumSize);
}
else
{
m_data = nullptr;
}
}
ffImage::~ffImage()
{
if (m_data) { delete[]m_data; }m_data = nullptr;
}
ffImage* ffImage::readFromFile(const char *_file_Name)
{
int _width = 0, _height = 0, _picType = 0;
// stbImage讀入的圖片是反的
stbi_set_flip_vertically_on_load(true);
unsigned char *bits = stbi_load(_file_Name, &_width, &_height, &_picType, STBI_rgb_alpha);
ffImage *_image = new ffImage(_width, _height, _picType, (ffRGBA *)(bits));
stbi_image_free(bits);
return _image;
}
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??????????OpenGLClass.h
#pragma once
#include "Global.h"
#include "ffImage.h"
class OpenGLClass
{
public:
OpenGLClass();
~OpenGLClass();
protected:
// 初始化紋理
bool initTexture();
// 初始化模型VAO/VBO
void initModel();
// 初始化shader文件
bool initShader(const char *_vertexPath, const char *_fragPath);
// 讀取glsl文件內(nèi)容
std::string ReadGlslContext(const char *sPath);
// 刷新Render
void FlushRender();
// 回調(diào) - 窗口尺寸變化回調(diào)
static void bck_GLFWframebuffersizefun(GLFWwindow* window, int width, int height);
// 處理按鍵輸入
void ProcessKeyPInput(GLFWwindow *window);
private:
unsigned int shaderProgram = 0; // 鏈接程序?qū)ο?/span>
unsigned int VBO = 0, VAO = 0,_texture=0;
};
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??????????OpenGLClass.cpp
#include "OpenGLClass.h"
void OpenGLClass::bck_GLFWframebuffersizefun(GLFWwindow* window, int width, int height)
{
// 在窗口中定義一個(gè)像素矩形,最終的圖形將映射到個(gè)矩形中
glViewport(0, 0, width, height);
}
OpenGLClass::OpenGLClass()
{
// 初始化glfw上下文
if (glfwInit() == GLFW_FALSE) { std::cout << "glfwInit fail!\n"; return; }
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // 3.3版本
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 使用OpenGL核心模式
// 創(chuàng)建OpenGL窗體
GLFWwindow *window = glfwCreateWindow(800, 600, "OpenGL Core", nullptr, nullptr);
if (!window) { std::cout << "glfwCreateWindow fail!\n"; return; }
// 當(dāng)前OpenGL上下文綁定窗口
glfwMakeContextCurrent(window);
// 加載所有OpenGL函數(shù)指針
if (GL_FALSE == gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "gladLoadGLLoader fail!\n"; return; }
// 在窗口中定義一個(gè)像素矩形,最終的圖形將映射到個(gè)矩形中
glViewport(0, 0, 800, 600);
// 窗口大小調(diào)整回調(diào)
glfwSetFramebufferSizeCallback(window, OpenGLClass::bck_GLFWframebuffersizefun);
// 初始化VAO/VBO
initModel();
// 初始化紋理
if (!initTexture()) { std::cout << "initTexture fail!\n"; system("pause"); return; }
// 初始化shader
if (!initShader("vertexShader.glsl", "fragmentShader.glsl")) { std::cout << "initShader fail!\n"; system("pause"); return; }
// 窗口標(biāo)志是否是關(guān)閉
while (!glfwWindowShouldClose(window))
{
// 輸入按鍵處理
ProcessKeyPInput(window);
// 使用紅,綠,藍(lán)以及alpha值來(lái)清除顏色緩沖區(qū)
glClearColor(0.328125f, 0.35156f, 0.82421f, 1.0f);
// 將從窗口中清除最后一次所繪制的圖形
/*
GL_COLOR_BUFFER_BIT: 當(dāng)前可寫的顏色緩沖
GL_DEPTH_BUFFER_BIT: 深度緩沖
GL_ACCUM_BUFFER_BIT: 累積緩沖
GL_STENCIL_BUFFER_BIT: 模板緩沖
*/
glClear(GL_COLOR_BUFFER_BIT);
FlushRender();
// 雙緩沖,使用OpenGL或OpenGL ES進(jìn)行渲染
glfwSwapBuffers(window);
// glfw事件循環(huán)
glfwPollEvents();
// 睡眠10ms,防止造成GPU瘋狂消耗。實(shí)際具體調(diào)整
Sleep(10);
}
// 釋放窗口
glfwDestroyWindow(window);
// 釋放資源,終止GLFW庫(kù)
glfwTerminate();
}
OpenGLClass::~OpenGLClass()
{
// 釋放
if (glIsProgram(shaderProgram)) { glDeleteProgram(shaderProgram); }shaderProgram = 0;
if (glIsBuffer(VAO)) { glDeleteBuffers(1, &VAO); } VAO = 0;
if (glIsBuffer(VBO)) { glDeleteBuffers(1, &VBO); } VBO = 0;
}
void OpenGLClass::ProcessKeyPInput(GLFWwindow *window)
{
if (window)
{
// 獲取窗口按鍵是否ESC
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
// 設(shè)置窗口關(guān)閉標(biāo)志
glfwSetWindowShouldClose(window, true);
}
}
window = nullptr;
}
void OpenGLClass::FlushRender()
{
// 判斷VAO是否被刪除
if (glIsVertexArray(VAO))
{
// 使用程序
glUseProgram(shaderProgram);
// 綁定紋理
glBindTexture(GL_TEXTURE_2D, _texture);
// 綁定VAO
glBindVertexArray(VAO);
// 繪制EBO索引
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// 關(guān)閉使用程序
glUseProgram(0);
}
}
bool OpenGLClass::initTexture()
{
// 讀取圖片相關(guān)信息
ffImage *pImage = ffImage::readFromFile("./rec/wall.jpeg");
if (!pImage) { return false; }
// 生成紋理
glGenTextures(1, &_texture);
// 以2D方式綁定紋理
// 將當(dāng)前綁定的紋理對(duì)象替換為參數(shù)中指定的紋理對(duì)象
glBindTexture(GL_TEXTURE_2D, _texture);
// 設(shè)置紋理屬性
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 讀取圖片數(shù)據(jù),完成數(shù)據(jù)綁定
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pImage->getWidth(), pImage->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, pImage->getData());
if (pImage) { delete pImage; }pImage = nullptr;
return true;
}
void OpenGLClass::initModel()
{
// 坐標(biāo)、顏色、紋理位置
float vertices[]
{
0.5f,0.5f,0.0f, 1.0f,0.0f,0.0f, 1.0f,1.0f,
0.5f,-0.5f,0.0f, 0.0f,1.0f,0.0f, 1.0f,0.0f,
-0.5f,-0.5f,0.0f, 0.0f,0.0f,1.0f, 0.0f,0.0f,
-0.5f,0.5f,0.0f, 0.0f,1.0f,0.0f, 0.0f,1.0f
};
// 索引數(shù)組
unsigned int indices[]
{
0,1,2,
1,2,3
};
/****************************************************/ // VAO
// 創(chuàng)建VAO
glGenVertexArrays(1, &VAO);
// 綁定指定的頂點(diǎn)數(shù)組對(duì)象(Vertex Array Object, VAO)
glBindVertexArray(VAO);
/****************************************************/
/****************************************************/ // EBO
// EBO:索引緩沖對(duì)象,用來(lái)存放頂點(diǎn)索引數(shù)據(jù)
unsigned int EBO = 0;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
/****************************************************/
/****************************************************/ // VBO
// 生成緩沖區(qū)對(duì)象
glGenBuffers(1, &VBO);
// 綁定命名緩沖區(qū)對(duì)象
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// 緩沖對(duì)象(VBO,IBO 等)分配空間并存儲(chǔ)數(shù)據(jù)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
/*
指定頂點(diǎn)屬性在頂點(diǎn)緩沖對(duì)象中的布局,并將其與頂點(diǎn)著色器中的頂點(diǎn)屬性進(jìn)行關(guān)聯(lián)
參數(shù)1:第n個(gè)layout (對(duì)應(yīng)glsl中頂點(diǎn)著色器的layout)
參數(shù)2:頂點(diǎn)屬性的組成元素的數(shù)量,例如3表示頂點(diǎn)屬性是由3個(gè)浮點(diǎn)數(shù)組成
參數(shù)3:頂點(diǎn)屬性的數(shù)據(jù)類型
參數(shù)4:是否將非浮點(diǎn)型的數(shù)據(jù)歸一化到[-1, 1]或[0, 1]范圍內(nèi)
參數(shù)5:相鄰兩個(gè)頂點(diǎn)屬性之間的字節(jié)數(shù),通常為0或?qū)傩灶愋痛笮〕艘詳?shù)量
參數(shù)6:頂點(diǎn)屬性在頂點(diǎn)緩沖對(duì)象中的偏移量或者數(shù)據(jù)的首地址
*/
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(sizeof(float) * 3));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(sizeof(float) * 6));
// 激活錨點(diǎn)(參數(shù):第n個(gè)layout)
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
// VBO解綁VAO
glBindVertexArray(0);
/****************************************************/
}
std::string OpenGLClass::ReadGlslContext(const char *sPath)
{
std::string strContext;
if (!sPath) { return strContext; }
std::ifstream sFile;
sFile.open(sPath);
if (sFile.is_open())
{
std::stringstream sStream;
sStream << sFile.rdbuf();
strContext = sStream.str();
}
return strContext;
}
bool OpenGLClass::initShader(const char *_vertexPath, const char *_fragPath)
{
char infoLog[512] = { 0 };
int successFlag = 0;
/*********************************************************/ // vertex編譯
std::string vertexContext = ReadGlslContext(_vertexPath); if (vertexContext.empty()) { return false; }
const char *cVertexContext = vertexContext.c_str();
// 創(chuàng)建頂點(diǎn)著色器對(duì)象
unsigned int iVertexID = glCreateShader(GL_VERTEX_SHADER);
// 為頂點(diǎn)著色器指定源碼(參數(shù)2:傳過(guò)去幾個(gè))
glShaderSource(iVertexID, 1, &cVertexContext, nullptr);
// 編譯頂點(diǎn)著色器源碼
glCompileShader(iVertexID);
// 查看編譯頂點(diǎn)著色器源碼結(jié)果
glGetShaderiv(iVertexID, GL_COMPILE_STATUS, &successFlag);
if (!successFlag) // 編譯失敗
{
// 獲取編譯失敗原因
glGetShaderInfoLog(iVertexID, 512, nullptr, infoLog);
std::cout << "glGetShaderiv GL_VERTEX_SHADER" << iVertexID << " fail:" << infoLog << std::endl; return false;
}
cVertexContext = nullptr;
/*********************************************************/
/*********************************************************/ // fragment編譯
std::string fragmentContext = ReadGlslContext(_fragPath); if (fragmentContext.empty()) { return false; }
const char *cFragmentContext = fragmentContext.c_str();
// 創(chuàng)建片段著色器對(duì)象
unsigned int iFragmentID = glCreateShader(GL_FRAGMENT_SHADER);
// 為片段著色器指定源碼(參數(shù)2:傳過(guò)去幾個(gè))
glShaderSource(iFragmentID, 1, &cFragmentContext, nullptr);
// 編譯片段著色器源碼
glCompileShader(iFragmentID);
// 查看編譯片段著色器源碼結(jié)果
glGetShaderiv(iFragmentID, GL_COMPILE_STATUS, &successFlag);
if (!successFlag) // 編譯失敗
{
// 獲取編譯失敗原因
glGetShaderInfoLog(iFragmentID, 512, nullptr, infoLog);
std::cout << "glGetShaderiv GL_FRAGMENT_SHADER" << iFragmentID << " fail:" << infoLog << std::endl; return false;
}
cFragmentContext = nullptr;
/*********************************************************/
/*********************************************************/ // 鏈接
// 創(chuàng)建一個(gè)空的程序?qū)ο?/span>
shaderProgram = glCreateProgram();
if (shaderProgram == 0) { std::cout << "glCreateProgram fail!\n"; return false; }
// 將著色器對(duì)象附加到程序?qū)ο笊希ㄗ?glDetachShader為移除程序?qū)ο笾械闹付ㄖ鲗?duì)象)
glAttachShader(shaderProgram, iVertexID);
glAttachShader(shaderProgram, iFragmentID);
// 進(jìn)行鏈接程序?qū)ο?/span>
glLinkProgram(shaderProgram);
// 查看鏈接狀態(tài)
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &successFlag);
if (!successFlag) // 鏈接失敗
{
// 獲取鏈接失敗原因
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
std::cout << "glGetProgramiv " << shaderProgram << " fail:" << infoLog << std::endl; return false;
}
/*********************************************************/
/* 在鏈接完成后,將編譯shader相關(guān)刪除。僅留下鏈接ID */
if (glIsShader(iVertexID)) { glDeleteShader(iVertexID); }
if (glIsShader(iFragmentID)) { glDeleteShader(iFragmentID); }
return true;
}
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