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- // GLEW нужно подключать до GLFW.
- // GLEW
- #define GLEW_STATIC
- #include <glew.h>
- // GLFW
- #include <glfw3.h>
- #include <iostream>
- #include "Shader.h"
- #include <SOIL.h>
- void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
- {
- // Когда пользователь нажимает ESC, мы устанавливаем свойство WindowShouldClose в true,
- // и приложение после этого закроется
- if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
- glfwSetWindowShouldClose(window, GL_TRUE);
- }
- GLuint InitVBO(GLfloat vertices[])
- {
- GLuint VBO;
- glGenBuffers(1, &VBO);
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- return VBO;
- }
- int main()
- {
- glfwInit();
- 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);
- GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr);
- if (window == nullptr)
- {
- std::cout << "Failed to create GLFW window" << std::endl;
- glfwTerminate();
- return -1;
- }
- glfwMakeContextCurrent(window);
- glfwSetKeyCallback(window, key_callback);
- glewExperimental = GL_TRUE;
- if (glewInit() != GLEW_OK)
- {
- std::cout << "Failed to initialize GLEW" << std::endl;
- return -1;
- }
- int window_width, window_height;
- glfwGetFramebufferSize(window, &window_width, &window_height);
- glViewport(0, 0, window_width, window_height);
- Shader ourShader("vertexShader.txt", "fragmentShader.txt");
- GLfloat vertices[] = {
- // Позиции // Цвета // Текстурные координаты
- 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Верхний правый
- 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Нижний правый
- -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Нижний левый
- -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Верхний левый
- };
- GLfloat texCoords[] = {
- 0.0f, 0.0f, // Нижний левый угол
- 1.0f, 0.0f, // Нижний правый угол
- 0.5f, 1.0f // Верхняя центральная сторона
- };
- 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);
- // Position attribute
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
- glEnableVertexAttribArray(0);
- // Color attribute
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
- glEnableVertexAttribArray(1);
- // TexCoord attribute
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
- glEnableVertexAttribArray(2);
- glBindVertexArray(0); // Unbind VAO
- // Container
- int width, height;
- unsigned char* image = SOIL_load_image("container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
- GLuint texture1, texture2;
- glGenTextures(1, &texture1);
- glBindTexture(GL_TEXTURE_2D, texture1);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
- glGenerateMipmap(GL_TEXTURE_2D);
- SOIL_free_image_data(image);
- glBindTexture(GL_TEXTURE_2D, 0);
- 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_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- // Awesomeface
- image = SOIL_load_image("knukles.jpg", &width, &height, 0, SOIL_LOAD_RGB);
- glGenTextures(1, &texture2);
- glBindTexture(GL_TEXTURE_2D, texture2);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
- glGenerateMipmap(GL_TEXTURE_2D);
- SOIL_free_image_data(image);
- glBindTexture(GL_TEXTURE_2D, 0);
- 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_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture1);
- glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, texture2);
- glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);
- // Activate shader
- ourShader.Use();
- // Draw container
- glBindVertexArray(VAO);
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
- glBindVertexArray(0);
- glfwSwapBuffers(window);
- }
- glDeleteVertexArrays(1, &VAO);
- glDeleteBuffers(1, &VBO);
- glfwTerminate();
- return 0;
- }
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