坐标类似这样
GLfloat 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 // 左上
};
这样着色器代码需要对应修改
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(position, 1.0f);
ourColor = color;
TexCoord = texCoord;
}
#version 330 core
in vec3 ourColor;
in vec2 TexCoord;
out vec4 color;
uniform sampler2D ourTexture;
uniform sampler2D ourTexture2;
void main()
{
color = mix(texture(ourTexture, TexCoord), texture(ourTexture2, TexCoord), 0.5);
}
里面需要把纹理坐标传进来
texture(ourTexture, TexCoord);
第一个参数是纹理单元,第二个是纹理坐标
顶点坐标解释器需要对应修改
// 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);
纹理生成的过程
GLuint texture;
//初始化
glGenTextures(1, &texture);
//绑定
glBindTexture(GL_TEXTURE_2D, texture); // All upcoming GL_TEXTURE_2D operations now have effect on this texture object
int width, height;
//需要SOIL库,加载图片
unsigned char* image = SOIL_load_image("G:\\OpenGLLib\\soil\\Simple OpenGL Image Library\\img_test.png", &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
// 生成图片
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
在片段着色器程序中,声明了两个纹理单元的变量uniform sampler2D ourTexture; uniform sampler2D ourTexture2;
注意的是,当只使用一个纹理单元是,直接用(在时间循环中)
glBindTexture(GL_TEXTURE_2D, texture2);
就行了,因为默认GL_TEXTURE0是打开的
如果需要两个纹理单元叠加的时候需要这样使用
glBindTexture(GL_TEXTURE_2D, texture2);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);