OpenGL 学习笔记--纹理&颜色混合(05)

纹理设置

Notes

  • 生成纹理对象,通过stbi_load加载图片,设置纹理的环绕和过滤方式,生成具体纹理texture0,根据当前绑定的纹理自动生成所需要的多级渐远纹理
  • 默认GL_TEXTURE0纹理单元激活并绑定到texture0纹理上,片段着色器采样器使用GL_TEXTURE0纹理单元
  • 顶点着色器通过VBO输入纹理坐标,输出纹理坐标到片段着色器
  • 片段着色器采样器通过Uniform绑定纹理单元,默认激活&绑定texture0,与颜色进行混合

代码示例

https://gitee.com/NiMiKiss/opengl-notes.git

shader.h

#ifndef _SHADER_H_
#define _SHADER_H_
#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include <iostream>
class Shader
{
public:
	Shader();
	~Shader();
	void UseShader() const;
	void InitShader();
private:
	int m_iShaderProgramID;
};

#endif // !_SHADER_H_

shader.cpp

#include "Shader.h"

Shader::Shader(){}

Shader::~Shader(){}

void Shader::InitShader()
{
	const char* vertexShaderSource = "#version 400 core\n"
		"layout (location = 0) in vec3 aPos;\n"
		"layout (location = 1) in vec3 aCol;\n"
		"layout (location = 2) in vec2 aTexCoord;\n"
		"out vec4 vertexColor;\n"
		"out vec2 TexCoord;\n"
		"void main()\n"
		"{\n"
		"   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0f);\n"
		"   vertexColor = vec4(aCol.x, aCol.y, aCol.z, 1.0f);\n"
		"   TexCoord = aTexCoord;\n"
		"}\0";
	const char* fragmentShaderSource = "#version 400 core\n"
		"out vec4 FragColor;\n"
		"in vec4 vertexColor;\n"
		"in vec2 TexCoord;\n"
		"uniform sampler2D ourTexture;\n"
		"void main()\n"
		"{\n"
		"   FragColor = texture(ourTexture,TexCoord) * vertexColor;\n"
		"}\n\0";

	int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);

	int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);

	m_iShaderProgramID = glCreateProgram();
	glAttachShader(m_iShaderProgramID, vertexShader);
	glAttachShader(m_iShaderProgramID, fragmentShader);
	glLinkProgram(m_iShaderProgramID);
}

void Shader::UseShader() const
{
	glUseProgram(m_iShaderProgramID);
}

OpenGL.cpp

#include "Shader.h"
#include "stb_image.h"

Shader shader;
GLFWwindow* window;
unsigned int VAO;
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const int indices[] = {
     0,1,3,
     1,2,3
};

float vertices[] = {
    // positions          // colors           // texture coords
     0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
     0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
    -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
    -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // top left 
};

void Init()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return;
    }
    glfwMakeContextCurrent(window);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return;
    }

    shader.InitShader();
}

void SetVAO()
{
    unsigned int 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);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glEnableVertexAttribArray(2);
}

int main()
{
    Init();
    SetVAO();

    unsigned int texture0;
    glGenTextures(1, &texture0);
    glBindTexture(GL_TEXTURE_2D, texture0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    int width(0), height(0), nrChannels(0);
    unsigned char* data = stbi_load("../OpenGL/resources/textures/container.jpg", &width, &height, &nrChannels, 0);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
    glGenerateMipmap(GL_TEXTURE_2D);
    stbi_image_free(data);

    while (!glfwWindowShouldClose(window))
    {
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        
        shader.UseShader();
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, sizeof(indices), GL_UNSIGNED_INT, 0);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }
}

输出结果

在这里插入图片描述

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