纹理与纹理混合
Notes
- 生成纹理对象texture[0],texture[1],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,根据当前绑定的纹理自动生成所需要的多级渐远纹理 - GL_TEXTURE0纹理单元激活并绑定到texture[0]纹理上,GL_TEXTURE1纹理单元激活并绑定到texture[1]纹理上,片段着色器采样器ourTexture1使用GL_TEXTURE0纹理单元,ourTexture2使用GL_TEXTURE1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,纹理之间进行混合
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();
int GetShaderProgramID() const;
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 ourTexture1;\n"
"uniform sampler2D ourTexture2;\n"
"void main()\n"
"{\n"
" FragColor = mix(texture(ourTexture1,TexCoord),texture(ourTexture2,TexCoord),0.2);\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);
}
int Shader::GetShaderProgramID()const
{
return 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();
int width(0), height(0), nrChannels(0);
unsigned char* data;
stbi_set_flip_vertically_on_load(true);
unsigned int texture[2];
glGenTextures(2, texture);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
data = stbi_load("../OpenGL/resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
glActiveTexture(GL_TEXTURE0); //先激活再绑定
glBindTexture(GL_TEXTURE_2D, texture[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture[1]);
shader.UseShader();
glUniform1i(glGetUniformLocation(shader.GetShaderProgramID(), "ourTexture1"), 0);
glUniform1i(glGetUniformLocation(shader.GetShaderProgramID(), "ourTexture2"), 1);
while (!glfwWindowShouldClose(window))
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, sizeof(indices), GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
}
输出结果