百叶窗的实现原理:设置窗页宽度,2张纹理间隔采样。
顶点着色器:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec2 TexCoord;
out vec4 FragColor;
void main()
{
gl_Position = vec4(aPos, 1.0);
TexCoord = vec2(aTexCoord.x, 1-aTexCoord.y);
FragColor=vec4(1.0);
}
片段着色器:
#version 330 core
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform float unitWidth;
//窗页宽度 范围0-1
uniform float offset;
//显示窗页的编译系数 范围0-1
in vec4 FragColor;
in vec2 TexCoord;
out vec4 color;
void main()
{
float modPixel = mod(TexCoord[0], unitWidth);
float showPixel = offset* unitWidth;
if (modPixel < showPixel)
{
color = FragColor * texture2D(texture1, TexCoord);
}
else
{
color = FragColor * texture2D(texture0, TexCoord);
}
}
完整代码:
#include "stdio.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <soil/SOIL.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include "wrapperWindow.h"
#include "wrapperShader.h"
#include "data.h"
#include <windows.h>
const int design_w = 800;
const int design_h = 600;
int main()
{
GLFWwindow *window = wrapperWindow(design_w, design_h).getWindow();
auto m_shader = wrapperShader::createWithFilePath("blinds.vsh", "blinds.fsh");
int arr_group_nun = 8;
unsigned int indices[] = { // 注意索引从0开始!
0, 1, 3, // 第一个三角形
1, 2, 3 // 第二个三角形
};
GLuint vao, vbo,ebo;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(rectArr), rectArr, GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, arr_group_nun* sizeof(GLfloat), (GLvoid *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, arr_group_nun* sizeof(GLfloat), (GLvoid *)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
//--
int w = 0, h = 0;
GLuint texture0,texture1;
glGenTextures(1, &texture0);
glBindTexture(GL_TEXTURE_2D, texture0);
unsigned char * img = SOIL_load_image("1.jpg", &w, &h, 0, SOIL_LOAD_RGB);
//加载图片
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
//加载的图片数据 生成纹理
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(img);
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
img = SOIL_load_image("car.jpg", &w, &h, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(img);
glBindTexture(GL_TEXTURE_2D, 0);
SYSTEMTIME now;
int ratio = 400;
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_shader.useShaderProgram();
m_shader.set1i("texture0", 0);
m_shader.set1i("texture1", 1);
glBindVertexArray(vao);
glActiveTexture(GL_TEXTURE0);
//激活纹理单元
glBindTexture(GL_TEXTURE_2D, texture0);
//绑定纹理单元
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture1);
m_shader.set1f("unitWidth", 0.1);
//设置窗页宽度
GetSystemTime(&now);
int sur = now.wMilliseconds %ratio;
float offset = sur*1.0 / ratio;
m_shader.set1f("offset", 1-offset);
//根据时间设置偏移系数
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteBuffers(1, &vao);
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &ebo);
glfwTerminate();
return 0;
}
效果图: