OpenGL使用多重纹理也同样非常简单,比如我们想在上一节反射的小球上再加一层纹理,实现下面的效果
我们给小球加上去的纹理贴图名字叫做"tarnish.tga",如下图
还记得上一节反射中,我们给小球设置颜色值时,只是将对应的天空盒的纹理坐标赋予小球的颜色值,如下
vFragColor = texture(cubeMap, vVaryingTexCoord);
这一次我们只需要把这个颜色值再乘上"晦暗"的纹理坐标的颜色值即可,如下
//采用天空盒的纹理坐标颜色值
vFragColor = texture(cubeMap, vVaryingTexCoord.stp);
//与晦暗纹理贴图的颜色值相乘,作为光栅化时的颜色值
vFragColor *= texture(tarnishMap, vTarnishCoords);
glGenTextures(1, &texture0);
glGenTextures(1, &texture1);
然后我们使用下面的代码即可将两个纹理对象绑定在一起
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,texture1);
下面来看看本节的代码实现,这次我们将贴出所以代码,注释很详细
首先是天空盒的顶点着色器SkyBox.vp
//需要OpenGL 最低版本为1.3
#version 130
//顶点
in vec4 vVertex;
uniform mat4 mvpMatrix;
// 需要传入到片段着色器中的纹理坐标
varying vec3 vVaryingTexCoord;
void main(void)
{
//得到顶点法线
vVaryingTexCoord = normalize(vVertex.xyz);
//将顶点变换到照相机坐标系下
gl_Position = mvpMatrix * vVertex;
}
下面是天空盒的片段着色器SkyBox.fp
// 需要OpenGL 最低版本为1.3
#version 130
out vec4 vFragColor;
uniform samplerCube cubeMap;
//纹理坐标
varying vec3 vVaryingTexCoord;
void main(void)
{
vFragColor = texture(cubeMap, vVaryingTexCoord);
}
下面是小球的反射的顶点着色器Reflection.vp
// 需要OpenGL 最低版本为1.3
#version 130
// 需要从外界输入的值
//顶点
in vec4 vVertex;
//法线
in vec3 vNormal;
//纹理坐标
in vec2 vTexCoords;
//需要从外界设置的uniform值
uniform mat4 mvpMatrix;
uniform mat4 mvMatrix;
uniform mat3 normalMatrix;
uniform mat4 mInverseCamera;
//需要传入到片段着色器中的天空盒的纹理坐标
smooth out vec3 vVaryingTexCoord;
//需要传入到片段着色器中的晦暗的纹理坐标
smooth out vec2 vTarnishCoords;
void main(void)
{
// 照相机空间中的顶点法线
vec3 vEyeNormal = normalMatrix * vNormal;
// 照相机空间中的顶点位置
vec4 vVert4 = mvMatrix * vVertex;
vec3 vEyeVertex = normalize(vVert4.xyz / vVert4.w);
// 得到顶点的反射向量
vec4 vCoords = vec4(reflect(vEyeVertex, vEyeNormal), 1.0);
// 通过反转的照相机进行旋转
vCoords = mInverseCamera * vCoords;
vVaryingTexCoord.xyz = normalize(vCoords.xyz);
//对"晦暗"的纹理坐标进行赋值
vTarnishCoords = vTexCoords.st;
// 将顶点变换到照相机坐标系下
gl_Position = mvpMatrix * vVertex;
}
下面是小球的反射的片段着色器Reflection.fp
// 需要OpenGL 最低版本为1.3
#version 130
out vec4 vFragColor;
//天空盒的纹理对象索引
uniform samplerCube cubeMap;
//"晦暗"的纹理对象索引
uniform sampler2D tarnishMap;
smooth in vec3 vVaryingTexCoord;
smooth in vec2 vTarnishCoords;
void main(void)
{
//采用天空盒的纹理坐标颜色值
vFragColor = texture(cubeMap, vVaryingTexCoord.stp);
//与晦暗纹理贴图的颜色值相乘,作为光栅化时的颜色值
vFragColor *= texture(tarnishMap, vTarnishCoords);
}
下面是工程代码部分
首先是需要包含的头文件和全局变量部分
#include <GLTools.h>
#include <GLMatrixStack.h>
#include <GLFrame.h>
#include <GLFrustum.h>
#include <GLGeometryTransform.h>
#include <Stopwatch.h>
#include <math.h>
#include <stdlib.h>
#define FREEGLUT_STATIC
#include <GL/glut.h>
GLFrame viewFrame;
GLFrustum viewFrustum;
GLTriangleBatch sphereBatch;
GLBatch cubeBatch;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
GLGeometryTransform transformPipeline;
GLuint cubeTexture;
GLuint tarnishTexture;
GLint reflectionShader;
GLint skyBoxShader;
GLint locMVPReflect, locMVReflect, locNormalReflect, locInvertedCamera;
GLint locCubeMap, locTarnishMap;
GLint locMVPSkyBox;
// 天空盒六个面的纹理图片
const char *szCubeFaces[6] = { "pos_x.tga", "neg_x.tga", "pos_y.tga", "neg_y.tga", "pos_z.tga", "neg_z.tga" };
//天空盒六个方向
GLenum cube[6] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z };
然后是主函数main
int main(int argc, char* argv[])
{
//设置工程路径
gltSetWorkingDirectory(argv[0]);
//初始化GLUT
glutInit(&argc, argv);
//设置需要使用的窗口模式
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
//窗口的大小
glutInitWindowSize(800, 600);
//窗口的名字
glutCreateWindow("ToomShader");
//窗口大小改变时的回调函数
glutReshapeFunc(ChangeSize);
//渲染时的回调函数
glutDisplayFunc(RenderScene);
//键盘响应的回调函数
glutSpecialFunc(SpecialKeys);
//初始化glew
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
//初始化函数
SetupRC();
//消息循环
glutMainLoop();
//程序退出时的清理工作
ShutdownRC();
return 0;
}
下面是窗口大小改变时的回调函数ChangeSize
void ChangeSize(int w, int h)
{
// Prevent a divide by zero
if (h == 0)
h = 1;
//设置视口大小
glViewport(0, 0, w, h);
//设置投影变换矩阵
viewFrustum.SetPerspective(35.0f, float(w) / float(h), 1.0f, 100.0f);
//设置模型变换矩阵
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
下面是响应键盘消息的函数SpecialKeys
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
viewFrame.MoveForward(0.1f);
if(key == GLUT_KEY_DOWN)
viewFrame.MoveForward(-0.1f);
if(key == GLUT_KEY_LEFT)
viewFrame.RotateLocalY(0.1);
if(key == GLUT_KEY_RIGHT)
viewFrame.RotateLocalY(-0.1);
glutPostRedisplay();
}
下面是初始化函数SetupRC
void SetupRC()
{
GLbyte *pBytes;
GLint iWidth, iHeight, iComponents;
GLenum eFormat;
int i;
// 禁用多边形背面上的光照、阴影和颜色计算及操作
glCullFace(GL_BACK);
//GL_CCW 表示窗口坐标上投影多边形的顶点顺序为逆时针方向的表面为正面
glFrontFace(GL_CCW);
//开启深度测试
glEnable(GL_DEPTH_TEST);
//设置数据内存对齐方式
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
//创建纹理对象
glGenTextures(1, &cubeTexture);
//绑定纹理对象
glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTexture);
//设置纹理过滤模式
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//设置纹理渲染模式
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// 加载"晦暗"的纹理贴图tarnish.tga
glGenTextures(1, &tarnishTexture);
glBindTexture(GL_TEXTURE_2D, tarnishTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
pBytes = gltReadTGABits("tarnish.tga", &iWidth, &iHeight, &iComponents, &eFormat);
glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);
glGenerateMipmap(GL_TEXTURE_2D);
//加载纹理图片
for (i = 0; i < 6; i++)
{
pBytes = gltReadTGABits(szCubeFaces[i], &iWidth, &iHeight, &iComponents, &eFormat);
glTexImage2D(cube[i], 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);
}
//开启mip贴图模式
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
viewFrame.MoveForward(-4.0f);
//初始化小球模型数据
gltMakeSphere(sphereBatch, 1.0f, 52, 26);
//初始化立方体模型的数据,这个立方体就是用来贴6张天空的纹理图片的,从而形成天空盒
gltMakeCube(cubeBatch, 20.0f);
reflectionShader = gltLoadShaderPairWithAttributes("Reflection.vp", "Reflection.fp", 3,
GLT_ATTRIBUTE_VERTEX, "vVertex",
GLT_ATTRIBUTE_NORMAL, "vNormal",
GLT_ATTRIBUTE_TEXTURE0, "vTexCoords");
locMVPReflect = glGetUniformLocation(reflectionShader, "mvpMatrix");
locMVReflect = glGetUniformLocation(reflectionShader, "mvMatrix");
locNormalReflect = glGetUniformLocation(reflectionShader, "normalMatrix");
locInvertedCamera = glGetUniformLocation(reflectionShader, "mInverseCamera");
locCubeMap = glGetUniformLocation(reflectionShader, "cubeMap");
locTarnishMap = glGetUniformLocation(reflectionShader, "tarnishMap");
//加载自己写的天空盒的着色器
skyBoxShader = gltLoadShaderPairWithAttributes("SkyBox.vp", "SkyBox.fp", 2,
GLT_ATTRIBUTE_VERTEX, "vVertex",
GLT_ATTRIBUTE_NORMAL, "vNormal");
locMVPSkyBox = glGetUniformLocation(skyBoxShader, "mvpMatrix");
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tarnishTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTexture);
}
下面是渲染函数RenderScene
void RenderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
M3DMatrix44f mCamera;
M3DMatrix44f mCameraRotOnly;
M3DMatrix44f mInverseCamera;
viewFrame.GetCameraMatrix(mCamera, false);
viewFrame.GetCameraMatrix(mCameraRotOnly, true);
m3dInvertMatrix44(mInverseCamera, mCameraRotOnly);
modelViewMatrix.PushMatrix();
modelViewMatrix.MultMatrix(mCamera);
//使用自己写的着色器
glUseProgram(reflectionShader);
//设置着色器uniform值
glUniformMatrix4fv(locMVPReflect, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
glUniformMatrix4fv(locMVReflect, 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
glUniformMatrix3fv(locNormalReflect, 1, GL_FALSE, transformPipeline.GetNormalMatrix());
glUniformMatrix4fv(locInvertedCamera, 1, GL_FALSE, mInverseCamera);
//设置片段着色器中的纹理对象的索引
glUniform1i(locCubeMap, 0);
glUniform1i(locTarnishMap, 1);
glEnable(GL_CULL_FACE);
sphereBatch.Draw();
glDisable(GL_CULL_FACE);
modelViewMatrix.PopMatrix();
modelViewMatrix.PushMatrix();
modelViewMatrix.MultMatrix(mCamera);
//使用自己写的着色器
glUseProgram(skyBoxShader);
//设置着色器uniform值
glUniformMatrix4fv(locMVPSkyBox, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
//绘制模型
cubeBatch.Draw();
modelViewMatrix.PopMatrix();
glutSwapBuffers();
}
下面是程序退出时的清理函数ShutdownRC
void ShutdownRC(void)
{
//销毁纹理对象
glDeleteTextures(1, &cubeTexture);
glDeleteTextures(1, &tarnishTexture);
}