《Qt-OpenGL系列编程》课程学习记录(6):纹理单元、纹理环绕方式、纹理过滤

纹理单元

OpenGL保证至少有16个纹理单元,即可以激活从 GL_TEXTURE0 (默认是激活的)到 GL_TEXTRUE15。它们都是按顺序定义的。

激活和绑定纹理单元

OpenGL原生:

glActiveTexture(GL_TEXTURE0); 
glBindTexture(GL_TEXTURE_2D, texture1);

Qt封装:

QOpenGLTexture * texture = new QOpenGLTexture(QImage(":/images/images/wall.jpg").mirrored());
shaderProgram.bind(0);//激活和绑定第0个纹理单元

纹理单元示例

//顶点着色器
#version 450 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTexCord;
out vec3 ourColor;
out vec2 TexCord;
void main()
{
    gl_Position = vec4(aPos, 1.0f);
    ourColor=aColor;
    TexCord=aTexCord;
}
//片段着色器
#version 450 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCord;
uniform sampler2D textureWall;
uniform sampler2D textureSmile;
void main()
{
    FragColor = mix(texture(textureWall,TexCord),
                    texture(textureSmile,TexCord),0.5);
}
#ifndef WIDGET_H
#define WIDGET_H

#include <QWidget>
#include <QOpenGLWidget>
#include <QOpenGLFunctions_4_5_Core>
#include <QOpenGLShaderProgram>

class Widget : public QOpenGLWidget,QOpenGLFunctions_4_5_Core
{
    Q_OBJECT

public:
    Widget(QWidget *parent = nullptr);
    ~Widget();

protected:
    virtual void initializeGL();
    virtual void paintGL();

private:
    class QOpenGLTexture * textureWall;
    QOpenGLTexture * textureSmile;
    QOpenGLShaderProgram shaderProgram;
};
#endif // WIDGET_H
#include "widget.h"
#include <QOpenGLShaderProgram>
#include <QTimer>
#include <QTime>
#include <QOpenGLTexture>

unsigned int VBO, VAO,EBO;
float 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,
    0.5f, -0.5f, 0.0f,      0.0f, 1.0f, 0.0f,       1.0f, 0.0f,
    -0.5f, -0.5f, 0.0f,     0.0f, 0.0f, 1.0f,       0.0f, 0.0f,
    -0.5f, 0.5f, 0.0f,      1.0f, 1.0f, 0.0f,       0.0f, 1.0f
};

unsigned int indices[] =
{
    0, 1, 3,
    1, 2, 3
};

Widget::Widget(QWidget *parent) : QOpenGLWidget(parent)
{
}

Widget::~Widget()
{
    makeCurrent();
    glDeleteBuffers(1,&VBO);
    glDeleteBuffers(1,&EBO);
    glDeleteVertexArrays(1,&VAO);
    doneCurrent();
}

void Widget::initializeGL()
{
    initializeOpenGLFunctions();

    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);

    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), nullptr);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),  (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex,":/shapes.vert");
    shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment,":/shapes.frag");
    if(!shaderProgram.link())
        qDebug()<<"着色器程序编译错误信息:"<<shaderProgram.log();

    glGenBuffers(1, &EBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    textureWall = new QOpenGLTexture(QImage(":/image/wall.jpg").mirrored());
    textureSmile = new QOpenGLTexture(QImage(":/image/awesomeface.png").mirrored());

    shaderProgram.bind();
    shaderProgram.setUniformValue("textureWall",0);//纹理单元0
    shaderProgram.setUniformValue("textureSmile",1);//纹理单元1

    glBindVertexArray(0);
}

void Widget::paintGL()
{
    glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    shaderProgram.bind();
    glBindVertexArray(VAO);

    textureWall->bind(0);
    textureSmile->bind(1);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
}

纹理环绕方式 

纹理过滤

  • GL_NEAREST:使用纹理中坐标最接近的一个像素的颜色作为需要绘制的像素颜色。
  • GL_LINEAR:使用纹理中坐标最接近的若干个颜色,通过加权平均算法得到需要绘制的像素颜色。
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