openGL学习-18(纹理-4-练习)

1.修改片段着色器,仅让笑脸图案朝另一个方向看

#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

uniform sampler2D texture1;
uniform sampler2D texture2;

void main()
{
  FragColor = mix(texture(texture1, TexCoord), texture(texture2, vec2(1.0 - TexCoord.x, TexCoord.y)), 0.2);
}

结果
2.尝试用不同的纹理环绕方式,设定一个从0.0f到2.0f范围内的(而不是原来的0.0f到1.0f)纹理坐标。试试看能不能在箱子的角落放置4个笑脸:
修改纹理坐标

float vertices[] = {
    //     ---- 位置 ----       ---- 颜色 ----     - 纹理坐标 -
        0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   2.0f, 2.0f,   // 右上
        0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   2.0f, 0.0f,   // 右下
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f,   // 左下
        -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 2.0f    // 左上
    };

结果
修改环绕方式

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); 
// 注意,这里的纹理坐标是S,T,不是X,Y,Z 
// GL_REPEAT重复纹理图像 GL_MIRRORED_REPEAT镜像对称重复纹理图像  GL_CLAMP_TO_EDGE截取纹理图像  GL_CLAMP_TO_BORDER超出纹理坐标的部分被设置为用户指定的边缘颜色  
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);

结果

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // 注意,这里的纹理坐标是S,T,不是X,Y,Z GL_REPEAT重复纹理图像 GL_MIRRORED_REPEAT镜像对称重复纹理图像  GL_CLAMP_TO_EDGE截取纹理图像  GL_CLAMP_TO_BORDER超出纹理坐标的部分被设置为用户指定的边缘颜色  
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

结果
3.尝试在矩形上只显示纹理图像的中间一部分,修改纹理坐标,达到能看见单个的像素的效果。尝试使用GL_NEAREST的纹理过滤方式让像素显示得更清晰:
修改纹理坐标

float vertices[] = {
    //     ---- 位置 ----       ---- 颜色 ----     - 纹理坐标 -
        0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   0.55f, 0.55f,   // 右上
        0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   0.55f, 0.45f,   // 右下
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.45f, 0.45f,   // 左下
        -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.45f, 0.55f    // 左上
    };

修改过滤方式

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

结果
4.使用一个uniform变量作为mix函数的第三个参数来改变两个纹理可见度,使用上和下键来改变箱子或笑脸的可见度:
片段着色器

#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

uniform sampler2D texture1;
uniform sampler2D texture2;

uniform float mixValue;

void main()
{
  FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), mixValue);
}

根据按键改变值

void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    
    if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
    {
        mixValue += 0.0003f; // change this value accordingly (might be too slow or too fast based on system hardware)
        if (mixValue >= 1.0f)
            mixValue = 1.0f;
    };

    if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
    {
        mixValue -= 0.0003f; // change this value accordingly (might be too slow or too fast based on system hardware)
        if (mixValue <= 0.0f)
            mixValue = 0.0f;
    };
}

完整代码


#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <tool/shader.h>

#define STB_IMAGE_IMPLEMENTATION
#include <tool/stb_image.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height); // 窗口大小改变回调函数
void processInput(GLFWwindow *window);  // 输入处理函数

float mixValue = 0.2f;  // 混合值

// 大小设置
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
std::string Shader::dirName; 
int main()
{
    glfwInit();  // 初始化GLFW
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);  // 设置主版本号
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);  // 设置次版本号
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 设置OpenGL配置文件为核心模式

#ifdef __APPLE__  // Mac OS X系统需要加上这行代码
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // 创建窗口对象
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: load all OpenGL function pointers
    // 加载所有OpenGL函数指针 glad是用来管理OpenGL的函数指针的,所以在调用任何OpenGL的函数之前我们需要初始化GLAD
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    Shader ourShader = Shader("./src/shader/vertex.glsl", "./src/shader/fragment.glsl");  // 创建着色器程序对象

    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,   // 右上
        0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f,   // 右下
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f,   // 左下
        -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f    // 左上
    };

    unsigned int indices[] = {
        // 注意索引从0开始! 
        // 此例的索引(0,1,2,3)就是顶点数组vertices的下标,
        // 这样可以由下标代表顶点组合成矩形

        0, 1, 3, // 第一个三角形
        1, 2, 3  // 第二个三角形
    };

    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    unsigned int EBO;
    glGenBuffers(1, &EBO);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    // 绑定顶点数组对象,然后绑定和设置顶点缓冲区,然后配置顶点属性
    glBindVertexArray(VAO);  // 绑定VAO

    glBindBuffer(GL_ARRAY_BUFFER, VBO);  // 绑定VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);  // 将顶点数据复制到缓冲区中

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);  // 绑定EBO
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);  // 将索引复制到缓冲区中

    // 位置属性
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // 颜色属性
    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); 
    glBindVertexArray(0); 

    unsigned int texture1, texture2;  // 创建纹理对象
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);
    // 为当前绑定的纹理对象设置环绕、过滤方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);   
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    // 加载并生成纹理
    int width, height, nrChannels;

    unsigned char *data = stbi_load("./src/container.jpg", &width, &height, &nrChannels, 0);
    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);
    // 为当前绑定的纹理对象设置环绕、过滤方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // 注意,这里的纹理坐标是S,T,不是X,Y,Z GL_REPEAT重复纹理图像 GL_MIRRORED_REPEAT镜像对称重复纹理图像  GL_CLAMP_TO_EDGE截取纹理图像  GL_CLAMP_TO_BORDER超出纹理坐标的部分被设置为用户指定的边缘颜色  
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    stbi_set_flip_vertically_on_load(true); // 翻转y轴
    // 加载并生成纹理
    data = stbi_load("./src/awesomeface.png", &width, &height, &nrChannels, 0);
    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    ourShader.use();  // 使用着色器程序对象
    glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0); // 手动设置
    ourShader.setInt("texture2", 1); // 或者使用着色器类设置

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);
        // render
        // ------
        glUniform1f(glGetUniformLocation(ourShader.ID, "mixValue"), mixValue);

        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        ourShader.use();
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        // glBindVertexArray(0); // no need to unbind it every time 
 
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // 可选:一旦它们完成了任务,就释放所有资源:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    
    if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
    {
        mixValue += 0.0003f; // change this value accordingly (might be too slow or too fast based on system hardware)
        if (mixValue >= 1.0f)
            mixValue = 1.0f;
    };

    if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
    {
        mixValue -= 0.0003f; // change this value accordingly (might be too slow or too fast based on system hardware)
        if (mixValue <= 0.0f)
            mixValue = 0.0f;
    };
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

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