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);
}
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
};
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);
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);
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);
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);
}