OpenGL蓝宝书源码学习(二十三)第七章——MultiTexture多重纹理

在上一节CubeMap的基础上新增了一个纹理贴图实现多重纹理。

// MultiTexture.cpp
// OpenGL SuperBible
// Demonstrates applying a cube map to an object (sphere)
// simultaneously with a "tarnish" texture.
// Program by Richard S. Wright Jr.

#include 
   
   
    
    	// OpenGL toolkit
#include 
    
    
     
     
#include 
     
     
      
      
#include 
      
      
       
       
#include 
       
       
         #include 
        
          #include 
         
           #include 
          
            #ifdef __APPLE__ #include 
           
             #else #define FREEGLUT_STATIC #include 
            
              #endif 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; // Six sides of a cube map const char *szCubeFaces[6] = { "pos_x.tga", "neg_x.tga", "pos_y.tga", "neg_y.tga", "pos_z.tga", "neg_z.tga" }; 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 }; // // This function does any needed initialization on the rendering // context. void SetupRC() { GLbyte *pBytes; GLint iWidth, iHeight, iComponents; GLenum eFormat; int i; // Cull backs of polygons glCullFace(GL_BACK); glFrontFace(GL_CCW); glEnable(GL_DEPTH_TEST); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // Load the tarnish texture 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); // Load the cube map glGenTextures(1, &cubeTexture); glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTexture); // Set up texture maps glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 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); // Load Cube Map images for(i = 0; i < 6; i++) { // Load this texture map pBytes = gltReadTGABits(szCubeFaces[i], &iWidth, &iHeight, &iComponents, &eFormat); glTexImage2D(cube[i], 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes); free(pBytes); } glGenerateMipmap(GL_TEXTURE_CUBE_MAP); viewFrame.MoveForward(-4.0f); gltMakeSphere(sphereBatch, 1.0f, 52, 26); 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"); skyBoxShader = gltLoadShaderPairWithAttributes("SkyBox.vp", "SkyBox.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal"); locMVPSkyBox = glGetUniformLocation(skyBoxShader, "mvpMatrix"); // Set textures to their texture units glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, tarnishTexture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTexture); } void ShutdownRC(void) { glDeleteTextures(1, &cubeTexture); } // Called to draw scene void RenderScene(void) { // Clear the window 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(); // Draw the sphere modelViewMatrix.MultMatrix(mCamera); glUseProgram(reflectionShader); 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); glUniform1i(locCubeMap, 0); glUniform1i(locTarnishMap, 1); glEnable(GL_CULL_FACE); sphereBatch.Draw(); glDisable(GL_CULL_FACE); modelViewMatrix.PopMatrix(); modelViewMatrix.PushMatrix(); modelViewMatrix.MultMatrix(mCameraRotOnly); glUseProgram(skyBoxShader); glUniformMatrix4fv(locMVPSkyBox, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix()); cubeBatch.Draw(); modelViewMatrix.PopMatrix(); // Do the buffer Swap glutSwapBuffers(); } // Respond to arrow keys by moving the camera frame of reference 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); // Refresh the Window glutPostRedisplay(); } void ChangeSize(int w, int h) { // Prevent a divide by zero if(h == 0) h = 1; // Set Viewport to window dimensions glViewport(0, 0, w, h); viewFrustum.SetPerspective(35.0f, float(w)/float(h), 1.0f, 1000.0f); projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix()); transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix); } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(800,600); glutCreateWindow("OpenGL MultiTexture"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err)); return 1; } SetupRC(); glutMainLoop(); ShutdownRC(); return 0; } // Reflection Shader // Vertex Shader // Richard S. Wright Jr. // OpenGL SuperBible #version 130 // Incoming per vertex... position and normal in vec4 vVertex; in vec3 vNormal; in vec2 vTexCoords; uniform mat4 mvpMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; uniform mat4 mInverseCamera; // Texture coordinate to fragment program smooth out vec3 vVaryingTexCoord; smooth out vec2 vTarnishCoords; void main(void) { // Normal in Eye Space vec3 vEyeNormal = normalMatrix * vNormal; // Vertex position in Eye Space vec4 vVert4 = mvMatrix * vVertex; vec3 vEyeVertex = normalize(vVert4.xyz / vVert4.w); // Get reflected vector vec4 vCoords = vec4(reflect(vEyeVertex, vEyeNormal), 1.0); // Rotate by flipped camera vCoords = mInverseCamera * vCoords; vVaryingTexCoord.xyz = normalize(vCoords.xyz); vTarnishCoords = vTexCoords.st; // Don't forget to transform the geometry! gl_Position = mvpMatrix * vVertex; } // Skybox Shader // Fragment Shader // Richard S. Wright Jr. // OpenGL SuperBible #version 130 out vec4 vFragColor; uniform samplerCube cubeMap; varying vec3 vVaryingTexCoord; void main(void) { vFragColor = texture(cubeMap, vVaryingTexCoord); } // Reflection Shader // Fragment Shader // Richard S. Wright Jr. // OpenGL SuperBible #version 130 out vec4 vFragColor; uniform samplerCube cubeMap; uniform sampler2D tarnishMap; smooth in vec3 vVaryingTexCoord; smooth in vec2 vTarnishCoords; void main(void) { vFragColor = texture(cubeMap, vVaryingTexCoord.stp); vFragColor *= texture(tarnishMap, vTarnishCoords); } // Skybox Shader // Vertex Shader // Richard S. Wright Jr. // OpenGL SuperBible #version 130 // Incoming per vertex... just the position in vec4 vVertex; uniform mat4 mvpMatrix; // Transformation matrix // Texture Coordinate to fragment program varying vec3 vVaryingTexCoord; void main(void) { // Pass on the texture coordinates vVaryingTexCoord = normalize(vVertex.xyz); // Don't forget to transform the geometry! gl_Position = mvpMatrix * vVertex; } 
             
            
           
          
         
       
      
      
     
     
    
    
   
   


一、多重纹理基础

在之前的学习的纹理贴图都是将一个单独的纹理加载到纹理对象上。当我们要使用这个纹理时,将他绑定到选定的纹理纹理对象上,然后将片段着色器的单个统一值设置为0。为什么是0呢?因为0是我们将要绑定到纹理单元的索引。OpenGL允许我们将独立的纹理对象绑定到一些可用的纹理单元上,从而提供了将两个或更多纹理同时应用到几何图形。可以对实现进行查询,来查看支持的纹理单元数量。如下:

GLint iUnits;
glGenIntegerv(GL_MAX_TEXTURE_UNITS,&Units);

默认情况下,第一个纹理单元为活动的纹理单元。所有纹理绑定操作都会影响当前活动的纹理单元。我们可以通过调用以纹理单元标识为变量的glActiveTexture来改变当前纹理单元。例如,要切换到第二个纹理单元并将它绑定到指定纹理对象上:

glActiveTexture(GL_TEXTURE1);

glBindTexture(GL_TEXTURE_2D,textureID);

二、多重纹理坐标

有两个函数可以提供纹理坐标。

1、CopyTexCoordData2f,它的速度是最快的,因为它会一次复制整个一组纹理坐标。


2、使用较慢的每次一个顶点的接口,与立即模式类似。可以通过两种方式指定一个二维纹理坐标,每次指定一个。


此次的源码是在上次学习的源码基础上新增了多重纹理的应用,所以只着重解析多重纹理部分源码。

三、Client程序解析

MultiTexture.cpp

1、全局变量

//声明两个纹理对象标识,对应着色器程序的统一值

GLint locCubeMap, locTarnishMap;

2、函数解析

1)void SetupRC()

.....

//生成纹理对象

glGenTextures(1, &tarnishTexture);

//绑定纹理对象
glBindTexture(GL_TEXTURE_2D, tarnishTexture);

//设置纹理对象的过滤和环绕模式
    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);

//加载纹理贴图,指定宽、高、新的缓冲区和文件格式

pBytes = gltReadTGABits("tarnish.tga", &iWidth, &iHeight, &iComponents, &eFormat);

//从缓冲区载入纹理数据,一旦载入,纹理就会成为当前纹理状态(即活动的)

glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes);

//释放内存

free(pBytes);

//生成Mip贴图层

glGenerateMipmap(GL_TEXTURE_2D);

...............

//得到着色器程序中的两个贴图的统一值,赋值给纹理对象标识

 locCubeMap = glGetUniformLocation(reflectionShader, "cubeMap");
locTarnishMap = glGetUniformLocation(reflectionShader, "tarnishMap");

.............

//切换纹理单元。将两个纹理进行绑定,每个纹理都会绑定到自己的纹理单元上

glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tarnishTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTexture);

2)void RenderScene(void)

.........

//设置着色器程序纹理对象的统一值

glUniform1i(locCubeMap, 0);
glUniform1i(locTarnishMap, 1);

注:多重纹理的源码是在上一节的源码基础上新添,所以略去了全部的解析。可回顾上一节。下面着重解析着色器程序。

四、着色器程序解析

与CubeMap的源码基本一致,这里解析一下新增的代码。

Reflection.vp

 // 设置第二个纹理的纹理坐标

in vec2 vTexCoords;

vTarnishCoords = vTexCoords.st; 


Reflection.fp

//采样器,将要采样的纹理所绑定的纹理单元

uniform sampler2D   tarnishMap;

//设置输出颜色:立方体纹理采样得到的颜色再乘等于第二个纹理采样得到的颜色值

vFragColor = texture(cubeMap, vVaryingTexCoord.stp);  
    vFragColor *= texture(tarnishMap, vTarnishCoords);

五、小结

此多重纹理的源码示例是在上一节的CubeMap的示例的基础上新增了多重纹理的渲染效果。需要注意的是,在客户端程序中第二个纹理对象的生成和绑定,得到着色器程序中的纹理采样器的统一值,再进行绑定设置纹理单元,在着色器程序中,得到要进行渲染的输出颜色值。



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