【OpenGL】Shader个人学习笔记(8)--Textures

Texture的原理

specify for each vertex that we have of our rectangle(顶点绘制情况) what area of the texture it should be and then the fragment shader will interpolate between that 

即指定为每个顶点,rectangle(顶点绘制情况)区域的结构应该是什么,然后着色器将之间插入片段

Texture.cpp

#include "Texture.h"

#include "vendor/stb_image/stb_image.h"

Texture::Texture(const std::string& path)
	:m_RendererID(0), m_FilePath(path), m_localBuffer(nullptr),
	m_Width(0), m_Height(0), m_BPP(0)
{
	stbi_set_flip_vertically_on_load(1);
	m_localBuffer = stbi_load(path.c_str(), &m_Width, &m_Height, &m_BPP, 4);

	GLCall(glGenTextures(1, &m_RendererID));
	GLCall(glBindTexture(GL_TEXTURE_2D, m_RendererID));

	GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER/*minification filter, how our parameter resampled down*/, GL_LINEAR));
	GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));//scale it up
	GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));//X GL_CLAMP
	GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));//Y

	GLCall(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_localBuffer));
	GLCall(glBindTexture(GL_TEXTURE_2D, 0));

	if (m_localBuffer)
		stbi_image_free(m_localBuffer);
}

Texture::~Texture()
{
	GLCall(glDeleteTextures(1, &m_RendererID));
}

void Texture::Bind(unsigned int slot /*= 0*/) const
{
	GLCall(glActiveTexture(GL_TEXTURE0 + slot));
	GLCall(glBindTexture(GL_TEXTURE_2D, m_RendererID));
}

void Texture::Unbind() const
{
	GLCall(glBindTexture(GL_TEXTURE_2D, 0));
}

detail coming soon

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