可编程渲染管线OpenGL学习随笔(6)---双纹理

前言

现实中的图形纹理是复杂的。为了尽可能的还原,我们可以使用多个纹理。本节就以两个纹理为例。
本节来自:https://learnopengl-cn.github.io/01%20Getting%20started/06%20Textures/

代码演示

#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include"Shader.h"
#include"stb_image.h"
#include<iostream>
using namespace std;

float mixValue = 0.2f;

void framebuff_size_callback(GLFWwindow*window, int width, int height)
{
	glViewport(0, 0, width, height);
}

void processInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
	if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
	{
		mixValue += 0.01f;
		if (mixValue >= 1.0f)
			mixValue = 1.0f;
	}
	if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
	{
		mixValue -= 0.01f;
		if (mixValue <=0.0f)
			mixValue = 0.0f;
	}
}

const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;



int main()
{
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "OpenGLTexture", NULL, NULL);
	if (window == NULL)
	{
		cout << "Failed to create GLFW window" << endl;
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuff_size_callback);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		cout << "Failed to initialize GLAD" << endl;
	}

	Shader ourshader("vshader.txt", "twofshader.txt");

	float vertes[] =
	{
		//坐标               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
	};
	//索引
	unsigned int indices[] = {
		0,1,3,
		1,2,3
	};

	//纹理
	unsigned int texture1,texture2;
	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_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	//装载图片
	int width, height, nrChannels;
	
	unsigned char *data = stbi_load("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
	{
		cout << "Failed to load texture1" << 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);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	//装载图片
	stbi_set_flip_vertically_on_load(true);//反转图片Y轴
	data = stbi_load("awesomeface.png", &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
	{
		cout << "Failed to load texture2" << endl;
	}
	stbi_image_free(data);

	ourshader.use();//设置uniform变量之前激活着色器程序
	glUniform1i(glGetUniformLocation(ourshader.ID, "texturel"), 0);//手动设置
	ourshader.setInt("texture2", 1);//或者使用着色器类设置

	//顶点数组对象
	unsigned int VAO, VBO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);

	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertes), vertes, GL_STATIC_DRAW);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	//位置
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	//颜色
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);
	//纹理坐标
	/*glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
	glEnableVertexAttribArray(2);*/

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);

	while (!glfwWindowShouldClose(window))
	{
		processInput(window);
		//ourshader.setFloat("aMixValue", mixValue);

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

		//绑定纹理
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, texture1);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texture2);
		//着色
		ourshader.use();
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);

	glfwTerminate();
	system("pause");
	return 0;
}
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