计算机图形学练习(一)——两张图片渐变交替

两张图片渐变交替

想要实现两张图片的渐变交替,需要用到以时间为参数的sin函数来实现,此处的实现方式为sin(timeValue),可以让image1和image2渐变交替。

main.cpp

#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "Shader.h"
#include "SOIL2/SOIL2.h"  
#include "SOIL2/stb_image.h"

const GLint WIDTH = 800, HEIGHT = 600;  
GLFWwindow* window;

int init()
{
	glfwInit();  
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

	window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
	
	if (nullptr == window)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}

	int screenWidth, screenHeight;
	glfwGetFramebufferSize(window, &screenWidth, &screenHeight);  

	
	glfwMakeContextCurrent(window);

	glewExperimental = GL_TRUE;
	if (GLEW_OK != glewInit())
	{
		std::cout << "Failed to initialise GLEW" << std::endl;
		return -1;
	}

	glViewport(0, 0, screenWidth, screenHeight);  
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC0_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
int main()
{
	init();
	Shader shader = Shader("res/shaders/core1.vs", "res/shaders/core1.frag");

	float vertices[] = {
		0.5f,  0.5f, 0.0f,      1.0f, 1.0f,  
		0.5f, -0.5f, 0.0f,      1.0f, 0.0f,   
		-0.5f, -0.5f, 0.0f,      0.0f, 0.0f,   
		-0.5f,  0.5f, 0.0f,      0.0f, 1.0f    
	};


	unsigned int indices[] =
	{
		0,1,3,  
		1,2,3  
	};
	GLuint VAO, VBO;  
	GLuint EBO; 

	glGenVertexArrays(1, &VAO);  
	glGenBuffers(1, &VBO);  
	glBindVertexArray(VAO); 
	glBindBuffer(GL_ARRAY_BUFFER, VBO);  
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);  
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);  
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
	glEnableVertexAttribArray(2);

	glGenBuffers(1, &EBO);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
	glBindBuffer(GL_ARRAY_BUFFER, 0);  
	glBindVertexArray(0); 

	GLuint texture1;
	int width, height;

	unsigned char* image1 = SOIL_load_image("res/images/image1.jpg", &width, &height, 0, SOIL_LOAD_RGBA);
	glGenTextures(1, &texture1);  
	glBindTexture(GL_TEXTURE_2D, texture1); 
	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_MIPMAP_LINEAR);  
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);  

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1); 
	glGenerateMipmap(GL_TEXTURE_2D);
	SOIL_free_image_data(image1);
	glBindTexture(GL_TEXTURE_2D, 0);  

	unsigned char* image2 = SOIL_load_image("res/images/image2.jpg", &width, &height, 0, SOIL_LOAD_RGBA);  

	GLuint texture2;
	glGenTextures(1, &texture2);  
	glBindTexture(GL_TEXTURE_2D, texture2); 
	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_MIPMAP_LINEAR);  
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);  
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image2);  
	glGenerateMipmap(GL_TEXTURE_2D);
	SOIL_free_image_data(image2);
	glBindTexture(GL_TEXTURE_2D, 0);  

	shader.Use();
	glUniform1i(glGetUniformLocation(shader.Program, "ourTexture0"), 0);
	glUniform1i(glGetUniformLocation(shader.Program, "ourTexture1"), 1);

	while (!glfwWindowShouldClose(window))
	{
		glfwPollEvents();
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);
		shader.Use();
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, texture1);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texture2);


		float timeValue = glfwGetTime();
		float TimeValue = sin(timeValue) + 1.0f;
		int vertexCorlorLocation = glGetUniformLocation(shader.Program, "mixt");
		glUniform1f(vertexCorlorLocation, TimeValue);

		glBindVertexArray(VAO);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
		glBindVertexArray(0);
		glfwSwapBuffers(window);
	}
	glDeleteVertexArrays(1, &VAO);  
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);
	glDeleteTextures(1, &texture1);
	glDeleteTextures(1, &texture2);

	glfwTerminate();  
	return 0;
}

Shader.h

#pragma once
#include<string>
#include<fstream>  
#include<sstream>
#include<iostream>
#include<GL/glew.h>

class Shader {
	GLuint vertex, fragment;
public:
	GLuint Program;
	Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
	{
		std::string vertexCode;
		std::string fragmentCode;
		std::ifstream vShaderFile;
		std::ifstream fShaderFile;
		vShaderFile.exceptions(std::ifstream::badbit);
		fShaderFile.exceptions(std::ifstream::badbit);

		try {
			vShaderFile.open(vertexPath);
			fShaderFile.open(fragmentPath);

			std::stringstream vShaderStream, fShaderStream;

			vShaderStream << vShaderFile.rdbuf();
			fShaderStream << fShaderFile.rdbuf();

			vShaderFile.close();
			fShaderFile.close();

			vertexCode = vShaderStream.str();
			fragmentCode = fShaderStream.str();
		}
		catch (std::ifstream::failure a) {
			std::cout <<
				"ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ"
				<< std::endl;
		}
		
		const GLchar* vShaderCode = vertexCode.c_str();
		const GLchar* fShaderCode = fragmentCode.c_str();

		
		vertex = glCreateShader(GL_VERTEX_SHADER);  
		glShaderSource(vertex, 1, &vShaderCode, NULL);
		glCompileShader(vertex);  

		GLint success;
		GLchar infoLog[512];
		glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);  
		if (!success) {
			glGetShaderInfoLog(vertex, 512, NULL, infoLog);
			std::cout <<
				"ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
				<< infoLog << std::endl;
		}

		
		fragment = glCreateShader(GL_FRAGMENT_SHADER);
		glShaderSource(fragment, 1, &fShaderCode, NULL);
		glCompileShader(fragment);  

		glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); 
		if (!success) {
			glGetShaderInfoLog(fragment, 512, NULL, infoLog);
			std::cout <<
				"ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
				<< infoLog << std::endl;
		}

		
		this->Program = glCreateProgram();  
		glAttachShader(this->Program, vertex);
		glAttachShader(this->Program, fragment);
		glLinkProgram(this->Program);  

		glValidateProgram(this->Program);  
		glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
		if (!success) {
			glGetProgramInfoLog(this->Program, 512, NULL, infoLog); 
			std::cout <<
				"ERROR::SHADER::PROGRAM::LINKING_FAILED\n" <<
				infoLog << std::endl;
		}
	}

	~Shader() {
		glDetachShader(this->Program, vertex);
		glDetachShader(this->Program, fragment);
		glDeleteShader(vertex);
		glDeleteShader(fragment);
		glDeleteProgram(this->Program);
	}
	void Use() {
		glUseProgram(this->Program);
	}
};

core1.vs

#version 330 core
layout(location = 0) in vec3 position;
layout(location = 2) in vec2 texCoords;
layout(location = 1) in vec3 color;
out vec2 TexCoords;
out vec3 ourColor;

void main(){
    gl_Position = vec4(position, 1.0f);
	TexCoords = vec2(texCoords.x, 1.0f-texCoords.y);
	ourColor = color;
}

core1.frag

#version 330 core
in vec2 TexCoords;
in vec3 ourColor;
out vec4 color;
uniform sampler2D ourTexture0;
uniform sampler2D ourTexture1;
uniform float mixt;

void main(){
	color= mix(texture(ourTexture0, TexCoords), texture(ourTexture1, TexCoords),mixt);
	//color = texture(ourTexture0, TexCoords) * vec4(ourColor, 1.0);
}
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