【LearnOpenGL学习笔记】——16.混合测试

1.丢弃片段

丢弃纹理中透明部分的片段,保留不透明部分的片段
如何加载透明纹理?
stb_image会自动加载,但我们需要告诉OpenGL
因此使用
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);

2.半透明图形渲染——使用混合(blend)

(1)混合开启:glEnable(GL_BLEND);
(2)混合公式:
在这里插入图片描述
(3)因子值设置:

glBlendFunc(GLenum sfactor, GLenum dfactor)
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
在这里插入图片描述

(4)渲染顺序:

先绘制所有不透明的物体(从前往后)
对所有透明的物体排序。
按顺序绘制所有透明的物体(从后往前)

3.练习

(1)代码

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <learnopengl/shader_m.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow* window);
unsigned int loadTexture(const char* path);

// 窗口设置
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

// 照相机
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;

// 帧
float deltaTime = 0.0f;
float lastFrame = 0.0f;


int main()
{

    // glfw: 初始化与配置
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw 窗口创建
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL17", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    //设置回调函数
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // 捕获鼠标
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // tell stb_image.h to flip loaded texture's on the y-axis (before loading model).
    stbi_set_flip_vertically_on_load(true);

    // 深度测试
    // -----------------------------
    //glEnable(GL_DEPTH_TEST);
    //glDepthFunc(GL_ALWAYS);

     // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    // shaders创建、链接
    // -------------------------
    Shader ourShader("1.vs", "1.fs");


    float cubeVertices[] = {
        // positions          // texture Coords
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
    };
    float planeVertices[] = {
        // positions          // texture Coords (note we set these higher than 1 (together with GL_REPEAT as texture wrapping mode). this will cause the floor texture to repeat)
         5.0f, -0.5f,  5.0f,  2.0f, 0.0f,
        -5.0f, -0.5f,  5.0f,  0.0f, 0.0f,
        -5.0f, -0.5f, -5.0f,  0.0f, 2.0f,

         5.0f, -0.5f,  5.0f,  2.0f, 0.0f,
        -5.0f, -0.5f, -5.0f,  0.0f, 2.0f,
         5.0f, -0.5f, -5.0f,  2.0f, 2.0f
    };
    float transparentVertices[] = {
        // positions         // texture Coords (swapped y coordinates because texture is flipped upside down)
        0.0f,  0.5f,  0.0f,  0.0f,  0.0f,
        0.0f, -0.5f,  0.0f,  0.0f,  1.0f,
        1.0f, -0.5f,  0.0f,  1.0f,  1.0f,

        0.0f,  0.5f,  0.0f,  0.0f,  0.0f,
        1.0f, -0.5f,  0.0f,  1.0f,  1.0f,
        1.0f,  0.5f,  0.0f,  1.0f,  0.0f
    };

    //cube VAO
    unsigned int cubeVAO, cubeVBO;
    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &cubeVBO);
    glBindVertexArray(cubeVAO);
    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glBindVertexArray(0);
    // plane VAO
    unsigned int planeVAO, planeVBO;
    glGenVertexArrays(1, &planeVAO);
    glGenBuffers(1, &planeVBO);
    glBindVertexArray(planeVAO);
    glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glBindVertexArray(0);
    // transparent VAO
    unsigned int transparentVAO, transparentVBO;
    glGenVertexArrays(1, &transparentVAO);
    glGenBuffers(1, &transparentVBO);
    glBindVertexArray(transparentVAO);
    glBindBuffer(GL_ARRAY_BUFFER, transparentVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(transparentVertices), transparentVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glBindVertexArray(0);


    // draw in wireframe
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

        // load textures
    // -------------
    string path1 = "F:/DeskTop/texture/marble.jpg";
    string path2 = "F:/DeskTop/texture/metal.png";
    string path3 = "F:/DeskTop/texture/blending_transparent_window.png";
    
    //unsigned int cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
    //unsigned int floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
    unsigned int cubeTexture = loadTexture(path1.c_str());
    unsigned int floorTexture = loadTexture(path2.c_str());
    unsigned int transparentTexture = loadTexture(path3.c_str());
   
    // transparent window locations 
    // --------------------------------
    vector<glm::vec3> windows
    {
        glm::vec3(-1.5f, 0.0f, -0.48f),
        glm::vec3(1.5f, 0.0f, 0.51f),
        glm::vec3(0.0f, 0.0f, 0.7f),
        glm::vec3(-0.3f, 0.0f, -2.3f),
        glm::vec3(0.5f, 0.0f, -0.6f)
    };



    ourShader.use();
    ourShader.setInt("texture1", 0);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // per-frame time logic
        // --------------------
        float currentFrame = static_cast<float>(glfwGetTime());
        deltaTime = (currentFrame - lastFrame);
        lastFrame = currentFrame;

        // input
        // -----
        processInput(window);

        //sort
        std::map<float, glm::vec3> sorted;
        for (unsigned int i = 0; i < windows.size(); i++)
        {
            float distance = glm::length(camera.Position - windows[i]);
            sorted[distance] = windows[i];
        }

        // render
        // ------
        glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // don't forget to clear the stencil buffer!

        // view/projection transformations

        //singleShader.use();
        //glm::mat4 model = glm::mat4(1.0f);
        //glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        //glm::mat4 view = camera.GetViewMatrix();
        //singleShader.setMat4("projection", projection);
        //singleShader.setMat4("view", view);

        //ourShader.use();
        //ourShader.setMat4("projection", projection);
        //ourShader.setMat4("view", view);


        ourShader.use();

        glm::mat4 model = glm::mat4(1.0f);
        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        ourShader.setMat4("projection", projection);
        ourShader.setMat4("view", view);


        // cubes
        glBindVertexArray(cubeVAO);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, cubeTexture);
        model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
        ourShader.setMat4("model", model);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        model = glm::mat4(1.0f);
        model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
        ourShader.setMat4("model", model);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        // floor
        glBindVertexArray(planeVAO);
        glBindTexture(GL_TEXTURE_2D, floorTexture);
        ourShader.setMat4("model", glm::mat4(1.0f));
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindVertexArray(0);
        

        // windows (from furthest to nearest)
        glBindVertexArray(transparentVAO);
        glBindTexture(GL_TEXTURE_2D, transparentTexture);
        for (std::map<float, glm::vec3>::reverse_iterator it = sorted.rbegin(); it != sorted.rend(); ++it)
        {
            model = glm::mat4(1.0f);
            model = glm::translate(model, it->second);
            ourShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 6);
        }



        // 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:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &planeVAO);
    glDeleteBuffers(1, &cubeVBO);
    glDeleteBuffers(1, &planeVBO);

    // 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_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
}

// 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);
}

// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
    float xpos = static_cast<float>(xposIn);
    float ypos = static_cast<float>(yposIn);

    if (firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    camera.ProcessMouseScroll(static_cast<float>(yoffset));
}

// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const* path)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
    if (data)
    {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        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);

        stbi_image_free(data);
    }
    else
    {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}

(2)运行结果
在这里插入图片描述

4.面剔除

(1)一个面有两侧,其中一侧背向用户,只绘制其中一侧。
(2)OpenGL做法:分析顶点环绕顺序,检查正向面,丢弃背向面
(3)环绕顺序:环绕一组三角形顶点,从两侧看顺序方向相反

5.面剔除相关函数

(1)面剔除开启:glEnable(GL_CULL_FACE);
(2)改变剔除面:glCullFace(GL_FRONT);

GL_BACK:只剔除背向面。(默认)
GL_FRONT:只剔除正向面。
GL_FRONT_AND_BACK:剔除正向面和背向面。

(3)设置正面的顺序:glFrontFace(GL_CCW);

GL_CCW:逆时针
GL_CW:顺时针

6.练习

重新定义顶点数据,将每个三角形设置为顺时针顺序,并将顺时针的三角形设置为正向面

glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);

正面:
在这里插入图片描述
背面:
在这里插入图片描述
cube内部:
在这里插入图片描述

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