OpenGL_Learn06(纹理)

接着之前的OpenGL_Learn05(纹理)-CSDN博客

1. 修改片段着色器

修改片段着色器,仅让笑脸图案朝另一个方向看

========>>>>>

纹理坐标的Y轴没有进行改变,需要改变的是X轴的纹理坐标

片段代码改写如下 

#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

//texture sampler
uniform sampler2D textureone;
uniform sampler2D texturetwo;

void main()
{
    FragColor = mix(texture(textureone,TexCoord),texture(texturetwo,vec2(1.0-TexCoord.x,TexCoord.y)),0.5);
}

2. 尝试用不同的纹理环绕方式

设定一个从0.0f2.0f范围内的(而不是原来的0.0f1.0f)纹理坐标,试试看能不能在箱子的角落放置4个笑脸。

原纹理坐标 :

    //4. 设置顶点数据
    float vertices[] = {
        // positions          // colors           // texture coords
         0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
         0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
        -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // top left 
    };

改成如下:

    //4. 设置顶点数据
    float vertices[] = {
        // positions          // colors           // texture coords
         0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   2.0f, 2.0f, // top right
         0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   2.0f, 0.0f, // bottom right
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
        -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 2.0f  // top left 
    };

 3. 纹理过滤

尝试在矩形上只显示纹理图像的中间一部分,修改纹理坐标,达到能看见单个的像素的效果。尝试使用GL_NEAREST的纹理过滤方式让像素显示得更清晰。

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

#include <iostream>
#include "stb_image.h"
#include <cmath>
#include "shader.h"
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main() {

	//1.初始化配置
	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, GLFW_TRUE);
#endif // __APPLE__

	//2.gltf 窗口创建
	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);
	if (window == NULL) {
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	//3. 加载所有GL函数指针
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	Shader ourShader("./texture.vs", "./texture.fs");

	//4. 设置顶点数据
	float vertices[] = {
		// positions          // colors           // texture coords (note that we changed them to 'zoom in' on our texture image)
		 0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   0.55f, 0.55f, // top right
		 0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   0.55f, 0.45f, // bottom right
		-0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.45f, 0.45f, // bottom left
		-0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.45f, 0.55f  // top left 
	};

	unsigned int indices[] = {
	0, 1, 3, // first triangle
	1, 2, 3  // second triangle
	};

	unsigned int VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1,&EBO);//元素缓冲对象:Element Buffer Object,EBO 

	glBindVertexArray(VAO);
	
	//复制顶点数组到缓冲区中供opengl使用
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

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


	//设置顶点属性指针
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	//设置颜色属性指针
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);
	//设置纹理属性指针
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
	glEnableVertexAttribArray(2);

	//加载和创建纹理
	unsigned int textureone,texturetwo;
	glGenTextures(1, &textureone);
	glBindTexture(GL_TEXTURE_2D, textureone);
	//设置纹理环绕参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	//设置纹理过滤参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	//加载图像和生成mipmaps
	int width, height, nrChannels;
	stbi_set_flip_vertically_on_load(true);
	std::string filePath = R"(D:\CPlusProject\LearnOpenGL\DataSet\container.jpg)";
	unsigned char* data = stbi_load(filePath.c_str(), &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 {
		std::cout << "Failed to load texture" << std::endl;
	}

	stbi_image_free(data);


	glGenTextures(1, &texturetwo);
	glBindTexture(GL_TEXTURE_2D, texturetwo);
	//设置纹理环绕参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	//设置纹理过滤参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	//加载图像和生成mipmaps
	filePath = R"(D:\CPlusProject\LearnOpenGL\DataSet\awesomeface.png)";
	unsigned char* data2 = stbi_load(filePath.c_str(), &width, &height, &nrChannels, 0);

	if (data2) {
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else {
		std::cout << "Failed to load texture" << std::endl;
	}

	stbi_image_free(data2);


	
	ourShader.use();
	glUniform1i(glGetUniformLocation(ourShader.ID, "textureone"), 0);//二选一
	ourShader.setInt("texturetwo", 1);//二选一

	//5. 循环渲染
	while (!glfwWindowShouldClose(window)) {
		processInput(window);

		// render
		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, textureone);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texturetwo);


		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();
	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);
}

// 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);
}

4. 动态调节纹理可见度

使用一个uniform变量作为mix函数的第三个参数来改变两个纹理可见度,使用上和下键来改变箱子或笑脸的可见度。

 texture.fs

#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

uniform float mixValue;

//texture sampler
uniform sampler2D textureone;
uniform sampler2D texturetwo;

void main()
{
    FragColor = mix(texture(textureone,TexCoord),texture(texturetwo,vec2(1.0-TexCoord.x,TexCoord.y)),mixValue);
}

main.cpp

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

#include <iostream>
#include "stb_image.h"
#include <cmath>
#include "shader.h"
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

float mixValue = 0.2f;

int main() {

	//1.初始化配置
	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, GLFW_TRUE);
#endif // __APPLE__

	//2.gltf 窗口创建
	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);
	if (window == NULL) {
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	//3. 加载所有GL函数指针
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	Shader ourShader("./texture.vs", "./texture.fs");

	//4. 设置顶点数据
	float vertices[] = {
		// positions          // colors           // texture coords
		 0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
		 0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
		-0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
		-0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // top left 
	};

	unsigned int indices[] = {
	0, 1, 3, // first triangle
	1, 2, 3  // second triangle
	};

	unsigned int VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1,&EBO);//元素缓冲对象:Element Buffer Object,EBO 

	glBindVertexArray(VAO);
	
	//复制顶点数组到缓冲区中供opengl使用
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

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


	//设置顶点属性指针
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	//设置颜色属性指针
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);
	//设置纹理属性指针
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
	glEnableVertexAttribArray(2);

	//加载和创建纹理
	unsigned int textureone,texturetwo;
	glGenTextures(1, &textureone);
	glBindTexture(GL_TEXTURE_2D, textureone);
	//设置纹理环绕参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	//设置纹理过滤参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	//加载图像和生成mipmaps
	int width, height, nrChannels;
	stbi_set_flip_vertically_on_load(true);
	std::string filePath = R"(D:\CPlusProject\LearnOpenGL\DataSet\container.jpg)";
	unsigned char* data = stbi_load(filePath.c_str(), &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 {
		std::cout << "Failed to load texture" << std::endl;
	}

	stbi_image_free(data);


	glGenTextures(1, &texturetwo);
	glBindTexture(GL_TEXTURE_2D, texturetwo);
	//设置纹理环绕参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	//设置纹理过滤参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	//加载图像和生成mipmaps
	filePath = R"(D:\CPlusProject\LearnOpenGL\DataSet\awesomeface.png)";
	unsigned char* data2 = stbi_load(filePath.c_str(), &width, &height, &nrChannels, 0);

	if (data2) {
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else {
		std::cout << "Failed to load texture" << std::endl;
	}

	stbi_image_free(data2);


	
	ourShader.use();
	glUniform1i(glGetUniformLocation(ourShader.ID, "textureone"), 0);//二选一
	ourShader.setInt("texturetwo", 1);//二选一

	//5. 循环渲染
	while (!glfwWindowShouldClose(window)) {
		processInput(window);

		// render
		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, textureone);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texturetwo);

		ourShader.setFloat("mixValue", mixValue);

		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();
	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_UP) == GLFW_PRESS) {
		std::cout << "up" << std::endl;
		mixValue += 0.001f;
		if (mixValue >= 1.0f) {
			mixValue = 1.0f;
		}
	}

	if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
	{
		std::cout << "down" << std::endl;
		mixValue -= 0.001f; // change this value accordingly (might be too slow or too fast based on system hardware)
		if (mixValue <= 0.0f)
			mixValue = 0.0f;
	}
	std::cout << "mixValue:" << mixValue <<std::endl;
}

// 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);
}

 

纹理 - LearnOpenGL CN (learnopengl-cn.github.io)

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