C++/OpenGL 入门(14):四面体表面贴图纹理图案

前提

  1. 来源:《Computer Graphics Programming in OpenGL Using C++ 》by V Scott
    Gordon John L Clevenger
  2. 内容:程序5.1 Pyramid with Brick Texture,书P113页,PDF131/403
  3. 生成:
    在这里插入图片描述

笔记

cull

  1. 默认情况下,如果三角形的三个顶点沿逆时针方向前进,则该三角形被认为是正面的
    顺时针编号的三角形被认为是反面的,不会被渲染
  2. Winding order :逆时针编号的面认为是正面,可以显式写成:glFrontFace(GL_CCW)
    如果设置顺时针编号的面是正面,写成:glFrontFace(GL_CW)
  3. Cull : 剔除部分三角形不需要渲染,来达到加快渲染的目的
    glEnable(GL_CULL_FACE) : 开启cull
    glDisable(GL_CULL_FACE) : 关闭cull
    glCullFace(GL_BACK) : cull back-facing的三角形。关键词可以替换成GL_FRONT /
    GL_FRONT_AND_BACK
  4. back-face culling背面剔除通过确保OpenGL不花费时间光栅化和渲染那些永远不会被看到的表面来提高性能。

加载纹理

  1. 定义一个函数,加载图片中的纹理返回纹理所在的ID,将函数放在 Utils.cpp中方便调用
    在这里插入图片描述
GLuint loadTexture(const char *texImagePath) { 
GLuint textureID; 
textureID = SOIL_load_OGL_texture
(texImagePath, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y); 
if (textureID == 0) cout << "could not find texture file" << texImagePath << endl; 
return textureID; 	}

调用时,写作:

GLuint myTexture = Utils::loadTexture("image.jpg");

纹理坐标

  1. 纹理坐标成为 texels,来区分屏幕像素pixels。
    点坐标是(x,y,z),纹理坐标是(s,t)
  2. 四面体的坐标示意图
    在这里插入图片描述
  3. 纹理的坐标图示:
    在这里插入图片描述
  4. 四面体和纹理的三角形对应关系
    在这里插入图片描述
    在这里插入图片描述
    纹理图案的坐标:
float pyrTexCoords[36] = { 
0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f, // top and right faces 
0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f, // back and left faces
 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; // base triangles

着色器部分的修改

  1. 在块着色(fragShader.glsl)中需要声明一个采样变量,以达到在硬件中处理纹理的目的。
    layout (binding=0) uniform sampler2D samp;
    这句话意思是,创建一个采样单元 samp,它是0号纹理单元(texture unit 0)
  2. 纹理单元可以采样纹理对象,我们有不同的纹理图案,就要有各自对应的不同的纹理单元。如下,就是将 brickTexture 纹理图案和0号纹理单元进行绑定:
glActiveTexture(GL_TEXTURE0); 
glBindTexture(GL_TEXTURE_2D, brickTexture);
  1. 在顶点着色器中,读取了纹理图案上的颜色:tc = texCoord;(verShader.glsl),然后再赋值给四面体颜色,在片段着色器中运行:color = texture(samp, tc); (fragShader.glsl)

完整代码

程序5.1 Pyramid with Brick Texture

文件1:5.1 Texture.cpp

#include <string>
#include <iostream>
#include <fstream>
#include <cmath>


#include "glm\glm.hpp"
#include "glm\gtc\type_ptr.hpp"
#include "glm\gtc\matrix_transform.hpp"
#include "Utils\5.1 Utils.h"
using namespace std;
#define numVAOs 1
#define numVBOs 2
float cameraX, cameraY, cameraZ;
float pyrLocX, pyrLocY, pyrLocZ;
GLuint renderingProgram;
GLuint vao[numVAOs];
GLuint vbo[numVBOs];
GLuint brickTexture; // 纹理图片ID

// allocate variables used in display() function, 
// so that they won’t need to be allocated during rendering
GLuint mvLoc, projLoc;
int width, height;
float aspect;
glm::mat4 pMat, vMat, mMat, mvMat;

void setupVertices(void) {
	
	// pyramid with 18 vertices, comprising 6 triangles (four sides, and two on the bottom)
	float pyramidPositions[54] =
	{ -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // front face
	 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // right face
	 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // back face
	 -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // left face
	 -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, // base – left front
	 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f // base – right back
	};
	// 设置纹理的顶点对应关系
	float pyrTexCoords[36] = {
		0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f,// 前面和右面
		0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f,// 后面和左面
		0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f // 底面的三角形
	};
	glGenVertexArrays(1, vao);
	glBindVertexArray(vao[0]);
	glGenBuffers(numVBOs, vbo);
	// 四面体
	glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
	glBufferData(GL_ARRAY_BUFFER, sizeof(pyramidPositions), pyramidPositions, GL_STATIC_DRAW);
	// 纹理
	glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
	glBufferData(GL_ARRAY_BUFFER, sizeof(pyrTexCoords), pyrTexCoords, GL_STATIC_DRAW);
}
void init(GLFWwindow* window) {

	
	renderingProgram = createShaderProgram("add/5.1 vertShader.glsl", "add/5.1 fragShader.glsl");
	cameraX = 0.0f; cameraY = 0.0f; cameraZ = 8.0f;
	pyrLocX = 2.0f; pyrLocY = -2.0f; pyrLocZ = 0.0f; // shift down Y to reveal perspective
	setupVertices();
	brickTexture = loadTexture("add/brick1.jpg"); // 加载纹理的图片
}

void display(GLFWwindow* window, double currentTime) {
	glClear(GL_DEPTH_BUFFER_BIT);
	glUseProgram(renderingProgram);
	// get the uniform variables for the MV and projection matrices
	mvLoc = glGetUniformLocation(renderingProgram, "mv_matrix");
	projLoc = glGetUniformLocation(renderingProgram, "proj_matrix");
	// build perspective matrix
	glfwGetFramebufferSize(window, &width, &height);
	aspect = (float)width / (float)height;
	pMat = glm::perspective(1.0472f, aspect, 0.1f, 1000.0f); // 1.0472 radians = 60 degrees
	// build view matrix, model matrix, and model-view matrix
	vMat = glm::translate(glm::mat4(1.0f), glm::vec3(-cameraX, -cameraY, -cameraZ));

	// vbo[0]
	mMat = glm::translate(glm::mat4(1.0f), glm::vec3(pyrLocX, pyrLocY, pyrLocZ));
	mvMat = vMat * mMat;
	// copy perspective and MV matrices to corresponding uniform variables
	glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvMat));
	glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(pMat));
	// associate VBO with the corresponding vertex attribute in the vertex shader
	glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(0);
	// 纹理
	glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(1);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, brickTexture);
	// adjust OpenGL settings and draw model
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);
	glFrontFace(GL_CCW);// 锥体的三角形是逆时针的面认为是正方向
	glDrawArrays(GL_TRIANGLES, 0, 18);

}

int main(void) { // main() is unchanged from before
	if (!glfwInit()) { exit(EXIT_FAILURE); }
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	GLFWwindow* window = glfwCreateWindow(600, 600, "Chapter 4 - program 31", NULL, NULL);
	glfwMakeContextCurrent(window);
	if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
	glfwSwapInterval(1);
	init(window);
	while (!glfwWindowShouldClose(window)) {
		display(window, glfwGetTime());
		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glfwDestroyWindow(window);
	glfwTerminate();
	exit(EXIT_SUCCESS);
}

文件2: 5.1 vertShader.glsl

#version 430
layout (location=0) in vec3 pos;
layout (location=1) in vec2 texCoord;
out vec2 tc; // texture coordinate output to rasterizer for interpolation
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
layout (binding=0) uniform sampler2D samp; // not used in vertex shader 
void main(void)
{	 gl_Position = proj_matrix * mv_matrix * vec4(pos,1.0);
	tc = texCoord;
}

文件3: 5.1 fragShader.glsl

#version 430
in vec2 tc; // interpolated incoming texture coordinate
out vec4 color;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
layout (binding=0) uniform sampler2D samp;
void main(void)
{ color = texture(samp, tc);
}

文件4:5.1 Utils.cpp

#include "Utils/5.1 Utils.h"
#include "GL/glew.h"
#include "GLFW/glfw3.h"
#include "SOIL2/SOIL2.h"

#include <iostream>
#include <string>
#include <fstream>
using namespace std;


GLuint createShaderProgram(const char* a_Path, const char* b_Path) {
	GLint vertCompiled;
	GLint fragCompiled;
	GLint linked;
	string vertShaderStr = readShaderSource(a_Path); // 文件在add文件夹中
	string fragShaderStr = readShaderSource(b_Path);
	const char *vertShaderSrc = vertShaderStr.c_str();
	const char *fragShaderSrc = fragShaderStr.c_str();
	GLuint vShader = glCreateShader(GL_VERTEX_SHADER);
	GLuint fShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(vShader, 1, &vertShaderSrc, NULL);
	glShaderSource(fShader, 1, &fragShaderSrc, NULL);
	// 在编译着色器时,捕捉错误
	glCompileShader(vShader);
	checkOpenGLError();
	glGetShaderiv(vShader, GL_COMPILE_STATUS, &vertCompiled);
	if (vertCompiled != 1) {
		cout << "vertex compilation failed" << endl;
		printShaderLog(vShader);
	}
	glCompileShader(fShader);
	checkOpenGLError();
	glGetShaderiv(fShader, GL_COMPILE_STATUS, &fragCompiled);
	if (fragCompiled != 1) {
		cout << "fragment compilation failed" << endl;
		printShaderLog(fShader);
	}
	GLuint vfProgram = glCreateProgram();
	glAttachShader(vfProgram, vShader);
	glAttachShader(vfProgram, fShader);
	glLinkProgram(vfProgram);
	checkOpenGLError();
	glGetProgramiv(vfProgram, GL_LINK_STATUS, &linked);
	if (linked != 1) {
		cout << "linking failed" << endl;
		printProgramLog(vfProgram);
	}

	return vfProgram;
}

string readShaderSource(const char *filePath) {
	string content;
	ifstream fileStream(filePath, ios::in);
	string line = "";
	while (!fileStream.eof()) {
		getline(fileStream, line);
		content.append(line + "\n");
	}
	fileStream.close();
	return content;
}
bool checkOpenGLError() {
	bool foundError = false;
	int glErr = glGetError();
	while (glErr != GL_NO_ERROR) {
		cout << "glError: " << glErr << endl;
		foundError = true;
		glErr = glGetError();
	}
	return foundError;
}

void printProgramLog(int prog) {
	int len = 0;
	int chWrittn = 0;
	char *log;
	glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
	if (len > 0) {
		log = (char *)malloc(len);
		glGetProgramInfoLog(prog, len, &chWrittn, log);
		cout << "Program Info Log: " << log << endl;
		free(log);
	}
}
void printShaderLog(GLuint shader) {
	int len = 0;
	int chWrittn = 0;
	char *log;
	glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
	if (len > 0) {
		log = (char *)malloc(len);
		glGetShaderInfoLog(shader, len, &chWrittn, log);
		cout << "Shader Info Log: " << log << endl;
		free(log);
	}
}

GLuint loadTexture(const char *texImagePath) {
	GLuint textureID;
	textureID = SOIL_load_OGL_texture(texImagePath,
		SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
	if (textureID == 0) cout << "could not find texture file" << texImagePath << endl;
	return textureID;
}

文件5:5.1 Utils.h

#pragma once
#ifndef UTILS_H
#define UTILS_H
#include <string>
#include "GL\glew.h"
#include "GLFW\glfw3.h"
using namespace std;

GLuint createShaderProgram(const char* a_Path, const char* b_Path);
string readShaderSource(const char *filePath);
bool checkOpenGLError();
void printProgramLog(int prog);
void printShaderLog(GLuint shader);
GLuint loadTexture(const char *texImagePath);


#endif // !UTILS_H


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