为了能够让笑脸图片重叠到箱子图片上做如下修改:
- fragmentSource.txt
#version 330 core
in vec4 vertexColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
uniform sampler2D ourFace; //加入第二张图片
out vec4 FragColor;
void main(){
// FragColor = vertexColor;
FragColor = texture(ourTexture,TexCoord) * texture(ourFace,TexCoord);//混合重叠
}
- main.cpp
绑定纹理之前得激活纹理单元位置glActiveTexture(GL_TEXTURE0);
unsigned int TexBufferA;
glGenTextures(1, &TexBufferA);
glActiveTexture(GL_TEXTURE0);//0号槽位 共有16个槽位 0到15
glBindTexture(GL_TEXTURE_2D, TexBufferA);
与第一张纹理加入方式一样,第二张纹理的加入glActiveTexture(GL_TEXTURE3);//这里设置的是3号槽位,除了0号被第一张纹理选了除外,1到15号都可以选择
:
unsigned int TexBufferB;
glGenTextures(1, &TexBufferB);
glActiveTexture(GL_TEXTURE3);//这里设置的是3号槽位,其他槽位也可以共有16个槽位 0到15
glBindTexture(GL_TEXTURE_2D, TexBufferB);
unsigned char *data2 = stbi_load("awesomeface.png", &width, &height, &nrChannel, 0);
if (data2)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
printf("load image failed.");
}
stbi_image_free(data2);
使用glUniform1i设置每个采样器的方式告诉OpenGL每个着色器采样器属于哪个纹理单元(在while循环里设置,与教程不同):
glUniform1i(glGetUniformLocation(testShader->ID, "ourTexture"), 0);
glUniform1i(glGetUniformLocation(testShader->ID, "ourFace"), 3);
注意: 定义纹理时需要绑定和激活,使用纹理时(while循环里)需要再次绑定和激活。
- 颠倒
OpenGL要求y轴0.0坐标是在图片的底部的,但是图片的y轴0.0坐标通常在顶部,因此需要翻转y轴,在加载图片之前加入以下代码:
stbi_set_flip_vertically_on_load(true);
傅老师设置纹理单元图解:
完整代码如下:
#define GLEW_STATIC
#define STB_IMAGE_IMPLEMENTATION
#include<iostream>
#include<GL/glew.h>
#include<GLFW/glfw3.h>
#include"Shader.h"
#include "stb_image.h"
//现在直接在顶点数据里加入颜色信息以及纹理u、v坐标
float vertices[] = {
// ---- 位置 ---- ---- 颜色 ---- - 纹理坐标 -
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // 右上
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // 左下
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // 左上
};
unsigned int indices[] = {0,1,2,2,3,0};//按照顶点顺序绘制
//定义一个键盘输入
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)//如果键盘输入为esc,则设置关闭功能为真
glfwSetWindowShouldClose(window, true);
}
int main() {
//读取文件
glfwInit();
//告诉版本号
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "My Opengl", NULL, NULL);
if (window == NULL)
{
printf("OPen Window failed");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);//通知GLFW将窗口的上下文设置为当前线程的主上下文了。
//init glew 得初始化glew 不然会出现异常问题
glewExperimental = true;
if (glewInit() != GLEW_OK)
{
printf("init glew failed");
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);//glViewport函数前两个参数控制 程序 (不是opengl的窗口)窗口左下角的位置。第三个和第四个参数控制渲染窗口的宽度和高度(像素)
//进行面的剔除
//glEnable(GL_CULL_FACE);//打开面剔除功能
//glCullFace(GL_BACK);//进行背面的剔除,(猜测:如果三角形的法向量是朝屏幕里面的 应该就是背面)
//线框模式绘制
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
Shader* testShader = new Shader("vertexSource.txt", "fragmentSource.txt");
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//顶点
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);//第一个参数是layout(location = 0)中的0,
glEnableVertexAttribArray(7);//layout(location = 0)中的0
//颜色
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(8);
//u、v坐标(纹理)
glVertexAttribPointer(9, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(9);
unsigned int TexBufferA;
glGenTextures(1, &TexBufferA);
glActiveTexture(GL_TEXTURE0);//0号槽位 共有16个槽位 0到15
glBindTexture(GL_TEXTURE_2D, TexBufferA);
stbi_set_flip_vertically_on_load(true);
//第一张图片
int width, height, nrChannel;
unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannel, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
printf("load image failed.");
}
stbi_image_free(data);
//第二张图片
unsigned int TexBufferB;
glGenTextures(1, &TexBufferB);
glActiveTexture(GL_TEXTURE3);//这里设置的是3号槽位,其他槽位也可以共有16个槽位 0到15
glBindTexture(GL_TEXTURE_2D, TexBufferB);
unsigned char *data2 = stbi_load("awesomeface.png", &width, &height, &nrChannel, 0);
if (data2)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
printf("load image failed.");
}
stbi_image_free(data2);
while (!glfwWindowShouldClose(window))
{
//输入
processInput(window);
//渲染部分
//设置opengl的窗口背景的颜色
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//在前面定义时候已经绑定了一次,这里还需要绑定第二次
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TexBufferA);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, TexBufferB);
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
testShader->use();
glUniform1i(glGetUniformLocation(testShader->ID, "ourTexture"), 0);
glUniform1i(glGetUniformLocation(testShader->ID, "ourFace"), 3);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);//glfwWindowShouldClose函数在我们每次循环的开始前检查一次GLFW是否被要求退出,如果是的话该函数返回true然后渲染循环便结束了,之后为我们就可以关闭应用程序了
glfwPollEvents();//glfwPollEvents函数检查有没有触发什么事件(比如键盘输入、鼠标移动等)、更新窗口状态,并调用对应的回调函数
}
glfwTerminate();//清除释放分配的资源
return 0;
}
参考教程: