LearnOpenGL - 纹理贴图 源代码
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2022-07-16 21:42:33
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为了方便使用与代码观看,将Shader抽出来作为一个单独的Shader类,叫ShaderTex。其次,将vs与fs的代码写成单独的shader文件。
Shader类:将Shader构建代码抽出,文件名 shader_textures.h
#ifndef _SHADER_TEXTURES_H_
#define _SHADER_TEXTURES_H_
//纹理器
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class ShaderTex
{
public:
unsigned int ID; //程序id 即前文代码中的shaderProgram
ShaderTex(const GLchar* vertexPath, const GLchar* fragmentPath)
{
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
//保证可以抛出异常
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
//读取文件
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
//关闭文件处理器
vShaderFile.close();
fShaderFile.close();
//转换数据到string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "error: shader file read failed " << std::endl;
return;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
int vertexShader = glCreateShader(GL_VERTEX_SHADER); //创建vs
glShaderSource(vertexShader, 1, &vShaderCode, NULL); //shader源码附加到shader身上
glCompileShader(vertexShader); //编译
int success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); //获得编译结果
if (!success)
{
char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "error: vertexshader compilation failed " << infoLog << std::endl;
return;
}
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); //创建fs
glShaderSource(fragmentShader, 1, &fShaderCode, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
char infoLog[512];
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
return;
}
ID = glCreateProgram(); //创建程序对象
glAttachShader(ID, vertexShader); //shader附加到程序对象
glAttachShader(ID, fragmentShader); //shader附加到程序对象
glLinkProgram(ID); //链接他们
glGetProgramiv(ID, GL_LINK_STATUS, &success); //获得链接结果
if (!success)
{
char infoLog[512];
glGetProgramInfoLog(ID, 512, NULL, infoLog);
std::cout << "error: programshader link failed " << infoLog << std::endl;
return;
}
glDeleteShader(vertexShader); //附加完毕,已经没用了
glDeleteShader(fragmentShader);
}
void use()
{
glUseProgram(ID);
}
void setBool(const std::string& name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), int(value));
}
void setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void setFloat(const std::string& name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
};
#endif
shader代码:文件名,shader_textures.fs 、shader_textures.vs
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main()
{
FragColor = texture(ourTexture, TexCoord);
}
#version 330 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 color;
layout(location = 2) in vec2 texcoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(pos, 1.0);
ourColor = color;
TexCoord = texcoord;
}
使用文件:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "shader.h"
#include "shader_textures.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
void processInput(GLFWwindow* window);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
int main()
{
glfwInit();
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, "LearnOpenGL", NULL, NULL);
if (!window)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return 0;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to init GLAD" << std::endl;
return 0;
}
ShaderTex ourShader("shader_textures.vs", "shader_textures.fs");
//前三个数表示坐标,后三个数表示颜色,最后是纹理坐标
float vertices[] = {
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f
};
int indices[] = {
0,1,2,
0,3,2
};
unsigned int VBO, VAO, EBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &EBO);
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);
//位置属性0的继续配置 读取三个,步长6*float,偏移0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//位置属性1的 读取三个,步长6*float,偏移3*float 位置属性的含义对应 vShader中的location
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
//位置属性2的 读取两个
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
glEnableVertexAttribArray(2);
stbi_set_flip_vertically_on_load(true); //翻转y轴
//texture 1
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
//为绑定的纹理对象设置环绕、过滤方式
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width, height, nrChannels;
unsigned char* data = stbi_load("aaa.jpg", &width, &height, &nrChannels, 0);
if (!data)
{
std::cout << "error: stbi_load failed" << std::endl;
return 0;
}
//教程里这里都用的GL_RGB 我用的图片需要使用GL_RGBA,否则最后渲染很奇怪
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
//释放内存
stbi_image_free(data);
while (!glfwWindowShouldClose(window))
{
processInput(window); //输入
glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0); //**纹理单元
glBindTexture(GL_TEXTURE_2D, texture); //绑定
ourShader.use();
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window); //双缓冲Buffer
glfwPollEvents(); //检查事件触发 是否结束渲染
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
结果图:
将颜色与最终背景图融合,只需要改动shader_textures.fs文件,增加vec4的颜色输出,如下:
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main()
{
FragColor = texture(ourTexture, TexCoord) * vec4(ourColor, 1.0f);
}
最终效果图:
组合两张贴图,修改shader_textures.fs代码如下:
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2) *vec4(ourColor, 1.0f);
}
修改主程序:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "shader.h"
#include "shader_textures.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
void processInput(GLFWwindow* window);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
int main()
{
glfwInit();
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, "LearnOpenGL", NULL, NULL);
if (!window)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return 0;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to init GLAD" << std::endl;
return 0;
}
ShaderTex ourShader("shader_textures.vs", "shader_textures.fs");
//前三个数表示坐标,后三个数表示颜色,最后是纹理坐标
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
int indices[] = {
0,1,3,
1,2,3
};
unsigned int VBO, VAO, EBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &EBO);
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);
//位置属性0的继续配置 读取三个,步长6*float,偏移0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//位置属性1的 读取三个,步长6*float,偏移3*float 位置属性的含义对应 vShader中的location
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
//位置属性2的 读取两个
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
glEnableVertexAttribArray(2);
stbi_set_flip_vertically_on_load(true); //翻转y轴
//texture 1
unsigned int texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
//为绑定的纹理对象设置环绕、过滤方式
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width, height, nrChannels;
unsigned char* data = stbi_load("aaa.jpg", &width, &height, &nrChannels, 0);
if (!data)
{
std::cout << "error: stbi_load failed" << std::endl;
return 0;
}
else
{
//教程里这里都用的GL_RGB 我用的图片需要使用GL_RGBA,否则最后渲染很奇怪
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
//释放内存
stbi_image_free(data);
//texture 2
unsigned int texture2;
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
//为绑定的纹理对象设置环绕、过滤方式
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
data = stbi_load("bbb.png", &width, &height, &nrChannels, 0);
if (!data)
{
std::cout << "error: stbi_load failed111" << std::endl;
return 0;
}
else
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
//释放内存
stbi_image_free(data);
ourShader.use();
glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
ourShader.setInt("texture2", 1);
while (!glfwWindowShouldClose(window))
{
processInput(window); //输入
glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0); //**纹理单元
glBindTexture(GL_TEXTURE_2D, texture1); //绑定
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
ourShader.use();
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window); //双缓冲Buffer
glfwPollEvents(); //检查事件触发 是否结束渲染
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
最终效果如下: