OpenGL 紋理學習總結
阿新 • • 發佈:2018-09-28
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這裏總結下左右顛倒的方法:
就是更改片段著色器
FragColor = mix(texture(texture1,TexCoord), texture(texture2,vec2(1.0 - TexCoord.x, TexCoord.y)),0.78f);
這段代碼的意思就是更改圖片的紋理坐標
比如:
(0,0) -> (1,0)
(1,0) -> (0,0)
(0,1) -> (1,1)
(1,1) -> (0,1)
OpenGLDemo.cpp
// OpenGLDemo.cpp: 定義控制臺應用程序的入口點。 #include "stdafx.h" #include <glad/glad.h> #include <GLFW/glfw3.h> #include <iostream> #include <stdio.h> #include <stdlib.h> #include <fstream> #include <string> #include <cstring> #include "Shader.h" #include <stb_image/stb_image.h> #include<filesystem> using namespace std; void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow* window); char* readTheFile(string strSource); int main() { //glfw: 初始化 glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3); glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE); //glfw: 窗口創建 GLFWwindow* window = glfwCreateWindow(800, 600, "Oh!I see you!", NULL, NULL); if (window == NULL) { std::cout << "Failed to create the windows" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSwapInterval(1); //glad: 加載OpenGL 函數指針 if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } Shader shader("vertexShaderSource.vert", "fragmentShaderSource.frag"); float vertices[] = { //第一個三角形 // ----位置---- ----顏色---- --紋理坐標- -.5f,.5f,0.0f, 1.0f,0.0f,0.0f, 0.0f,1.0f, //左上 -.5f,-.5f,.0f, 0.0f,1.0f,0.0f, 0.0f,0.0f, //左下 .5f,-.5f,.0f, 0.0f,0.0f,1.0f, 1.0f,0.0f, //右下 .5f, .5f,.0f, 0.0f,0.0f,1.0f, 1.0f,1.0f //右上 }; unsigned int indices[] = { 0,1,2, 0,3,2 }; unsigned int VBO, VAO, EBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); //綁定頂點數組 glBindVertexArray(VAO); 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); //指針分配 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2); //texture 1 //--------- unsigned int texture1,texture2; glGenTextures(1, &texture1); glBindTexture(GL_TEXTURE_2D, texture1); //// 為當前綁定的紋理對象設置環繞、過濾方式 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); float borderColor[] = { 1.0f,1.0f,0.0f,1.0f }; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //加載紋理圖片 int width, height, nrChannels; unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannels, 0); if (data) {//生成紋理圖片 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; } //釋放內存 stbi_image_free(data); //texture 2 //--------- glGenTextures(1, &texture2); glBindTexture(GL_TEXTURE_2D, texture2); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); stbi_set_flip_vertically_on_load(true); data = stbi_load("LJW.png", &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); shader.use(); shader.setInt("texture1", 0); shader.setInt("texture2", 1); while (!glfwWindowShouldClose(window)) { //輸入處理 processInput(window); //渲染指令 glClearColor(0.2f,0.3f,0.3f,1.0f); glClear(GL_COLOR_BUFFER_BIT); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture2); shader.use(); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT , 0); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES,0,3); glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; } void framebuffer_size_callback(GLFWwindow* windows, int width, int height) { glViewport(0, 0, width, height); } void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { glfwSetWindowShouldClose(window, true); } } //.frag .vert文件讀取 char* readTheFile(string strSource) { //fstream 中判斷是否成功打開文件 //https://blog.csdn.net/fruitz/article/details/41624921 std::ifstream myfile(strSource); //打開失敗 if (myfile.fail()) { std::cout << "Can not open it " << std::endl; throw new runtime_error("IO stream corrupted"); } //轉換成字符串 std::string str((std::istreambuf_iterator<char>(myfile)), std::istreambuf_iterator<char>()); //關閉文件處理器 myfile.close(); //str數組長度一定要 +1, /*原因: https://blog.csdn.net/ShiQW5696/article/details/80676290 */ int len = str.length(); char* result = new char[len]; strcpy_s(result, len + 1, str.c_str()); return result; }
fragmentShaderSource.frag
#version 330 core out vec4 FragColor; in vec2 TexCoord; in vec3 outColor; uniform sampler2D texture1; uniform sampler2D texture2; void main() { FragColor = mix(texture(texture1,TexCoord), texture(texture2,vec2(1.0 - TexCoord.x, TexCoord.y)),0.78f); }
vertexShaderSource.vert
#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aColor; layout(location = 2) in vec2 aTexCoord; out vec3 outColor; out vec2 TexCoord; void main() { gl_Position = vec4(aPos, 1.0); outColor = aColor; TexCoord = aTexCoord; }
OpenGL 紋理學習總結