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LearnOpenGl练习题-纹理

LearnOpenGl练习题-纹理

题目地址:纹理 - LearnOpenGL CN

题目一:修改片段着色器,仅让笑脸图案朝另一个方向看:

#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, vec2(1.0 - TexCoord.x, TexCoord.y)), 0.2);
}

x坐标从左延伸到右,修改成从右延伸到左,使左右进行转向;

题目二: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:

将范围设置为0.0f2.0f范围,原图片只占四分之一的位置,通过修改不同的环绕方式能产生不同的效果;

纹理环绕方式:

环绕方式描述
GL_REPEAT对纹理的默认行为。重复纹理图像。
GL_MIRRORED_REPEAT和GL_REPEAT一样,但每次重复图片是镜像放置的。
GL_CLAMP_TO_EDGE纹理坐标会被约束在0到1之间,超出的部分会重复纹理坐标的边缘,产生一种边缘被拉伸的效果。
GL_CLAMP_TO_BORDER超出的坐标为用户指定的边缘颜色。

题目三: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:

将范围缩小到不足1则会只显示局部纹理,设置过滤为GL_NEAREST使像素边缘更明显;

纹理过滤:

纹理过滤选项描述
GL_NEAREST(邻近过滤)选择中心点最接近纹理坐标的那个像素。
GL_LINEAR(线性过滤)基于纹理坐标附近的纹理像素,计算出一个插值,近似出这些纹理像素之间的颜色。

题目四: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:

C++添加代码

float mixValue = 0.2f;
int main()
{
    //......
    //激活着色器前
    ourshader.setFloat("mixValue", mixValue);
    //......
    //输入检测后
    ourshader.setFloat("mixValue", mixValue);
}
//根据窗口大小调整视口
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
//......
}

//检查输入
void processInput(GLFWwindow* window) {
//......
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
{
mixValue += 0.0001f;
if (mixValue >= 1.0f)
mixValue = 1.0f;
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
{
mixValue -= 0.0001f;
if (mixValue <= 0.0f)
mixValue = 0.0f;
}
}

片段着色器代码:

//添加uniform声明
uniform float mixValue;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, vec2(1.0 - TexCoord.x, TexCoord.y)), mixValue);
}

程序完整代码

  1. 顶点着色器
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0f);
ourColor = aColor;
TexCoord = aTexCoord;
}
  1. 片段着色器
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float mixValue;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, vec2(1.0 - TexCoord.x, TexCoord.y)), mixValue);
}
  1. C++代码
#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include<iostream>
#include<Shader/shader.h>

#define STB_IMAGE_IMPLEMENTATION
#include<stb_image/stb_image.h>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);

float mixValue = 0.2f;
int main()
{
//初始化glfw
glfwInit();
//设置主版本号
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
//设置次版本号
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
//设置核心包
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

//创建窗口并保存指针
GLFWwindow* window = glfwCreateWindow(800, 600, "My OpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Fail to create GLFW window" << std::endl;
//销毁所有剩余的窗口和光标
glfwTerminate();
return -1;
}

//将指定的窗口设置为当前线程的 OpenGL 上下文
glfwMakeContextCurrent(window);

//加载OpenGL函数指针的函数调用
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}

//设置视口
glViewport(0, 0, 800, 600);
//设置窗口调整大小的时的回调函数
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

//引入shader
Shader ourshader("vertex.glsl", "fragment.glsl");

//顶点输入
float vertices[] = 
{
//------ 位置 ------------- 颜色 -------- 纹理坐标 -
0.5f,0.5f,0.0f,1.0f,0.0f,0.0f,0.8f,0.8f,   // 右上
0.5f,-0.5f,0.0f,0.0f,1.0f,0.0f,0.8f,0.2f,   // 右下
-0.5f,-0.5f,0.0f,0.0f,0.0f,1.0f,0.2f,0.2f,   // 左下
-0.5f,  0.5f,0.0f,1.0f,1.0f,0.0f,0.2f,0.8f    // 左上
};

unsigned int indices[] =
{
0, 1, 3,
1, 2, 3
};

//生成VBO、VAO、EBO对象 
//顶点渲染对象(VBO) 顶点数组对象(VAO) 元素缓冲对象(EBO)
unsigned int VBO, VAO, EBO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &EBO);

//绑定VAO
glBindVertexArray(VAO);

//绑定缓冲
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//复制顶点数据到缓冲的内存中(VBO)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

//绑定EBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
//复制顶点数据到缓冲的内存中(EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

//设置顶点位置属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);

//设置顶点颜色属性指针
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);

//设置顶点纹理属性指针
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);

//生成纹理
unsigned int texture1, texture2;
glGenTextures(1, &texture1);

//绑定纹理
glBindTexture(GL_TEXTURE_2D, texture1);
//为当前绑定的纹理设置环绕的方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//为当前绑定的纹理设置过滤的方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

//图像的输入
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannels, 0);

if (data)
{
//给当前绑定的纹理对象附加上纹理图像
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
//为当前绑定的纹理自动生成所有需要的多级渐远纹理
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}

//释放纹理数据
stbi_image_free(data);
glGenTextures(1, &texture2);

//绑定纹理
glBindTexture(GL_TEXTURE_2D, texture2);
//为当前绑定的纹理设置环绕的方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//为当前绑定的纹理设置过滤的方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
data = stbi_load("awesomeface.png", &width, &height, &nrChannels, 0);
if (data)
{
//给当前绑定的纹理对象附加上纹理图像
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
//为当前绑定的纹理自动生成所有需要的多级渐远纹理
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
//释放纹理数据
stbi_image_free(data);

ourshader.setFloat("mixValue", mixValue);

//激活着色器
ourshader.use();
// 手动设置
glUniform1i(glGetUniformLocation(ourshader.ID, "texture1"), 0); 
glUniform1i(glGetUniformLocation(ourshader.ID, "texture2"), 1); 

// 通过纹理类设置
//ourshader.setInt("texture1", 0);
//ourshader.setInt("texture2", 1);

//检查glfw是被要求退出
while (!glfwWindowShouldClose(window)) {
processInput(window);
ourshader.setFloat("mixValue", mixValue);

//设置清除颜色
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
//清空渲染缓冲GL_COLOR_BUFFER_BIT:清除颜色缓冲区
glClear(GL_COLOR_BUFFER_BIT);

//激活纹理单元
glActiveTexture(GL_TEXTURE0);
//绑定纹理
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
//使用shader
ourshader.use();
glBindVertexArray(VAO);
//绘制
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        
//解绑
glBindVertexArray(0);

//检查是否有事件
glfwSwapBuffers(window);
//处理事件
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
//销毁所有剩余的窗口和光标
glfwTerminate();

return 0;
}

//根据窗口大小调整视口
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}

//检查输入
void processInput(GLFWwindow* window) {
//检查ESC是否被按下
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
//关闭窗口
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
{
mixValue += 0.0001f;
if (mixValue >= 1.0f)
mixValue = 1.0f;
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
{
mixValue -= 0.0001f;
if (mixValue <= 0.0f)
mixValue = 0.0f;
}
}

原文地址:https://blog.csdn.net/jc15274630894/article/details/137761692

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