纹理
多纹理
#ifndef TRIANGLE_H #define TRIANGLE_H #include <QWidget> #include <QGLWidget> #include <QOpenGLShader> #include <QOpenGLShaderProgram> #include <QDebug> #include <QOpenGLFunctions> #include <QOpenGLFunctions_3_3_Core> #include <QTime> #include <QtMath> #include <QTimer> #include <QOpenGLTexture> #include "shader.h" namespace Ui { class Triangle; } class Triangle : public QGLWidget, protected QOpenGLFunctions { Q_OBJECT public: explicit Triangle(); ~Triangle(); protected: virtual void initializeGL(); virtual void paintGL(); virtual void resizeGL(int w, int h); private: QOpenGLFunctions_3_3_Core *core; QOpenGLTexture *texture1, *texture2; Shader *ourShader; }; #endif // TRIANGLE_H
#include "triangle.h" #include "ui_triangle.h" GLuint VBO, VAO, EBO; Triangle::Triangle() { } Triangle::~Triangle() { delete ourShader; core->glDeleteVertexArrays(1, &VAO); core->glDeleteBuffers(1, &VBO); core->glDeleteBuffers(1, &EBO); texture1->destroy(); texture2->destroy(); } void Triangle::initializeGL() { //着色器部分 core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>(); if (!core) { qWarning() << "Could not obtain required OpenGL context version"; exit(1); } ourShader = new Shader(":/vertexshader.vert", ":/fragmentshader.frag"); //VAO,VBO数据部分 GLfloat vertices[] = { 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right //注意新的数据,有纹理单元 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left }; GLuint indices[] = { 0, 1, 3, // first triangle 1, 2, 3 // second triangle }; core->glGenVertexArrays(1, &VAO); core->glGenBuffers(1, &VBO); core->glGenBuffers(1, &EBO); core->glBindVertexArray(VAO); core->glBindBuffer(GL_ARRAY_BUFFER, VBO); core->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); core->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); core->glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); //position attribute core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), nullptr); core->glEnableVertexAttribArray(0); //color attribute core->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (void*)(3 * sizeof(float))); core->glEnableVertexAttribArray(1); core->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (void *)(6*sizeof(float))); core->glEnableVertexAttribArray(2); //纹理1 texture1 = new QOpenGLTexture(QImage(":/box.jpg").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps if(!texture1->isCreated()) { qDebug()<<"Failed to load texture" << endl; } texture1->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat); texture1->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat); texture1->setMinificationFilter(QOpenGLTexture::Linear); texture1->setMagnificationFilter(QOpenGLTexture::Linear); texture1->setFormat(QOpenGLTexture::RGBFormat); texture2 = new QOpenGLTexture(QImage(":/awesomeface.png").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps if(!texture2->isCreated()) { qDebug()<<"Failed to load texture" << endl; } texture2->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat); texture2->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat); texture2->setMinificationFilter(QOpenGLTexture::Linear); texture2->setMagnificationFilter(QOpenGLTexture::Linear); texture2->setFormat(QOpenGLTexture::RGBFormat); } void Triangle::paintGL() { core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f); core->glClear(GL_COLOR_BUFFER_BIT); ourShader->use(); ourShader->shaderProgram.setUniformValue("texture1", 0); ourShader->shaderProgram.setUniformValue("texture2", 1); core->glActiveTexture(GL_TEXTURE1); texture2->bind(); core->glActiveTexture(GL_TEXTURE0); texture1->bind(); core->glBindVertexArray(VAO); core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); } void Triangle::resizeGL(int w, int h) { core->glViewport(0, 0, w, h); }
#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; }
#version 330 core out vec4 FragColor; in vec3 ourColor; in vec2 TexCoord; uniform sampler2D texture1; uniform sampler2D texture2; void main() { FragColor = mix(texture2D(texture1, TexCoord), texture2D(texture2, TexCoord), 0.2f); }
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