基于C++的OpenGL 03 之纹理
1. 概述
本文基于C++语言,描述OpenGL的纹理
前置知识可参考:
笔者这里不过多描述每个名词、函数和细节,更详细的文档可以参考:
2. 纹理使用流程
参考:纹理 - LearnOpenGL CN (learnopengl-cn.github.io)
OpenGL中纹理使用流程大致如下:
- 加载图片数据
- 创建纹理对象
- 绑定纹理对象
- 使用图片数据生成纹理
- 设置纹理坐标
- 在顶点着色器中传递纹理
- 在片段着色器中采用纹理
- (绘制时)激活纹理并绑定纹理
3. 具体流程
3.1 加载图片数据
使用stb_image.h实现图片数据的读取
参考官方说明:nothings/stb: stb single-file public domain libraries for C/C++ (github.com)
使用以下方式导入:
#define STB_IMAGE_IMPLEMENTATION #include "stb_image.h"
加载图片数据:
int width, height, nrChannels; unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannels, 0);
3.2 创建纹理对象
纹理对象也是使用ID进行引用:
unsigned int texture; glGenTextures(1, &texture);
3.3 绑定纹理对象
绑定纹理对象,进行之后的纹理配置:
glBindTexture(GL_TEXTURE_2D, texture);
进行纹理配置:
// 为当前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);
3.4 使用图片数据生成纹理
通过glTexImage2D()
生成纹理:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D);
3.5 设置纹理坐标
纹理坐标:
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 };
现在内存中的坐标格式:
指定纹理坐标属性:
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2);
3.6 在顶点着色器中传递纹理坐标
在顶点着色器中编写GLSL实现数据传递:
#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, 1.0); ourColor = aColor; TexCoord = aTexCoord; }
3.7 在片段着色器中采用纹理
在片段着色器中接收纹理坐标与纹理:
#version 330 core out vec4 FragColor; in vec3 ourColor; in vec2 TexCoord; uniform sampler2D ourTexture; void main() { FragColor = texture(ourTexture, TexCoord); }
使用GLSL内置的texture
函数来采样纹理的颜色
3.8 激活纹理并绑定纹理(绘制时)
激活纹理单元并绑定纹理数据:
glActiveTexture(GL_TEXTURE0); // 在绑定纹理之前先激活纹理单元 glBindTexture(GL_TEXTURE_2D, texture);
4. 代码总结
一个简单的纹理绘制流程完整代码如下:
#include <glad/glad.h> #include <GLFW/glfw3.h> #include <iostream> #include <math.h> #include "Shader.hpp" #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" void framebuffer_size_callback(GLFWwindow *window, int width, int height); void process_input(GLFWwindow *window); unsigned int *renderInit(); void render(unsigned int shaderProgram, unsigned int VAO, unsigned int texture); bool checkCompile(unsigned int shader); bool checkProgram(unsigned int shaderProgram); int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); GLFWwindow *window = glfwCreateWindow(800, 600, "texture", nullptr, nullptr); if (window == nullptr) { std::cout << "Faild to create window" << std::endl; glfwTerminate(); } glfwMakeContextCurrent(window); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Faild to initialize glad" << std::endl; return -1; } glad_glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); unsigned int *arr = renderInit(); while (!glfwWindowShouldClose(window)) { process_input(window); // render std::cout << arr[0] << " " << arr[1] << " " << arr[2] << " " << arr[3] << std::endl; render(arr[0], arr[1], arr[3]); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteProgram(arr[0]); glDeleteVertexArrays(1, &arr[1]); glDeleteBuffers(1, &arr[2]); glfwTerminate(); return 0; } void framebuffer_size_callback(GLFWwindow *window, int width, int height) { glViewport(0, 0, width, height); } void process_input(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { glfwSetWindowShouldClose(window, true); } } unsigned int *renderInit() { unsigned int VAO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); unsigned int texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); // 为当前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); // 加载并生成纹理 int width, height, nrChannels; unsigned char *data = stbi_load("../container.jpg", &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); 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 VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); unsigned int indices[] = { 0, 1, 3, // first triangle 1, 2, 3 // second triangle }; unsigned int EBO; glGenBuffers(1, &EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); 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); Shader shaderProgram = Shader("../test.vs", "../test.fs"); shaderProgram.use(); glUniform1i(glGetUniformLocation(shaderProgram.ID, "texture1"), 0); // 手动设置 return new unsigned int[4]{shaderProgram.ID, VAO, VBO, texture}; } void render(unsigned int shaderProgram, unsigned int VAO, unsigned int texture) { glClearColor(0.2, 0.3, 0.3, 1.0); glClear(GL_COLOR_BUFFER_BIT); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glUseProgram(shaderProgram); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); }
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Shader.hpp见 基于C++的OpenGL 02 之着色器 - 当时明月在曾照彩云归 - 博客园 (cnblogs.com)
-
图片
container
下载自:https://learnopengl-cn.github.io/img/01/06/container.jpg
顶点着色器test.vs
:
#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, 1.0); ourColor = aColor; TexCoord = aTexCoord; }
片段着色器test.fs
:
#version 330 core out vec4 FragColor; in vec3 ourColor; in vec2 TexCoord; uniform sampler2D texture1; void main() { FragColor = texture(texture1, TexCoord); }
编译代码并运行:
5. 参考资料
[1]纹理 - LearnOpenGL CN (learnopengl-cn.github.io)
[2]nothings/stb: stb single-file public domain libraries for C/C++ (github.com)
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