2.4纹理

纹理

纹理是一个2D图片(甚至也有1D和3D的纹理),它可以用来添加物体的细节。

为了能够把纹理映射到三角形上,我们需要指定三角形的每个顶点各自对应纹理的哪个部分。这样每个顶点就会关联着一个纹理坐标(Texture Coordinate),用来标明该从纹理图像的哪个部分采样。之后在图形的其它片段上进行片段插值(Fragment Interpolation)。

纹理坐标在x和y轴上,范围为0到1之间。纹理坐标起始于(0, 0),也就是纹理图片的左下角,终始于(1, 1),即纹理图片的右上角。

纹理环绕方式

当我们把纹理坐标设置在范围( [ 0 , 1 ] 2 [0,1]^2 [0,1]2)之外时,OpenGL默认的行为时重复这个纹理图像,但我们需要告诉OpenGL是怎么重复的,即环绕方式。

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。

纹理过滤

纹理坐标不依赖于分辨率(Resolution),它可以是任意浮点值,所以OpenGL需要知道怎样将纹理像素(Texture Pixel,也叫Texe)映射到纹理坐标。

纹理过滤用于纹理分辨率小而物体分辨率大的情况,主要有以下两种方式。

类型 鸟叔
GL_NEAREST 选择中心点最接近纹理坐标的那个像素
GL_LINEAR 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。

当纹理分辨率大而物体分辨率小时,就要使用多级渐进纹理(Mipmap)。

过滤方式 描述
GL_NEAREST_MIPMAP_NEAREST 使用最邻近的多级渐远纹理来匹配像素大小,并使用邻近插值进行纹理采样
GL_LINEAR_MIPMAP_NEAREST 使用最邻近的多级渐远纹理级别,并使用线性插值进行采样
GL_NEAREST_MIPMAP_LINEAR 在两个最匹配像素大小的多级渐远纹理之间进行线性插值,使用邻近插值进行采样
GL_LINEAR_MIPMAP_LINEAR 在两个邻近的多级渐远纹理之间使用线性插值,并使用线性插值进行采样

纹理单元

我们可以给纹理采样器分配一个位置值,这样的话我们能够在一个片段着色器中设置多个纹理。一个纹理的位置值通常称为一个纹理单元(Texture Unit)。一个纹理的默认纹理单元是0,它是默认的激活纹理单元。

纹理单元的主要目的是让我们在着色器中可以使用多于一个的纹理。通过把纹理单元赋值给采样器,我们可以一次绑定多个纹理,只要我们首先激活对应的纹理单元。

code

物体坐标和纹理坐标的对应关系是自行定义的,只需定义顶点的对应关系即可。

应用纹理

#define STB_IMAGE_IMPLEMENTATION
#include "../env/std_image.h"
#include <iostream>
#include "../env/glad.h"
#include "../env/glfw3.h"
#include <fstream>

#define WIDTH 800
#define HEIGHT 600

GLFWwindow *initialize(int width, int height);
GLuint complieVertexShader(const std::string &filename);
GLuint complieFragmentShader(const std::string &filename);
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader);

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string getShaderSource(const std::string &filename);

int main()
{
    
    
    GLFWwindow *window = initialize(WIDTH, HEIGHT);
    GLuint vertexShader = complieVertexShader("4-vertex.glsl");
    GLuint fragmentShader = complieFragmentShader("4-fragment.glsl");
    GLuint shaderProgram = getShaderProgram(vertexShader, fragmentShader);

    GLuint myVAO;
    glGenVertexArrays(1, &myVAO);
    glBindVertexArray(myVAO);

    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
    };

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

    unsigned int myVBO;
    glGenBuffers(1, &myVBO);
    glBindBuffer(GL_ARRAY_BUFFER, myVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float)));
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glEnableVertexAttribArray(2);

    GLuint myEBO;
    glGenBuffers(1, &myEBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, myEBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    // 加载图片
    int width, height, channel;
    unsigned char *data = stbi_load("../images/container.jpg", &width, &height, &channel, 0);

    std::cout << width << " " << height << " " << channel << std::endl;

    // 生成纹理
    GLuint texture;
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);

    // 设置环绕方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // 设置纹理过滤
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    // 根据加载的图片生成纹理
    // 当前绑定的纹理对象就会被附加上纹理图像。
    // 参数1:指定生成纹理的目标
    // 参数2:指定Mipmap的级别
    // 参数3:纹理的存储格式
    // 参数4:纹理的宽度
    // 参数5:纹理的高度
    // 参数6:0
    // 参数7:纹理的存储格式
    // 参数8:纹理的数据类型
    // 参数9:纹理的数据
    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);
    // 释放内存
    stbi_image_free(data);

    while (!glfwWindowShouldClose(window))
    {
    
    
        glUseProgram(shaderProgram);
        glBindTexture(GL_TEXTURE_2D, texture);
        glBindVertexArray(myVAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        processInput(window);
        glfwSwapBuffers(window);
        glfwPollEvents();
        glClearColor(0.2, 0.3, 0.3, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
    }

    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
    
    
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow *window)
{
    
    
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
    {
    
    
        glfwSetWindowShouldClose(window, true);
    }
}

GLFWwindow *initialize(int width, int height)
{
    
    
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "2", nullptr, nullptr);
    if (!window)
    {
    
    
        exit(-1);
    }

    glfwMakeContextCurrent(window);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
    
    
        exit(-1);
    }

    glViewport(0, 0, width, height);

    glfwSetWindowSizeCallback(window, framebuffer_size_callback);

    return window;
}

std::string getShaderSource(const std::string &filename)
{
    
    

    std::ifstream in;
    in.open(filename, std::ios::in);
    if (!in.is_open())
    {
    
    
        exit(-1);
    }

    std::string ans, line;
    while (!in.eof())
    {
    
    
        getline(in, line);
        ans += line;
        ans.push_back('\n');
    }

    return ans;
}

GLuint complieVertexShader(const std::string &filename)
{
    
    
    const char *charPtr = nullptr;

    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    std::string vertexShaderSource = getShaderSource(filename);
    if (vertexShaderSource.empty())
        exit(-1);

    charPtr = vertexShaderSource.c_str();
    // 把这个着色器源码附加到着色器对象上,然后编译
    glShaderSource(vertexShader, 1, &charPtr, nullptr);
    glCompileShader(vertexShader);

    // 获取顶点着色器编译信息
    int success;
    char info[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
    
    
        glGetShaderInfoLog(vertexShader, 512, nullptr, info);
        std::cout << "Complie vertex shader error: " << info << std::endl;
        exit(-1);
    }

    return vertexShader;
}

GLuint complieFragmentShader(const std::string &filename)
{
    
    
    const char *charPtr = nullptr;

    // 编译片段着色器
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    std::string fragmentShaderSource = getShaderSource(filename);
    if (fragmentShaderSource.empty())
    {
    
    
        exit(-1);
    }
    charPtr = fragmentShaderSource.c_str();
    glShaderSource(fragmentShader, 1, &charPtr, nullptr);
    glCompileShader(fragmentShader);

    int success;
    char info[512];
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
    
    
        glGetShaderInfoLog(fragmentShader, 512, nullptr, info);
        std::cout << "Complie fragment shader error: " << info << std::endl;
        exit(-1);
    }

    return fragmentShader;
}

GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader)
{
    
    
    // 创建着色器程序对象
    GLuint shaderProgram;
    shaderProgram = glCreateProgram();

    // 链接着色器到程序对象
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    // 删除着色器对象
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    return shaderProgram;
}
#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 ourTexCoord;

void main() {
    gl_Position = vec4(aPos, 1.0f);
    ourColor = aColor;
    ourTexCoord = aTexCoord;
}
#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 ourTexCoord;

uniform sampler2D ourTexture;

void main() {
    FragColor = texture(ourTexture, ourTexCoord) * vec4(ourColor, 1.0f);
}

纹理单元的应用(多个纹理)

#define STB_IMAGE_IMPLEMENTATION
#include "../env/std_image.h"
#include <iostream>
#include "../env/glad.h"
#include "../env/glfw3.h"
#include <fstream>

#define WIDTH 800
#define HEIGHT 600

GLFWwindow *initialize(int width, int height);
GLuint complieVertexShader(const std::string &filename);
GLuint complieFragmentShader(const std::string &filename);
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader);

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string getShaderSource(const std::string &filename);

int main()
{
    
    
    GLFWwindow *window = initialize(WIDTH, HEIGHT);
    GLuint vertexShader = complieVertexShader("4.1-vertex.glsl");
    GLuint fragmentShader = complieFragmentShader("4.1-fragment.glsl");
    GLuint shaderProgram = getShaderProgram(vertexShader, fragmentShader);

    GLuint myVAO;
    glGenVertexArrays(1, &myVAO);
    glBindVertexArray(myVAO);

    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
    };

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

    unsigned int myVBO;
    glGenBuffers(1, &myVBO);
    glBindBuffer(GL_ARRAY_BUFFER, myVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float)));
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glEnableVertexAttribArray(2);

    GLuint myEBO;
    glGenBuffers(1, &myEBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, myEBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    int width, height, channel;
    unsigned char *data = stbi_load("../images/container.jpg", &width, &height, &channel, 0);


    GLuint texture1;
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);

    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);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
    glGenerateMipmap(GL_TEXTURE_2D);

    stbi_image_free(data);

    stbi_set_flip_vertically_on_load(true);
    data = stbi_load("../images/awesomeface.png", &width, &height, &channel, 0);

    GLuint texture2;
    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);

    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);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
    glGenerateMipmap(GL_TEXTURE_2D);

    stbi_image_free(data);
    
    // 激活不同的纹理单元
    glUseProgram(shaderProgram);
    GLint texture1Location = glGetUniformLocation(shaderProgram, "texture1");
    glUniform1i(texture1Location, 0);
    GLint texture2Location = glGetUniformLocation(shaderProgram, "texture2");
    glUniform1i(texture2Location, 1);

    while (!glfwWindowShouldClose(window))
    {
    
    
        glUseProgram(shaderProgram);
        // 激活不同的纹理单元
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);
        glBindVertexArray(myVAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        processInput(window);
        glfwSwapBuffers(window);
        glfwPollEvents();
        glClearColor(0.2, 0.3, 0.3, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
    }

    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
    
    
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow *window)
{
    
    
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
    {
    
    
        glfwSetWindowShouldClose(window, true);
    }
}

GLFWwindow *initialize(int width, int height)
{
    
    
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "2", nullptr, nullptr);
    if (!window)
    {
    
    
        exit(-1);
    }

    glfwMakeContextCurrent(window);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
    
    
        exit(-1);
    }

    glViewport(0, 0, width, height);

    glfwSetWindowSizeCallback(window, framebuffer_size_callback);

    return window;
}

std::string getShaderSource(const std::string &filename)
{
    
    

    std::ifstream in;
    in.open(filename, std::ios::in);
    if (!in.is_open())
    {
    
    
        exit(-1);
    }

    std::string ans, line;
    while (!in.eof())
    {
    
    
        getline(in, line);
        ans += line;
        ans.push_back('\n');
    }

    return ans;
}

GLuint complieVertexShader(const std::string &filename)
{
    
    
    const char *charPtr = nullptr;

    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    std::string vertexShaderSource = getShaderSource(filename);
    if (vertexShaderSource.empty())
        exit(-1);

    charPtr = vertexShaderSource.c_str();
    // 把这个着色器源码附加到着色器对象上,然后编译
    glShaderSource(vertexShader, 1, &charPtr, nullptr);
    glCompileShader(vertexShader);

    // 获取顶点着色器编译信息
    int success;
    char info[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
    
    
        glGetShaderInfoLog(vertexShader, 512, nullptr, info);
        std::cout << "Complie vertex shader error: " << info << std::endl;
        exit(-1);
    }

    return vertexShader;
}

GLuint complieFragmentShader(const std::string &filename)
{
    
    
    const char *charPtr = nullptr;

    // 编译片段着色器
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    std::string fragmentShaderSource = getShaderSource(filename);
    if (fragmentShaderSource.empty())
    {
    
    
        exit(-1);
    }
    charPtr = fragmentShaderSource.c_str();
    glShaderSource(fragmentShader, 1, &charPtr, nullptr);
    glCompileShader(fragmentShader);

    int success;
    char info[512];
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
    
    
        glGetShaderInfoLog(fragmentShader, 512, nullptr, info);
        std::cout << "Complie fragment shader error: " << info << std::endl;
        exit(-1);
    }

    return fragmentShader;
}

GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader)
{
    
    
    // 创建着色器程序对象
    GLuint shaderProgram;
    shaderProgram = glCreateProgram();

    // 链接着色器到程序对象
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    // 删除着色器对象
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    return shaderProgram;
}
#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 ourTexCoord;

void main() {
    gl_Position = vec4(aPos, 1.0f);
    ourColor = aColor;
    ourTexCoord = aTexCoord;
}
#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 ourTexCoord;

uniform sampler2D texture1;
uniform sampler2D texture2;

void main() {
   FragColor = mix(texture(texture1, ourTexCoord),texture(texture2, ourTexCoord), 0.2);
}

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转载自blog.csdn.net/NelsonCheung/article/details/109398356
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