电子商务和网站开发 职务,轻淘客网站怎么做,河北建造师网,机械设备公司网站制作OpenGL着色器实现纹理合并显示 本文介绍了opengl下实现纹理的装载#xff0c;同时借助顶点着色器和片源着色器实现两个不同外部纹理的合并显示。 目录
1 opengl下纹理的装载2 纹理合并效果显示3 完整的代码 1 opengl下纹理的装载
// 初始化GLFWif (!glfwInit()) {std::cerr … OpenGL着色器实现纹理合并显示 本文介绍了opengl下实现纹理的装载同时借助顶点着色器和片源着色器实现两个不同外部纹理的合并显示。 目录
1 opengl下纹理的装载2 纹理合并效果显示3 完整的代码 1 opengl下纹理的装载
// 初始化GLFWif (!glfwInit()) {std::cerr Failed to initialize GLFW std::endl;return -1;}// 创建窗口GLFWwindow* window glfwCreateWindow(800, 600, Multiple Textures Example, NULL, NULL);if (!window) {std::cerr Failed to create GLFW window std::endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);// 初始化GLEWif (glewInit() ! GLEW_OK) {std::cerr Failed to initialize GLEW std::endl;return -1;}// 编译顶点着色器GLuint vertexShader glCreateShader(GL_VERTEX_SHADER);glShaderSource(vertexShader, 1, vertexShaderSource, NULL);glCompileShader(vertexShader);// 编译片元着色器GLuint fragmentShader glCreateShader(GL_FRAGMENT_SHADER);glShaderSource(fragmentShader, 1, fragmentShaderSource, NULL);glCompileShader(fragmentShader);// 创建着色器程序GLuint shaderProgram glCreateProgram();glAttachShader(shaderProgram, vertexShader);glAttachShader(shaderProgram, fragmentShader);glLinkProgram(shaderProgram);glUseProgram(shaderProgram);// 加载纹理1GLuint textureID1 SOIL_load_OGL_texture(1.jpg, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y);glActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, textureID1);glUniform1i(glGetUniformLocation(shaderProgram, texture1), 0);// 加载纹理2GLuint textureID2 SOIL_load_OGL_texture(2.jpg, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y);glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, textureID2);glUniform1i(glGetUniformLocation(shaderProgram, texture2), 1); 借助glfw实现窗口的创建借助SOIL库实现纹理的装载返回加载后的纹理id。
2 纹理合并效果显示
// 设置顶点数据和纹理坐标float vertices[] {// 位置 // 纹理坐标-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,1.0f, -1.0f, 0.0f, 1.0f, 0.0f,1.0f, 1.0f, 0.0f, 1.0f, 1.0f,- 1.0f, -1.0f, 0.0f, 0.0f, 0.0f,1.0f, 1.0f, 0.0f, 1.0f, 1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 1.0f};// 创建顶点缓冲对象和顶点数组对象unsigned int VBO, VAO;glGenVertexArrays(1, VAO);glGenBuffers(1, VBO);glBindVertexArray(VAO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);// 设置顶点属性指针glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));glEnableVertexAttribArray(1);// 渲染循环while (!glfwWindowShouldClose(window)) {glClear(GL_COLOR_BUFFER_BIT);// 绑定纹理并绘制glActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, textureID1);glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, textureID2);glBindVertexArray(VAO);glDrawArrays(GL_TRIANGLES, 0, 6);glfwSwapBuffers(window);glfwPollEvents();}// 清理资源glDeleteTextures(1, textureID1);glDeleteTextures(1, textureID2);glDeleteProgram(shaderProgram);glDeleteShader(vertexShader);glDeleteShader(fragmentShader);glfwTerminate(); 绘制两个三角形并绑定两个纹理。添加顶点着色器和片元着色器其代码如下
const char* vertexShaderSource R(
#version 330 corelayout(location 0) in vec3 position;
layout(location 1) in vec2 texCoord;out vec2 fragTexCoord;void main() {fragTexCoord texCoord;gl_Position vec4(position, 1.0);
}
);const char* fragmentShaderSource R(
#version 330 corein vec2 fragTexCoord;
out vec4 fragColor;uniform sampler2D texture1;
uniform sampler2D texture2;void main() {vec4 color1 texture(texture1, fragTexCoord);vec4 color2 texture(texture2, fragTexCoord);// 将两个纹理的颜色进行混合fragColor mix(color1, color2, 0.5);
}
);
3 完整的代码 完整的代码如下所示需依赖glfw实现窗口显示依赖SOIL实现纹理装载。需将两个纹理路径换为本地路径给出的示例代码路径为1.jpg和2.jpg。 #include GL/glew.h
#include GLFW/glfw3.h
#include SOIL/SOIL.h
#include iostreamconst char* vertexShaderSource R(
#version 330 corelayout(location 0) in vec3 position;
layout(location 1) in vec2 texCoord;out vec2 fragTexCoord;void main() {fragTexCoord texCoord;gl_Position vec4(position, 1.0);
}
);const char* fragmentShaderSource R(
#version 330 corein vec2 fragTexCoord;
out vec4 fragColor;uniform sampler2D texture1;
uniform sampler2D texture2;void main() {vec4 color1 texture(texture1, fragTexCoord);vec4 color2 texture(texture2, fragTexCoord);// 将两个纹理的颜色进行混合fragColor mix(color1, color2, 0.5);
}
);int main() {// 初始化GLFWif (!glfwInit()) {std::cerr Failed to initialize GLFW std::endl;return -1;}// 创建窗口GLFWwindow* window glfwCreateWindow(800, 600, Multiple Textures Example, NULL, NULL);if (!window) {std::cerr Failed to create GLFW window std::endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);// 初始化GLEWif (glewInit() ! GLEW_OK) {std::cerr Failed to initialize GLEW std::endl;return -1;}// 编译顶点着色器GLuint vertexShader glCreateShader(GL_VERTEX_SHADER);glShaderSource(vertexShader, 1, vertexShaderSource, NULL);glCompileShader(vertexShader);// 编译片元着色器GLuint fragmentShader glCreateShader(GL_FRAGMENT_SHADER);glShaderSource(fragmentShader, 1, fragmentShaderSource, NULL);glCompileShader(fragmentShader);// 创建着色器程序GLuint shaderProgram glCreateProgram();glAttachShader(shaderProgram, vertexShader);glAttachShader(shaderProgram, fragmentShader);glLinkProgram(shaderProgram);glUseProgram(shaderProgram);// 加载纹理1GLuint textureID1 SOIL_load_OGL_texture(1.jpg, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y);glActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, textureID1);glUniform1i(glGetUniformLocation(shaderProgram, texture1), 0);// 加载纹理2GLuint textureID2 SOIL_load_OGL_texture(2.jpg, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y);glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, textureID2);glUniform1i(glGetUniformLocation(shaderProgram, texture2), 1);// 设置顶点数据和纹理坐标float vertices[] {// 位置 // 纹理坐标-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,1.0f, -1.0f, 0.0f, 1.0f, 0.0f,1.0f, 1.0f, 0.0f, 1.0f, 1.0f,- 1.0f, -1.0f, 0.0f, 0.0f, 0.0f,1.0f, 1.0f, 0.0f, 1.0f, 1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 1.0f};// 创建顶点缓冲对象和顶点数组对象unsigned int VBO, VAO;glGenVertexArrays(1, VAO);glGenBuffers(1, VBO);glBindVertexArray(VAO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);// 设置顶点属性指针glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));glEnableVertexAttribArray(1);// 渲染循环while (!glfwWindowShouldClose(window)) {glClear(GL_COLOR_BUFFER_BIT);// 绑定纹理并绘制glActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, textureID1);glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, textureID2);glBindVertexArray(VAO);glDrawArrays(GL_TRIANGLES, 0, 6);glfwSwapBuffers(window);glfwPollEvents();}// 清理资源glDeleteTextures(1, textureID1);glDeleteTextures(1, textureID2);glDeleteProgram(shaderProgram);glDeleteShader(vertexShader);glDeleteShader(fragmentShader);glfwTerminate();return 0;
}