OpenGL进阶04.支持多贴图的Shader
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这篇文章来实现一下多贴图的效果。在这篇文章中,再次对代码进行了封装,是代码看起来更加清晰明了:
shader.h中添加了SetTexture接口:
#pragma once
#include "ggl.h"
struct UniformTexture
{
GLint mLocation;
GLuint mTexture;
UniformTexture()
{
mLocation = -1;
mTexture = 0;
}
};
class Shader
{
public:
GLuint mProgram;
std::map<std::string, UniformTexture*>mUniformTextures;
GLint mModelMatrixLocation, mViewMatrixLocation, mProjectionMatrixLocation;
GLint mPositionLocation, mColorLocation, mTexcoordLocation, mNormalLocation;
void Init(const char* vs, const char* fs);
void Bind(float* M, float* V, float* P);
void SetTexture(const char* name, const char* imagePath);
};
shader.cpp:
#include "shader.h"
#include "Utils.h"
#include "vertexbuffer.h"
void Shader::Init(const char* vs, const char* fs)
{
int nFileSize = 0;
const char* vsCode = (char*)LoadFileContent(vs, nFileSize);
const char* fsCode = (char*)LoadFileContent(fs, nFileSize);
GLuint vsShader = CompileShader(GL_VERTEX_SHADER, vsCode);
if (vsShader == 0)
{
return;
}
GLuint fsShader = CompileShader(GL_FRAGMENT_SHADER, fsCode);
if (fsShader == 0)
{
return;
}
mProgram = CreateProgram(vsShader, fsShader);
glDeleteShader(vsShader);
glDeleteShader(fsShader);
if (mProgram != 0)
{
mModelMatrixLocation = glGetUniformLocation(mProgram, "ModelMatrix");
mViewMatrixLocation = glGetUniformLocation(mProgram, "ViewMatrix");
mProjectionMatrixLocation = glGetUniformLocation(mProgram, "ProjectionMatrix");
mPositionLocation = glGetAttribLocation(mProgram, "position");
mColorLocation = glGetAttribLocation(mProgram, "color");
mTexcoordLocation = glGetAttribLocation(mProgram, "texcoord");
mNormalLocation = glGetAttribLocation(mProgram, "normal");
}
}
void Shader::Bind(float* M, float* V, float* P)
{
glUseProgram(mProgram);
glUniformMatrix4fv(mModelMatrixLocation, 1, GL_FALSE, M);
glUniformMatrix4fv(mViewMatrixLocation, 1, GL_FALSE, V);
glUniformMatrix4fv(mProjectionMatrixLocation, 1, GL_FALSE, P);
int iIndex = 0;
for (auto iter =mUniformTextures.begin();iter!=mUniformTextures.end();++iter)
{
glActiveTexture(GL_TEXTURE0 + iIndex);
glBindTexture(GL_TEXTURE_2D, iter->second->mTexture);
glUniform1i(iter->second->mLocation, iIndex++);
}
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(mColorLocation);
glVertexAttribPointer(mColorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 4));
glEnableVertexAttribArray(mTexcoordLocation);
glVertexAttribPointer(mTexcoordLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 8));
glEnableVertexAttribArray(mNormalLocation);
glVertexAttribPointer(mNormalLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 12));
}
void Shader::SetTexture(const char* name, const char* imagePath)
{
auto iter = mUniformTextures.find(name);
if(iter ==mUniformTextures.end())
{
GLint location = glGetUniformLocation(mProgram, name);
if (location != -1)
{
UniformTexture* t = new UniformTexture;
t->mLocation = location;
t->mTexture = CreateTexture2DFromBMP(imagePath);
mUniformTextures.insert(std::pair<std::string, UniformTexture*>(name, t));
}
else
{
glDeleteTextures(1, &iter->second->mTexture);
iter->second->mTexture = CreateTexture2DFromBMP(imagePath);
}
}
}
vertexbuffer.h中添加了Bind()和UnBind()接口
#pragma once
#include "ggl.h"
struct Vertex
{
float Position[4];
float Color[4];
float Texcoord[4];
float Normal[4];
};
class VertexBuffer {
public:
Vertex* mVertexes;
int mVertexCount;
GLuint mVBO;
void SetSize(int vertexCount);
void SetPosition(int index, float x, float y, float z, float w = 1.0f);
void SetColor(int index, float r, float g, float b, float a = 1.0f);
void SetTexcoord(int index, float x, float y);
void SetNormal(int index, float x, float y, float z);
void Bind();
void UnBind();
Vertex& Get(int index);
};
vertexbuffer.cpp:
#include "vertexbuffer.h"
#include "Utils.h"
void VertexBuffer::SetSize(int vertexCount)
{
mVertexCount = vertexCount;
mVertexes = new Vertex[mVertexCount];
memset(mVertexes, 0, sizeof(Vertex) * mVertexCount);
mVBO = CreateBufferObject(GL_ARRAY_BUFFER, sizeof(Vertex) * mVertexCount, GL_STATIC_DRAW, nullptr);
}
void VertexBuffer::SetPosition(int index, float x, float y, float z, float w /* = 1.0f */)
{
mVertexes[index].Position[0] = x;
mVertexes[index].Position[1] = y;
mVertexes[index].Position[2] = z;
mVertexes[index].Position[3] = w;
}
void VertexBuffer::SetColor(int index, float r, float g, float b, float a /* = 1.0f */)
{
mVertexes[index].Color[0] = r;
mVertexes[index].Color[1] = g;
mVertexes[index].Color[2] = b;
mVertexes[index].Color[3] = a;
}
void VertexBuffer::SetTexcoord(int index, float x, float y)
{
mVertexes[index].Texcoord[0] = x;
mVertexes[index].Texcoord[1] = y;
}
void VertexBuffer::SetNormal(int index, float x, float y, float z)
{
mVertexes[index].Normal[0] = x;
mVertexes[index].Normal[1] = y;
mVertexes[index].Normal[2] = z;
mVertexes[index].Normal[3] = 1.0;
}
void VertexBuffer::Bind()
{
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertex) * mVertexCount, mVertexes);
}
void VertexBuffer::UnBind()
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
Vertex& VertexBuffer::Get(int index)
{
return mVertexes[index];
}
看下shader的变化
test.vs:
attribute vec4 position;
attribute vec4 color;
attribute vec2 texcoord;
uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
varying vec4 V_Color;
varying vec2 V_Texcoord;
void main()
{
V_Color = color;
V_Texcoord = texcoord;
gl_Position = ProjectionMatrix*ViewMatrix*ModelMatrix*position;
}
test.fs:
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D U_Texture;
uniform sampler2D U_Texture2;
varying vec4 V_Color;
varying vec2 V_Texcoord;
void main()
{
gl_FragColor = V_Color*texture2D(U_Texture,V_Texcoord)*texture2D(U_Texture2,V_Texcoord);
}
最后看下Scene.cpp里的调用,代码是不是清爽了许多:
#include "scene.h"
#include "ggl.h"
#include "Utils.h"
#include "ground.h"
#include "shader.h"
GLuint texture;
glm::mat4 modelMatrix, viewMatrix, projectionMatrix;
Ground ground;
Shader* shader;
VertexBuffer* vertexBuffer;
void Init()
{
vertexBuffer = new VertexBuffer;
vertexBuffer->SetSize(3);
vertexBuffer->SetPosition(0, -0.2f, -0.2f, 0.0f);
vertexBuffer->SetTexcoord(0, 0.0f, 0.0f);
vertexBuffer->SetColor(0, 1.0f, 1.0f, 1.0f);
vertexBuffer->SetPosition(1, 0.2f, -0.2f, 0.0f);
vertexBuffer->SetTexcoord(1, 1.0f, 0.0f);
vertexBuffer->SetColor(1, 1.0f, 0.0f, 0.0f, 0.0f);
vertexBuffer->SetPosition(2, 0.0f, 0.2f, 0.0f);
vertexBuffer->SetTexcoord(2, 0.5f, 1.0f);
vertexBuffer->SetColor(2, 0.0f, 1.0f, 0.0f);
shader = new Shader;
shader->Init("Res/test.vs", "Res/test.fs");
shader->SetTexture("U_Texture", "Res/test.bmp");
shader->SetTexture("U_Texture2", "Res/test2.bmp");
modelMatrix = glm::translate(0.0f, 0.0f, -0.6f);
ground.Init();
}
void SetViewPortSize(float width, float height)
{
projectionMatrix = glm::perspective(60.0f, width / height, 0.1f, 1000.0f);
}
void Draw()
{
float frameTime = GetFrameTime();
glClearColor(0.1f, 0.4f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ground.Draw(viewMatrix, projectionMatrix);
vertexBuffer->Bind();
shader->Bind(glm::value_ptr(modelMatrix), glm::value_ptr(viewMatrix), glm::value_ptr(projectionMatrix));
glDrawArrays(GL_TRIANGLES, 0, 3);
vertexBuffer->UnBind();
}
看下三角形两个纹理叠加的效果吧:
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