OpenGL学习——纹理

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拖了半个多月的博客,这次学习如何使用纹理(Texture)贴图来实现更多的细节。

生成纹理对象

和创建VAO、VBO方法类似,调用glGenTextures函数。

glGenTextures(1, &texture);

绑定并配置纹理对象

glBindTexture(GL_TEXTURE_2D, texture);
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);

调用四次glTexParameter函数:

  1. 2D纹理坐标的横坐标和纵坐标范围都在[0, 1],当设置的横坐标超出这个范围,则以GL_REPEAT的形式显示纹理;
  2. 同理,当设置的纵坐标范围超出[0, 1]范围,同样以GL_REPEAT的形式显示纹理。不同选项下纹理的显示效果如下:
  3. 当纹理被缩小时,一个屏幕像素对应多个纹理像素,采用GL_LINEAR即线性过滤进行采样;
  4. 当纹理被放大时,一个纹理像素对应多个屏幕像素,同样采用线性过滤进行采样。可选择的过滤方式还有GL_NEAREST,GL_NEAREST_MIPMAP_NEAREST,GL_LINEAR_MIPMAP_NEAREST,GL_NEAREST_MIPMAP_LINEAR和GL_LINEAR_MIPMAP_LINEAR,需要注意的是,后四种过滤方式只能使用在纹理被缩小的情况下。

加载纹理图像

首先添加库stb_image.h

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

调用库函数stbi_load加载图片,五个参数分别设置图片的路径,输出图片的宽度,高度,默认颜色通道数和自定义颜色通道数。这里设置自定义颜色通道数为0,表示输出图片默认的颜色通道数。

unsigned char *imageData = stbi_load("/path1/xxx.jpg", &width, &height, &nrChannel, 0);

若图片加载成功,调用glTexImage2D函数使用被加载的图片参数生成2D纹理图像。注意第三和第七个参数虽然都设置成GL_RGB,但含义不同。第三个参数设置OpenGL存储纹理数据的格式,而第七个参数表示图片被加载时生成的数据格式。
之后调用glGenerateMipmap函数根据纹理图像生成Mipmap。

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

最后释放内存并解绑纹理对象。

stbi_image_free(imageData);
glBindTexture(GL_TEXTURE_2D, 0);

配置顶点属性指针

在顶点数据中添加纹理坐标,四个顶点的纹理坐标分别为(2.0f, 2.0f),(0.0f, 2.0f),(2.0f, 0.0f)和(0.0f, 0.0f):

float vertices[] = {0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f, 2.0f,
                    -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f,
                    0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 2.0f, 0.0f,
                    -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f};

配置顶点属性指针的函数调用和参数说明参见《绘制三角形》

glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void*)(6*sizeof(float))); //配置纹理坐标
glEnableVertexAttribArray(2); //使能属性位置2

编写Shader

首先是Vertex Shader,Tex的属性位置为2,表示纹理坐标:

#version 330 core
layout (location = 0) in vec3 Pos;
layout (location = 1) in vec3 Col;
layout (location = 2) in vec2 Tex;
out vec4 Color;
out vec2 texCoord;
void main()
{
    gl_Position = vec4(Pos, 1.0f);
    Color = vec4(Col, 1.0f);
    texCoord = Tex;
}

添加sampler2D类型的变量,使Fragment Shader能够访问之前创建的纹理对象:

#version 330 core
out vec4 FragColor;
in vec4 Color;
in vec2 texCoord;
uniform sampler2D texSampler;
void main()
{
    FragColor = texture(texSampler, texCoord) * Color;
}

渲染循环

ourShader.use();
glBindVertexArray(VAO);
glBindTexture(GL_TEXTURE_2D, texture);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);


Texture Unit

那么该如何同时生成并使用两个纹理呢?
在编写Fragment Shader时,定义了uniform sampler2D类型的变量,可以调用glGetUniformLocation函数和glUniform函数对它进行赋值,来设置纹理的位置信息,即Texture Unit。通过glActiveTexture函数激活不同的Texture Unit,并绑定不同的纹理对象,在Fragment Shader中就可以同时对不同的纹理图像进行采样,混合并输出颜色。
首先绑定并配置另一个纹理对象:

glBindTexture(GL_TEXTURE_2D, texture[1]);
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);

调用库函数stbi_load加载另一张图片,根据图片参数生成纹理图像和Mipmap:

imageData = stbi_load("/path2/xxx.png", &width, &height, &nrChannel, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); //因为我这里加载的图片有alpha通道,所以第七个参数设置成GL_RGBA
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(imageData);
glBindTexture(GL_TEXTURE_2D, 0);

修改Fragment Shader,定义两个sampler2D变量,并调用mix函数进行颜色混合,即第一个纹理采样颜色的80%和第二个纹理采样颜色的20%:

#version 330 core
out vec4 FragColor;
in vec4 Color;
in vec2 texCoord;
uniform sampler2D texSampler1;
uniform sampler2D texSampler2;
void main()
{
    FragColor = mix(texture(texSampler1, texCoord)*Color, texture(texSampler2, texCoord), 0.2);
}

在main函数中对Fragment Shader中的uniform进行赋值,分别设置位置信息即Texture Unit为0和1:

ourShader.use();
glUniform1i(glGetUniformLocation(ourShader.ID, "texSampler1"), 0);
glUniform1i(glGetUniformLocation(ourShader.ID, "texSampler2"), 1);

在渲染循环中激活Texture Unit,并绑定对应的纹理对象:

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture[1]);

执行结果:

完整代码如下:

#include "shader.h"
#include <GLFW/glfw3.h>
#include <cmath>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

using namespace std;

/*
void frambuffer_size_callback(GLFWwindow *window, int width, int height)
{
    glViewport(0, 0, width, height);
}
*/
void processInput(GLFWwindow* window)
{
    //check if ESCAPE is pressed
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

int main()
{
    //initialize GLFW
    if(!glfwInit())
        return -1;

    //configure GLFW
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);

    //creat a window object
    const unsigned int window_width = 800;
    const unsigned int window_height = 600;
    GLFWwindow *window = glfwCreateWindow(window_width, window_height, "OpenGL_Demo", NULL, NULL);
    if (window == NULL){
        cout << "Failed to create GLFW window" << endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);

    //initialize GLAD to manage function pointers for OpenGL
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
        cout << "Failed to initialize GLAD" << endl;
        return -1;
    }

    //set width and height of Viewport
    glViewport(0, 0, window_width, window_height);

    Shader ourShader;
    ourShader.shader("/home/yi/Test/GL_test/vShader.vs", "/home/yi/Test/GL_test/fShader.fs");
    //glfwSetFramebufferSizeCallback(window, frambuffer_size_callback);

    //coordnate (x,y,z) of vertices
    float vertices[] = {0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f, 2.0f,
                        -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f,
                        0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 2.0f, 0.0f,
                        -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f};
    //indices of vertices
    unsigned int indices[] = {0, 1, 2, 1, 2, 3};
    //vertex buffer object(VBO)
    unsigned int VBO;
    //element buffuer object(EBO)
    unsigned int EBO;
    //vertex array object(VAO)
    unsigned int VAO;
    //texture object
    unsigned int texture[2];

    //generate VAO, VBO, EBO, texture
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);
    glGenTextures(2, texture);

    //bind and configure VAO, VBO and EBO
    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    //configure texture1
    glBindTexture(GL_TEXTURE_2D, texture[0]);
    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);
    stbi_set_flip_vertically_on_load(true);
    int width, height, nrChannel;
    unsigned char *imageData = stbi_load("/path1/xxx.jpg", &width, &height, &nrChannel, 0);
    if(imageData){
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
        glGenerateMipmap(GL_TEXTURE_2D);
        cout << "Successful to load texture1" << endl;
    }
    else{
        cout << "Failed to load texture1" << endl;
        return -1;
    }
    stbi_image_free(imageData);
    glBindTexture(GL_TEXTURE_2D, 0);

    //configure texture2
    glBindTexture(GL_TEXTURE_2D, texture[1]);
    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);
    imageData = stbi_load("/path2/xxx.png", &width, &height, &nrChannel, 0);
    if(imageData){
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
        glGenerateMipmap(GL_TEXTURE_2D);
        cout << "Successful to load texture2" << endl;
    }
    else{
        cout << "Failed to load texture2" << endl;
        return -1;
    }
    stbi_image_free(imageData);
    glBindTexture(GL_TEXTURE_2D, 0);

    //set which texture unit each sampler in fragment shader belongs to
    ourShader.use();
    glUniform1i(glGetUniformLocation(ourShader.ID, "texSampler1"), 0);
    glUniform1i(glGetUniformLocation(ourShader.ID, "texSampler2"), 1);

    //link vertex attributes
    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);

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

    //render loop
    while(!glfwWindowShouldClose(window)){

        processInput(window);
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ourShader.use();
        glBindVertexArray(VAO);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture[1]);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    //clear resource
    glfwTerminate();
    return 0;
}

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