4511 字
23 分钟
Textures

纹理映射原理#

纹理映射的核心逻辑:为模型的每个顶点分配专属纹理坐标,以此标定该顶点对应纹理图像的采样位置;模型其余未定义纹理坐标的片段,会通过GPU自动插值计算得到对应纹理颜色,最终将2D纹理图像贴合到3D模型表面。

OpenGL纹理坐标规则#

OpenGL 2D纹理图像的坐标系标准:

  • 原点位置:纹理图像左下角
  • X轴:水平向右为正方向(对应纹理 S 轴)
  • Y轴:竖直向上为正方向(对应纹理 T 轴) 补充:3D纹理会额外包含 R 轴,构成三维纹理坐标体系。纹理坐标常规取值范围为 [0, 1],超出该范围会触发纹理环绕规则。

纹理环绕模式#

四种环绕模式#

当纹理坐标超出 [0, 1] 范围时,OpenGL 会根据配置的环绕方式处理边缘像素,共四种模式:

  • GL_REPEAT(默认):重复平铺纹理图像,超出坐标区域直接复刻完整纹理
  • GL_MIRRORED_REPEAT:镜像重复纹理,相邻的重复纹理呈翻转状态,衔接更自然
  • GL_CLAMP_TO_EDGE:边缘拉伸约束,将超出范围的纹理坐标约束在 0 和 1,持续复用纹理边缘像素,产生边缘拉伸效果
  • GL_CLAMP_TO_BORDER:自定义边缘颜色,超出纹理坐标范围的区域显示用户指定的边框颜色

代码配置规则#

统一使用函数:glTexParameter*(纹理目标, 配置选项&坐标轴, 参数值),函数后缀*由参数值类型决定。

前三种环绕方式(整型参数,后缀为i)#

适用于GL_REPEATGL_MIRRORED_REPEATGL_CLAMP_TO_EDGE,参数为整型宏:

// 2D纹理,S轴(水平)设置为重复环绕
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// 2D纹理,T轴(竖直)设置为重复环绕
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

仅需修改最后一个宏参数,即可切换对应环绕模式。

GL_CLAMP_TO_BORDER(浮点数组参数,后缀为fv)#

该模式需要额外自定义纹理边缘颜色,步骤如下:

// 1. 定义RGBA边缘颜色浮点数组
float borderColor[] = {1.0f, 1.0f, 0.0f, 1.0f};
// 2. 设置S、T轴环绕模式为边框约束
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
// 3. 绑定自定义边缘颜色
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);

纹理过滤模式#

过滤原理#

纹理坐标是连续浮点值,屏幕像素是离散整型值,当纹理坐标无法精准落在纹理像素中心时,需要通过过滤算法采样像素颜色。主要用于解决纹理放大/缩小失真问题:

  • 纹理放大:低分辨率纹理映射到大面积模型
  • 纹理缩小:高分辨率纹理映射到小面积模型

两种基础过滤模式#

  • GL_NEAREST(最近邻过滤):选取纹理坐标中心点最接近的纹理像素,速度快,画面有锯齿、颗粒感明显
  • GL_LINEAR(线性过滤):采样纹理坐标周边多个像素,通过线性插值计算最终颜色,画面平滑、无锯齿,开销略高

代码配置#

// 纹理缩小时:使用最近邻过滤
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// 纹理放大时:使用线性过滤
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

多级渐远纹理#

核心原理#

创建基础纹理后,通过glGenerateMipmap(GL_TEXTURE_2D) 自动生成一组分辨率逐级减半的纹理序列。GPU 根据模型与观察者的距离,自动匹配对应分辨率的纹理:近距离用高清纹理,远距离用低清纹理,在保证画质的同时大幅提升渲染效率。 解决问题:不同层级Mipmap纹理切换时产生的生硬边界、断层闪烁问题。

Mipmap过滤组合模式#

格式:GL_[纹理采样方式]_MIPMAP_[层级选择方式],仅适用于纹理缩小场景(MIN_FILTER),放大场景不生效:

  • GL_NEAREST_MIPMAP_NEAREST:选取最近的Mipmap层级,层级内使用最近邻采样,速度最快、画质最差
  • GL_NEAREST_MIPMAP_LINEAR:选取相邻两级Mipmap纹理,两级分别最近邻采样后,再对两个结果线性插值
  • GL_LINEAR_MIPMAP_NEAREST:选取最近的Mipmap层级,层级内使用线性插值采样
  • GL_LINEAR_MIPMAP_LINEAR:三线性插值,选取相邻两级Mipmap,两级分别线性采样,最终再插值融合,画质最平滑、开销最高

代码配置#

// 纹理缩小:开启三线性插值Mipmap过滤
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// 纹理放大:仅支持基础过滤,无Mipmap效果
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 生成多级渐远纹理
glGenerateMipmap(GL_TEXTURE_2D);

纹理单元与采样器#

核心概念#

  • 纹理单元:GPU硬件级纹理插槽,显卡最多支持 16个 纹理单元(索引 0~15),用于绑定、存储纹理资源,是承载纹理的硬件容器
  • 采样器(sampler2D):着色器中的int型变量,变量值对应纹理单元索引,作用是指定从哪一个纹理单元中采样纹理数据

纹理使用流程#

  1. 激活指定索引的纹理单元;
  2. 将纹理对象绑定到当前激活的纹理单元;
  3. 着色器采样器关联对应纹理单元索引;
  4. 着色器中完成纹理采样渲染。

特殊默认规则#

单纹理场景无需手动激活绑定

  • GPU 默认始终激活 0号纹理单元,单纹理绑定会自动挂载到0号单元;
  • 着色器中定义的 sampler2D 采样器,默认对应0号纹理单元,无需手动链接即可直接使用。

example1: 创建纹理并使用纹理#

流程:首先是重要的头文件<stb_image.h>的引入,以及相应的编译指令#define STB_IMAGE_IMPLEMENTATION;然后在main函数中,创建纹理ID,绑定纹理目标,设置纹理模式(环绕、过滤)、加载纹理数据、传递纹理数据、生成多级渐远纹理。在main函数中的渲染函数中,绑定纹理目标(表示在这一帧中要使用这张纹理画当前这个物体),然后绘制三角形。此外,还需在vertices数组中定义第三个顶点属性:纹理坐标,然后在顶点着色器中定义新的输入属性:纹理坐标,将其传递给片元着色器。在片元着色器中,使用uniform变量定义一张纹理(sampler2D类型),然后使用texture函数采样,作为输出颜色。 BQACAgUAAyEGAASHRsPbAAEWKTBqPzXA6m3LZSiYQBdI2pB4UkJnpQACpCEAAk05AVYqCVG3FoK3EzwE.png

#define STB_IMAGE_IMPLEMENTATION//手动告诉编译器,把stb的代码编译进去
//如果没有加上面这一句,编译时不会报错,运行时找不到这个实现,链接报错
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>//这是一个单头文件库,只声明了函数,没实现函数
#include <myShader.h>
#include <iostream>
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);
}
}
const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
cout << "Failed to create GLFW window" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
cout << "Failed to initialize GLAD" << endl;
glfwTerminate();
return -1;
}
Shader ourShader("src/Shader/vertexShader.txt", "src/Shader/fragmentShader.txt");
float vertices[] = {
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 indices[] = {
0,1,3,
1,2,3
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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);
//创建纹理ID
unsigned int texture;
//生成纹理ID
glGenTextures(1, &texture);
//绑定纹理(将当前要操纵的2D纹理设置为texture这个ID对应的纹理)
glBindTexture(GL_TEXTURE_2D, texture);
//设置纹理环绕模式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//设置纹理过滤模式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);//设置模式和生成MIPMAP之间没有顺序要求,如果没有生成MIPMAP则自动降级到GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//加载纹理贴图
int width, height, nrChannels;
unsigned char* data = stbi_load("resources/textures/container.jpg", &width, &height, &nrChannels, 0);//为什么第一个参数需要用getPath函数,以及使用c_str()?
if (data) {
//传递图片数据
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);//怎么理解这几个形参,两个GL_RGB的区别是什么?
//生成多级渐远纹理
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
cout << "Failed to load texture" << endl;
}
//已经生成了图片了,可以释放CPU中存储纹理图片数据的这一块内存
stbi_image_free(data);
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texture);//每帧需要重新绑定这一帧需要的纹理
//绑定纹理和激活Shader以及绑定VAO的顺序无关,只需保证绑定纹理在画三角形之前就可以
ourShader.use();
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);//倒数第二个参数是:索引数组中每个元素的类型
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glfwTerminate();
return 0;
}
//顶点着色器
#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 vec3 ourPos;
out vec2 ourTexcoord;
void main(){
gl_Position = vec4(aPos,1.0);
ourColor = aColor;
ourPos = aPos;
ourTexcoord = aTexcoord;
}
//片元着色器
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec3 ourPos;
in vec2 ourTexcoord;
uniform sampler2D ourTexture;
void main(){
FragColor=texture(ourTexture,ourTexcoord);
}

如果在片元着色器中将纹理颜色和顶点颜色进行混合,即

FragColor=texture(ourTexture,ourTexcoord)*vec4(ourColor,1.0);

BQACAgUAAyEGAASHRsPbAAEWKTZqPzYOhymoAQiJxHtxvvGul4QVbAACrCEAAk05AVYGU5h4zD_fEjwE.png

example2: 使用纹理单元实现更多纹理#

纹理单元是GPU上的纹理插槽,每个纹理单元管理一张纹理。着色器中通过采样器采样纹理,采样器一般定义为uniform变量。在C++代码中对其赋值整数,表示对应第几号纹理单元。激活多个纹理单元、定义多个采样器就可以实现多张纹理。

#define STB_IMAGE_IMPLEMENTATION
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <iostream>
#include <myShader.h>
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);
}
}
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
cout << "Failed to create GLFW window" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
cout << "Failed to initialize GLAD" << endl;
glfwTerminate();
return -1;
}
Shader ourShader("src/Shader/vertexShader.txt", "src/Shader/fragmentShader.txt");//路径不需要以/开头,否则是根目录下
float vertices[] = {
0.5f,0.5f,0.0f, 1.0f,0.0f,0.0f, 2.0f,2.0f,//右上
0.5f,-0.5f,0.0f, 0.0f,1.0f,0.0f, 2.0f,0.0f,//右下
-0.5f,-0.5f,0.0f, 0.0f,0.0f,0.0f, 0.0f,0.0f,//左下
-0.5f,0.5f,0.0f, 1.0f,1.0f,0.0f, 0.0f,2.0f//左上
};
unsigned int indices[] = {
0,1,3,
1,2,3
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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);
glBindVertexArray(0);
unsigned int texture1, texture2;
//先处理第一张纹理
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);
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);//纹理默认左上角是原点,OpenGL是左下角是原点,所以需要翻转
//上面的语句声明一次就可以?是的,告诉stb_image库,以后加载图片的时候,都自动上下翻转,设置的是全局状态
unsigned char* data = stbi_load("resources/textures/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 {
cout << "Failed to load texture" << endl;
}
stbi_image_free(data);
//再处理第二张纹理
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);
data = stbi_load("resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
cout << "Failed to load texture" << endl;
}
stbi_image_free(data);
//为什么在渲染循环外而不是循环内写?因为采样器和纹理单元的对应关系在整个循环过程中都不需要变化
ourShader.use();//设置uniform变量值之前需要激活着色器,表明设置的是哪一个着色器的uniform变量
ourShader.setInt("texture1", 0);//采样器texture1对应纹理单元0
ourShader.setInt("texture2", 1);
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//为什么下面这段代码需要写在激活着色器之前?不一定,但必须在绘制之前
//激活纹理单元
glActiveTexture(GL_TEXTURE0);
//绑定纹理到当前纹理目标
//驱动自动将纹理放入当前激活的纹理单元
glBindTexture(GL_TEXTURE_2D, texture1);
//先激活再绑定,绑定的纹理就放哪个单元
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
ourShader.use();
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glfwTerminate();
return 0;
}

homework1#

修改片段着色器,让笑脸图案朝另一个方向看。

思路:修改片元着色器中的用作采样的uv坐标,朝向另一个方向看等价于将图片左右颠倒,则对uvu取反。又因为OpenGL仅支持.x/.y/.z/.w或者.r/.g/.b,不支持.u/.v,所以是对uvx坐标取反。

注意:上述直接取反实现左右翻转的思路仅适用于纹理环绕模式是repeat,这样-x< = >1-x。所以通用的写法还是1-x,保证了uv[0,1],且正确翻转 BQACAgUAAyEGAASHRsPbAAEWKTdqPza-nXwq3tAd-Jtm3EyOSGCR0AACrSEAAk05AVZ1yRjxnJxQ1TwE.png

#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec3 ourPos;
in vec2 ourTexcoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main(){
FragColor=mix(texture(texture1,ourTexcoord),texture(texture2,vec2(1.0-ourTexcoord.x,ourTexcoord.y)),0.2);
}

homework2#

尝试用不同的纹理环绕方式,设定一个从0.0f2.0f范围内的(而不是原来的0.0f1.0f)纹理坐标。试试看能不能在箱子的角落放置4个笑脸。

思路:首先修改vertices数组中的uv坐标,使之在[0,2]范围内。然后修改第二张纹理的纹理环绕模式。

float vertices[] = {
0.5f,0.5f,0.0f, 1.0f,0.0f,0.0f, 2.0f,2.0f,//右上
0.5f,-0.5f,0.0f, 0.0f,1.0f,0.0f, 2.0f,0.0f,//右下
-0.5f,-0.5f,0.0f, 0.0f,0.0f,0.0f, 0.0f,0.0f,//左下
-0.5f,0.5f,0.0f, 1.0f,1.0f,0.0f, 0.0f,2.0f//左上
};

GL_REPEAT: BQACAgUAAyEGAASHRsPbAAEWKThqPzcKeMguaVKZtPMNg9R38xLVzQACriEAAk05AVaHVqyH17sxCjwE.png GL_MIRRORED_REPEAT: BQACAgUAAyEGAASHRsPbAAEWKTlqPzcyq_-CpcXjpdMCKBwC7GNvbwACsCEAAk05AVbTIhlBIHcUfzwE.png GL_CLAMP_TO_EDGE:(延续边缘的纹理,而第二章图片边缘是透明像素) BQACAgUAAyEGAASHRsPbAAEWKUxqPzmTlsQUEEOacm30Y4eWUyTQKAACxyEAAk05AVY4YmjxxsAEyDwE.png GL_CLAMP_TO_BORDER:

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float borderColor[] = { 1.0f,1.0f,0.0f,1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);

BQACAgUAAyEGAASHRsPbAAEWKU9qPznL7LtPGlUNnbYnOo_zJPaMowACziEAAk05AVaMBxalpxTMgTwE.png ST轴不一样,如

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);//水平方向CLAMP_TO_BORDER
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);//竖直方向REPEAT
float borderColor[] = { 1.0f,1.0f,0.0f,1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);

BQACAgUAAyEGAASHRsPbAAEWKVJqPzoRW7NEd-aLmmH4AAH2kJWyJacAAtQhAAJNOQFWKVHpHm9oGOA8BA.png

homework3#

尝试在矩形上只显示纹理图像的中间一部分,修改纹理坐标,达到能看见单个的像素的效果。尝试使用GL_NEAREST的纹理过滤方式让像素显示得更清晰.

思路:题目意思是截取纹理图像上的一小块区域,放大贴满整个长方形。由于纹理拉伸,会导致纹理像素化。而使用GL_NEAREST的纹理过滤方式会让这种像素化更明显。所以首先修改vertices数组中对于纹理坐标的定义,使之仅覆盖原图的一小部分比如0.4-0.5,然后将两种纹理的过滤方式都改为GL_NEARESTBQACAgUAAyEGAASHRsPbAAEWKVdqPzpRYs2ukbotuy4ouu3VXgKCfwAC2yEAAk05AVbnTVzA1qmd9DwE.png

homework4#

使用一个uniform变量作为mix函数的第三个参数来改变两个纹理可见度,使用上和下键来改变箱子或笑脸的可见度。

思路:首先是修改片元着色器,增加visibility这个uniform变量的定义,并将其作为mix的第三个参数。 BQACAgUAAyEGAASHRsPbAAEWKVxqPzrXzdrHusYdiLhtd9es7BjJewAC4SEAAk05AVaV4TJg9_ygUDwE.png

#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec3 ourPos;
in vec2 ourTexcoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float visibility;
void main(){
FragColor=mix(texture(texture1,ourTexcoord),texture(texture2,ourTexcoord),visibility);
}

然后在main.cpp中,因为需要在程序运行过程中实时控制图片的可见度,所以需要把设置uniform变量的逻辑写在渲染循环内,且在激活了着色器之后。而赋值给这个uniform变量的值mixValue的计算是通过监听用户上键和下键的按下/松开情况,这部分逻辑可以整合到之前的processInput函数中,每次按下上键,mixValue+=0.001;每次按下下键,mixValue-=0.001。同时需要进行[0,1]的截断,因为可见性只可能是这个范围内。

注意:增加减少的值特别要小心,之前认为0.001太少了,写了0.01,发现按一下按键,图片就完全消失或者完全显示了。

#define STB_IMAGE_IMPLEMENTATION
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <iostream>
#include <myShader.h>
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
float mixValue = 0.2f;
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);
}
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
mixValue += 0.001f;
if (mixValue > 1.0f)mixValue = 1.0f;
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
mixValue -= 0.001;
if (mixValue <= 0.0f) {
mixValue = 0.0f;
}
}
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
cout << "Failed to create GLFW window" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
cout << "Failed to initialize GLAD" << endl;
glfwTerminate();
return -1;
}
Shader ourShader("src/Shader/vertexShader.txt", "src/Shader/fragmentShader.txt");//路径不需要以/开头,否则是根目录下
float vertices[] = {
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,0.0f, 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 indices[] = {
0,1,3,
1,2,3
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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);
glBindVertexArray(0);
unsigned int texture1, texture2;
//先处理第一张纹理
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);//纹理默认左上角是原点,OpenGL是左下角是原点,所以需要翻转
//上面的语句声明一次就可以?是的,告诉stb_image库,以后加载图片的时候,都自动上下翻转,设置的是全局状态
unsigned char* data = stbi_load("resources/textures/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 {
cout << "Failed to load texture" << endl;
}
stbi_image_free(data);
//再处理第二张纹理
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);
data = stbi_load("resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
cout << "Failed to load texture" << endl;
}
stbi_image_free(data);
//为什么在渲染循环外而不是循环内写?因为采样器和纹理单元的对应关系在整个循环过程中都不需要变化
ourShader.use();//设置uniform变量值之前需要激活着色器,表明设置的是哪一个着色器的uniform变量
ourShader.setInt("texture1", 0);//采样器texture1对应纹理单元0
ourShader.setInt("texture2", 1);
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//为什么下面这段代码需要写在激活着色器之前?不一定,但必须在绘制之前
//激活纹理单元
glActiveTexture(GL_TEXTURE0);
//绑定纹理到当前纹理目标
//驱动自动将纹理放入当前激活的纹理单元
glBindTexture(GL_TEXTURE_2D, texture1);
//先激活再绑定,绑定的纹理就放哪个单元
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
ourShader.use();
ourShader.setFloat("visibility", mixValue);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glfwTerminate();
return 0;
}
Textures
https://fuwari.vercel.app/posts/notes/opengl/textures/
作者
Ruby
发布于
2026-06-27
许可协议
CC BY-NC-SA 4.0