纹理是实时渲染中的非常基础且非常重要的一个主题,它一直作为增强渲染效果的一个强有力手段。在固定渲染管线的opengl中,纹理的使用灵活度非常有限,有了shader之后,我们可以在shader中操作纹理,这时就可以用一些额外的渲染参数来渲染纹理,比如位移图(displacement maps),法向量(normal vectors)等等。
实际上在OpenGL4.0中,纹理不仅仅是图像信息,更准确的,它应该是内存中一个块区。
这是最简单的一种贴图了。从文件读取图片文件,然后绑定贴图,绘制到顶点。
一般的3D模型制作软件都可以制作UV贴图,推荐使用Blender + GIMP,制作的方法可以参考这里。
接着按照前面说过的方法导出box.obj文件,待会用来加载。
在Blender中导出obj文件中,没有设置和设置材质导出的最终格式并不一样,不止是有无纹理坐标的问题,面定义的格式也改变了,这里需要重写一个加载obj文件的函数。
bool Util::loadObjWithTex(const char * path,std::vector & out_vertices,std::vector & out_uvs,std::vector & out_normals)
{
printf("Loading OBJ file with tex %s...\n", path);
std::vector vertexIndices, uvIndices, normalIndices;
std::vector temp_vertices;
std::vector temp_uvs;
std::vector temp_normals;
FILE * file = fopen(path, "r");
if( file == NULL ){
printf("Impossible to open the file ! Are you in the right path ? \n");
return false;
}
while( 1 ){
char lineHeader[128];
// read the first word of the line
int res = fscanf(file, "%s", lineHeader);
if (res == EOF) break; // EOF = End Of File. Quit the loop.
// else : parse lineHeader
if ( strcmp( lineHeader, "v" ) == 0 ){
//cout<<"Get v"<
在initGL中需要启动2D纹理,添加一句:
glEnable(GL_TEXTURE_2D);
同时还要添加的是纹理的加载函数,用到了SDL的image库。
首先是在codeblocks工程中把库添加进来:
然后在CGL类中添加方法:
bool CGL::loadTexture(const char *name)
{
int mode;
GLuint texture;
SDL_Surface* surface = IMG_Load(name);
SDL_SetAlpha(surface, SDL_SRCALPHA, 0);
if (surface==NULL) { //If it failed, say why and don't continue loading the texture
cout<<"Error:" <format->BytesPerPixel == 3) { // RGB 24bit
mode = GL_RGB;
} else if (surface->format->BytesPerPixel == 4) { // RGBA 32bit
mode = GL_RGBA;
} else {
SDL_FreeSurface(surface);
return 0;
}
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, mode, surface->w,surface->h, 0, mode,GL_UNSIGNED_BYTE,surface->pixels);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT );
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT );
if(surface) SDL_FreeSurface(surface);
prog.setUniform("Tex1", 0);
return true;
}
#version 400
layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec3 VertexNormal;
layout (location = 2) in vec2 VertexTexCoord;
out vec4 Position;
out vec3 Normal;
out vec2 TexCoord;
uniform mat4 ModelViewMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 MVP;
void getEyeSpace(out vec3 norm, out vec4 position)
{
norm = normalize(NormalMatrix * VertexNormal);
position = ModelViewMatrix * vec4(VertexPosition, 1.0);
}
void main()
{
getEyeSpace(Normal, Position);
TexCoord = VertexTexCoord;
gl_Position = MVP * vec4( VertexPosition, 1.0);
}
这里的layout用于一个具体变量前,用于显式标明该变量的一些布局属性,location的值和前面glBindAttribLocation的位置是一一对应的。
在顶点shader中获取VertexTexCoord之后,不经处理直接扔给Fregment shader,接下来在片段 shader中:
#version 400
in vec4 Position;
in vec3 Normal;
in vec2 TexCoord;
struct LightInfo{
vec4 position;
vec3 intensity;
};
struct MaterialInfo{
vec3 Ka;
vec3 Kd;
vec3 Ks;
float Shininess;
};
uniform sampler2D Tex1;
uniform LightInfo Light;
uniform MaterialInfo Material;
void phongModel(vec4 position, vec3 norm, out vec3 amb, out vec3 diff, out vec3 spec)
{
vec3 tmp = vec3(0.9f, 0.5f, 0.3f);
vec3 s = normalize(vec3(Light.position - position));
vec3 v = normalize(-position.xyz);
vec3 r = reflect(-s, norm);
amb = Light.intensity * Material.Ka;
float sDotN = max(dot(s, norm),0.0);
diff = Light.intensity * Material.Kd * sDotN;
spec = vec3(0.0);
if(sDotN > 0.0)
spec = Light.intensity *Material.Ks * pow( max( dot(r,v), 0.0 ),Material.Shininess );
}
void main(void)
{
vec3 amb,diff,spec;
vec4 texColor = texture(Tex1, TexCoord);
phongModel(Position, Normal, amb, diff, spec);
//Render without light effect.
gl_FragColor = (vec4( amb + diff, 1.0) * texColor) + vec4(spec, 1.0);
}
在main函数中主要是通过GLSL内置的纹理函数 - texture 来将与纹理坐标对应的纹理值从内存中取出来,接下来和光照的颜色一起混合,得到最后的颜色。
编译运行一下:
多纹理的实现比较简单,就是将多个纹理加载到内存,然后混合得到最终纹理的颜色。
纹理的加载函数需要修改一下:
bool CGL::loadTexture()
{
int mode;
GLuint texIDs[2];
glGenTextures(2, texIDs);
// Load brick brake file
const char * texName = "assets/textures/crate.bmp";
SDL_Surface* surface = IMG_Load(texName);
SDL_SetAlpha(surface, SDL_SRCALPHA, 0);
if (surface==NULL) { //If it failed, say why and don't continue loading the texture
cout<<"Error:" <format->BytesPerPixel == 3) { // RGB 24bit
mode = GL_RGB;
} else if (surface->format->BytesPerPixel == 4) { // RGBA 32bit
mode = GL_RGBA;
} else {
SDL_FreeSurface(surface);
return 0;
}
// Copy file to OpenGL
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texIDs[0]);
glTexImage2D(GL_TEXTURE_2D, 0, mode, surface->w,surface->h, 0, mode,GL_UNSIGNED_BYTE,surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Load moss texture file
texName = "assets/textures/smile.png";
surface = IMG_Load(texName);
SDL_SetAlpha(surface, SDL_SRCALPHA, 0);
if (surface==NULL) { //If it failed, say why and don't continue loading the texture
cout<<"Error:" <format->BytesPerPixel == 3) { // RGB 24bit
mode = GL_RGB;
} else if (surface->format->BytesPerPixel == 4) { // RGBA 32bit
mode = GL_RGBA;
} else {
SDL_FreeSurface(surface);
return 0;
}
// Copy file to OpenGL
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texIDs[1]);
glTexImage2D(GL_TEXTURE_2D, 0, mode, surface->w,surface->h, 0, mode,GL_UNSIGNED_BYTE,surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if(surface) SDL_FreeSurface(surface);
prog.setUniform("Tex1", 0);
prog.setUniform("Tex2", 1);
return true;
}
然后修改fregment shader:
#version 400
in vec4 Position;
in vec3 Normal;
in vec2 TexCoord;
struct LightInfo{
vec4 position;
vec3 intensity;
};
struct MaterialInfo{
vec3 Ka;
vec3 Kd;
vec3 Ks;
float Shininess;
};
uniform sampler2D Tex1;
uniform sampler2D Tex2;
uniform LightInfo Light;
uniform MaterialInfo Material;
void phongModel(vec4 position, vec3 norm, out vec3 amb, out vec3 diff, out vec3 spec)
{
vec3 tmp = vec3(0.9f, 0.5f, 0.3f);
vec3 s = normalize(vec3(Light.position - position));
vec3 v = normalize(-position.xyz);
vec3 r = reflect(-s, norm);
amb = Light.intensity * Material.Ka;
float sDotN = max(dot(s, norm),0.0);
diff = Light.intensity * Material.Kd * sDotN;
spec = vec3(0.0);
if(sDotN > 0.0)
spec = Light.intensity *Material.Ks * pow( max( dot(r,v), 0.0 ),Material.Shininess );
}
void main(void)
{
vec3 amb,diff,spec;
vec4 crateColor = texture(Tex1, TexCoord);
vec4 mosColor = texture(Tex2, TexCoord);
phongModel(Position, Normal, amb, diff, spec);
vec4 texColor = mix(crateColor,mosColor,mosColor.a);
//Render without light effect.
gl_FragColor = (vec4( amb + diff, 1.0) * texColor) + vec4(spec, 1.0);
}
源码下载
OpenGL 4.0 Shading Langage Cookbook