- 来源:《Computer Graphics Programming in OpenGL Using C++ 》by V Scott
Gordon John L Clevenger - 内容:程序5.1 Pyramid with Brick Texture,书P115-122页,PDF133-141/403
生成
①贴图之外设置背景色(红色)
② 将贴图铺满表面
② 将贴图铺满表面,每一行中相互镜像,上下行相互颠倒
③将纹理的边缘的行列颜色延伸,作为四面体的背景色。
笔记
mismapping
Mipmapping:解决当纹理图像的像素resolution和四面体表面的像素不一致时,由于间接采样导致的图像出现错误的情况。实际方法是将纹理图案根据RGB三通道分成新图像,不断缩小。可以通过设置 GL_TEXTURE_MIN_FILTER 参数来设置缩小的方法:
GL_NEAREST_MIPMAP_NEAREST : 选择最近的点
GL_LINEAR_MIPMAP_NEAREST : 选择四个像素线性插值
GL_NEAREST_MIPMAP_LINEAR : 选择两个和要被增加纹理的区域的resolution最接近的mipmaps,然后从两个mipmaps中取出对应的坐标,然后线性插值即可
GL_LINEAR_MIPMAP_LINEAR : 选择两个mipmaps,每个分别线性插值,再将这两个结果线性插值
OpenGL自动建立 mipmaps,通过在 Utils::loadTexture()
中 getTextureObject()
语句之后加以下三句话:
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
这就告诉OpenGL去生成mipmaps
Anisotropic filtering
Mipmaps 有时候会使得图像变得很糊,是因为构造mipmaps时候,图像的两个轴的单元会变小。AF方法需要的计算量比较大,能够处理由于mipmaps而变糊的图像,以下代码需要在生成mipmap后加入:
// if mipmapping
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
// if also anisotropic filtering
if (glewIsSupported("GL_EXT_texture_filter_anisotropic")) {
GLfloat anisoSetting = 0.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisoSetting);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoSetting); }
将纹理图像的坐标设置在0-1范围内,采用 glTexParameteri()
, 参数有:
GL_REPEAT
:相同纹理重复贴图
GL_MIRRORED_REPEAT
: 纹理在同一行贴图时,相邻两个纹理时镜像的
GL_CLAMP_TO_EDGE
: 坐标小于0或者大于1的,设置为0或者1
GL_CLAMP_TO_BORDER
: 将超过0 – 1 的值设为特定颜色
更改设置获得生成图片三种结果
在”5.2 Utils.cpp“ 文件中,将需要得到结果的对应内容解除注释,其他内容注释不执行
完整代码
一共有 7 个文件,分别是:
220228 5.2 MipmapTiling.cpp
5.2 Utils.cpp
5.2 Utils.h
5.2 fragShader.glsl
5.2 vertShader.glsl
brick1.jpg (墙面纹理图)
5.2 face.jpg (滑稽坏笑图)
220228 5.2 MipmapTiling.cpp
#include <string>
#include <iostream>
#include <fstream>
#include <cmath>
#include "glm\glm.hpp"
#include "glm\gtc\type_ptr.hpp"
#include "glm\gtc\matrix_transform.hpp"
#include "Utils\5.2 Utils.h"
using namespace std;
#define numVAOs 1
#define numVBOs 2
float cameraX, cameraY, cameraZ;
float pyrLocX, pyrLocY, pyrLocZ;
GLuint renderingProgram;
GLuint vao[numVAOs];
GLuint vbo[numVBOs];
GLuint brickTexture; // 纹理图片ID
// allocate variables used in display() function,
// so that they won’t need to be allocated during rendering
GLuint mvLoc, projLoc;
int width, height;
float aspect;
glm::mat4 pMat, vMat, mMat, mvMat;
void setupVertices(void) {
// pyramid with 18 vertices, comprising 6 triangles (four sides, and two on the bottom)
float pyramidPositions[54] =
{ -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // front face
1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // right face
1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // back face
-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // left face
-1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, // base – left front
1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f // base – right back
};
//设置纹理的顶点对应关系;
float pyrTexCoords[36] = {
0.0f, 0.0f, 1.0f*5, 0.0f, 0.5f * 5, 1.0f * 5, 0.0f, 0.0f, 1.0f * 5, 0.0f, 0.5f * 5, 1.0f * 5,// 前面和右面
0.0f, 0.0f, 1.0f * 5, 0.0f, 0.5f * 5, 1.0f * 5, 0.0f, 0.0f, 1.0f * 5, 0.0f, 0.5f * 5, 1.0f * 5,// 后面和左面
0.0f, 0.0f, 1.0f * 5, 1.0f * 5, 0.0f, 1.0f * 5, 1.0f * 5, 1.0f * 5, 0.0f, 0.0f, 1.0f * 5, 0.0f // 底面的三角形
};
glGenVertexArrays(1, vao);
glBindVertexArray(vao[0]);
glGenBuffers(numVBOs, vbo);
// 四面体
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(pyramidPositions), pyramidPositions, GL_STATIC_DRAW);
// 纹理
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(pyrTexCoords), pyrTexCoords, GL_STATIC_DRAW);
}
void init(GLFWwindow* window) {
renderingProgram = createShaderProgram("add/5.2 vertShader.glsl", "add/5.2 fragShader.glsl");
cameraX = 0.0f; cameraY = 0.0f; cameraZ = 8.0f;
pyrLocX = 1.0f; pyrLocY = -1.0f; pyrLocZ = 0.0f; // shift down Y to reveal perspective
setupVertices();
brickTexture = loadTexture("add/brick1.jpg"); // 加载纹理的图片
}
void display(GLFWwindow* window, double currentTime) {
glClear(GL_DEPTH_BUFFER_BIT);
glUseProgram(renderingProgram);
// get the uniform variables for the MV and projection matrices
mvLoc = glGetUniformLocation(renderingProgram, "mv_matrix");
projLoc = glGetUniformLocation(renderingProgram, "proj_matrix");
// build perspective matrix
glfwGetFramebufferSize(window, &width, &height);
aspect = (float)width / (float)height;
pMat = glm::perspective(1.0472f, aspect, 0.1f, 1000.0f); // 1.0472 radians = 60 degrees
// build view matrix, model matrix, and model-view matrix
vMat = glm::translate(glm::mat4(1.0f), glm::vec3(-cameraX, -cameraY, -cameraZ));
// vbo[0]
mMat = glm::translate(glm::mat4(1.0f), glm::vec3(pyrLocX, pyrLocY, pyrLocZ));
mvMat = vMat * mMat;
// copy perspective and MV matrices to corresponding uniform variables
glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvMat));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(pMat));
// associate VBO with the corresponding vertex attribute in the vertex shader
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
// 纹理
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, brickTexture);
// adjust OpenGL settings and draw model
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glFrontFace(GL_CCW);// 锥体的三角形是逆时针的面认为是正方向
glDrawArrays(GL_TRIANGLES, 0, 18);
}
int main(void) { // main() is unchanged from before
if (!glfwInit()) { exit(EXIT_FAILURE); }
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
GLFWwindow* window = glfwCreateWindow(600, 600, "Chapter 5 - program 2", NULL, NULL);
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
glfwSwapInterval(1);
init(window);
while (!glfwWindowShouldClose(window)) {
display(window, glfwGetTime());
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
5.2 Utils.cpp
#include "Utils/5.2 Utils.h"
#include "GL/glew.h"
#include "GLFW/glfw3.h"
#include "SOIL2/SOIL2.h"
#include <iostream>
#include <string>
#include <fstream>
using namespace std;
GLuint createShaderProgram(const char* a_Path, const char* b_Path) {
GLint vertCompiled;
GLint fragCompiled;
GLint linked;
string vertShaderStr = readShaderSource(a_Path); // 文件在add文件夹中
string fragShaderStr = readShaderSource(b_Path);
const char *vertShaderSrc = vertShaderStr.c_str();
const char *fragShaderSrc = fragShaderStr.c_str();
GLuint vShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vShader, 1, &vertShaderSrc, NULL);
glShaderSource(fShader, 1, &fragShaderSrc, NULL);
// 在编译着色器时,捕捉错误
glCompileShader(vShader);
checkOpenGLError();
glGetShaderiv(vShader, GL_COMPILE_STATUS, &vertCompiled);
if (vertCompiled != 1) {
cout << "vertex compilation failed" << endl;
printShaderLog(vShader);
}
glCompileShader(fShader);
checkOpenGLError();
glGetShaderiv(fShader, GL_COMPILE_STATUS, &fragCompiled);
if (fragCompiled != 1) {
cout << "fragment compilation failed" << endl;
printShaderLog(fShader);
}
GLuint vfProgram = glCreateProgram();
glAttachShader(vfProgram, vShader);
glAttachShader(vfProgram, fShader);
glLinkProgram(vfProgram);
checkOpenGLError();
glGetProgramiv(vfProgram, GL_LINK_STATUS, &linked);
if (linked != 1) {
cout << "linking failed" << endl;
printProgramLog(vfProgram);
}
return vfProgram;
}
string readShaderSource(const char *filePath) {
string content;
ifstream fileStream(filePath, ios::in);
string line = "";
while (!fileStream.eof()) {
getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
return content;
}
bool checkOpenGLError() {
bool foundError = false;
int glErr = glGetError();
while (glErr != GL_NO_ERROR) {
cout << "glError: " << glErr << endl;
foundError = true;
glErr = glGetError();
}
return foundError;
}
void printProgramLog(int prog) {
int len = 0;
int chWrittn = 0;
char *log;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char *)malloc(len);
glGetProgramInfoLog(prog, len, &chWrittn, log);
cout << "Program Info Log: " << log << endl;
free(log);
}
}
void printShaderLog(GLuint shader) {
int len = 0;
int chWrittn = 0;
char *log;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char *)malloc(len);
glGetShaderInfoLog(shader, len, &chWrittn, log);
cout << "Shader Info Log: " << log << endl;
free(log);
}
}
GLuint loadTexture(const char *texImagePath) {
GLuint textureID;
textureID = SOIL_load_OGL_texture(texImagePath,
SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
if (textureID == 0) cout << "could not find texture file" << texImagePath << endl;
// mipmaps
glBindTexture(GL_TEXTURE_2D, textureID);
不倒置也不镜像——多选一
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
倒置+镜像——多选一
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
仅有一个,其余颜色为红色——多选一
//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 redColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
//glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, redColor);
// 仅有一个,其余为图片最边缘一行一列的颜色拓展——多选一
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenerateMipmap(GL_TEXTURE_2D);
// if also anisotropic filtering
if (glewIsSupported("GL_EXT_texture_filter_anisotropic")) {
GLfloat anisoSetting = 0.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisoSetting);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoSetting);
}
return textureID;
}
5.2 Utils.h
#pragma once
#ifndef UTILS_H
#define UTILS_H
#include <string>
#include "GL\glew.h"
#include "GLFW\glfw3.h"
using namespace std;
GLuint createShaderProgram(const char* a_Path, const char* b_Path);
string readShaderSource(const char *filePath);
bool checkOpenGLError();
void printProgramLog(int prog);
void printShaderLog(GLuint shader);
GLuint loadTexture(const char *texImagePath);
#endif // !UTILS_H
5.2 fragShader.glsl
#version 430
in vec2 tc; // interpolated incoming texture coordinate
out vec4 color;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
layout (binding=0) uniform sampler2D samp;
void main(void)
{ color = texture(samp, tc);
}
5.2 vertShader.glsl
#version 430
layout (location=0) in vec3 pos;
layout (location=1) in vec2 texCoord;
out vec2 tc; // texture coordinate output to rasterizer for interpolation
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
layout (binding=0) uniform sampler2D samp; // not used in vertex shader
void main(void)
{ gl_Position = proj_matrix * mv_matrix * vec4(pos,1.0);
tc = texCoord;
}