C++ 与GLSL相关的OpenGL应用程序代码
我很难理解OpenGL应用程序和GLSL文件(.vert和.frag)之间的连接。我知道如何创建顶点或片段着色器,网络上有很多示例,但我在应用程序中实际使用着色器时遇到困难,特别是将纹理链接(绑定?)到着色器。我的问题是,我缺少什么代码来使用我上传到应用程序中的纹理和着色器 我当前的应用程序创建一个窗口,加载4个纹理(岩石、草地、石头和一个混合贴图,因为我想将其用于纹理飞溅),然后在主循环中绘制一个四边形。我的整个应用程序代码如下:C++ 与GLSL相关的OpenGL应用程序代码,c++,opengl,C++,Opengl,我很难理解OpenGL应用程序和GLSL文件(.vert和.frag)之间的连接。我知道如何创建顶点或片段着色器,网络上有很多示例,但我在应用程序中实际使用着色器时遇到困难,特别是将纹理链接(绑定?)到着色器。我的问题是,我缺少什么代码来使用我上传到应用程序中的纹理和着色器 我当前的应用程序创建一个窗口,加载4个纹理(岩石、草地、石头和一个混合贴图,因为我想将其用于纹理飞溅),然后在主循环中绘制一个四边形。我的整个应用程序代码如下: #include <windows.h> #inc
#include <windows.h>
#include <iostream>
#include <sstream>
#include <fstream>
#include <SFML/Graphics.hpp>
#include <glew.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include "textfile.h"
#include "textfile.cpp"
using namespace std;
class Scene {
public:
void resize( int w, int h ) {
// OpenGL Reshape
glViewport( 0, 0, w, h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 120.0, (GLdouble)w/(GLdouble)h, 0.5, 500.0 );
glMatrixMode( GL_MODELVIEW );
}
};
///Shader
GLuint p, f, v;
void setShader() {
char *vs,*fs;
v = glCreateShader(GL_VERTEX_SHADER);
f = glCreateShader(GL_FRAGMENT_SHADER);
vs = textFileRead("shader.vert");
fs = textFileRead("shader.frag");
const char * vv = vs;
const char * ff = fs;
glShaderSource(v, 1, &vv,NULL);
glShaderSource(f, 1, &ff,NULL);
free(vs);free(fs);
glCompileShader(v);
glCompileShader(f);
p = glCreateProgram();
glAttachShader(p,v);
glAttachShader(p,f);
glLinkProgram(p);
glUseProgram(p);
}
int main() {
sf::RenderWindow window(sf::VideoMode(800, 600, 32), "Test");
///Setup the scene, materials, lighting
Scene scene;
scene.resize(800,600);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
///Terrain Textures
sf::Image tex0;
tex0.loadFromFile("mixmap.png");
sf::Image tex1;
tex1.loadFromFile("grass.png");
sf::Image tex2;
tex2.loadFromFile("rock.png");
sf::Image tex3;
tex3.loadFromFile("stone.png");
GLuint mixmap;
glGenTextures(1, &mixmap);
glBindTexture(GL_TEXTURE_2D, mixmap);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex0.getSize().x, tex0.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex0.getPixelsPtr() );
GLuint grass;
glGenTextures(1, &grass);
glBindTexture(GL_TEXTURE_2D, grass);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex1.getSize().x, tex1.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex1.getPixelsPtr() );
GLuint rock;
glGenTextures(1, &rock);
glBindTexture(GL_TEXTURE_2D, rock);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex2.getSize().x, tex2.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex2.getPixelsPtr() );
GLuint stone;
glGenTextures(1, &stone);
glBindTexture(GL_TEXTURE_2D, stone);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex3.getSize().x, tex3.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex3.getPixelsPtr() );
///I am afrain I am missing some code here that will actually link the textures to the shader itself
///Shader
glewInit();
setShader();
///Start loop
while( window.isOpen() ) {
sf::Event event;
while( window.pollEvent( event ) ) {
if( event.type == sf::Event::Closed )
window.close();
}
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0, 1.0, 1.0, 50);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1, 0, 1, 0, 0, 0, 0, 1, 0);
glBegin(GL_QUADS);
glVertex3f(-0.5, -0.5, 0.0);
glVertex3f(-0.5, 0.5, 0.0);
glVertex3f(0.5, 0.5, 0.0);
glVertex3f(0.5, -0.5, 0.0);
glEnd();
///Reset env settings for SFML
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
window.display();
}
return 1;
}
片段:
uniform sampler2D MixMap;
uniform sampler2D Grass;
uniform sampler2D Stone;
uniform sampler2D Rock;
varying vec4 texCoord;
void main(void)
{
vec4 mixmap = texture2D( MixMap, texCoord.xy );
vec4 tex0 = texture2D( Grass, texCoord.xy );
vec4 tex1 = texture2D( Rock, texCoord.xy );
vec4 tex2 = texture2D( Stone, texCoord.xy );
tex0 *= mixmap.r;
tex1 = mix( tex0, tex1, mixmap.g );
vec4 outColor = mix( tex1, tex2, mixmap.b );
gl_FragColor = outColor;
}
您需要同时使用和来告诉着色器程序哪些纹理附加到哪些采样器
示例如下:
首先,需要将每个纹理对象绑定到OpenGL上下文中的纹理单元。GPU具有
GL\u MAX\u组合的纹理图像单元
纹理图像单元的数量,每个纹理图像单元都可以附加纹理
这看起来像这样:
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, mixmap); //mixmap now attached to sampler 0
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, grass); //attached to sampler 1
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, rock); //attached to sampler 2
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_2D, stone); //attached to sampler 3
注意GL\u TEXTURE0
+x语法。这样做的目的是,您不会感到受到GL_TEXTUREi
的约束,只会进入GL_TEXTURE32
;您可以有32个以上的同时多重纹理(如果您的实现支持)。当然,我不知道你为什么想,但你可以
现在有四个纹理绑定到四个纹理图像单元。下一步是将GLSL采样器指定给纹理图像单元。链接着色器后,必须查询每个采样器的统一位置,然后告诉程序应查找实际纹理的纹理图像单元
compileAndLinkProgram();
glUseProgram(program);
mixmapUniformLocation = glGetUniformLocation(program, "MixMap"); //get the uniform associated with "MixMap"
glUniform1i(mixmapUniformLocation, 0); //set MixMap uniform to 0 (sampler 0);
grassUniformLocation = glGetUniformLocation(program, "Grass"); //get the uniform associated with "Grass"
glUniform1i(grassUniformLocation, 1); //set Grass uniform to 1 (sampler 1);
...repeat for 4 samplers...
现在,当您在着色器中采样采样器时,它将从绑定到该采样器的纹理中提取 不完全准确。glUniform不会告诉着色器程序哪些纹理附加到哪些采样器。它告诉着色器将哪个采样器变量(例如Grass、Stone)指定给哪个采样器索引<代码>glActiveTexture/glBindTexture将纹理指定给采样器单元。不将纹理附加到采样器。将纹理绑定到上下文中的纹理图像单元,然后告诉程序它的采样器在上下文中使用特定的纹理图像单元。这是一种间接关联。@Nicol Bolas您愿意编辑正确的术语吗?恐怕我不太明白采样器和纹理图像单元之间的区别。即使是看起来模棱两可的“但请确保使用glActiveTexture(GL_TEXTURE14)将纹理绑定到正确的采样器”感谢您提醒我该wiki页面,以便我可以使用nuke。将来,您可能希望参考以获得更准确的信息。
compileAndLinkProgram();
glUseProgram(program);
mixmapUniformLocation = glGetUniformLocation(program, "MixMap"); //get the uniform associated with "MixMap"
glUniform1i(mixmapUniformLocation, 0); //set MixMap uniform to 0 (sampler 0);
grassUniformLocation = glGetUniformLocation(program, "Grass"); //get the uniform associated with "Grass"
glUniform1i(grassUniformLocation, 1); //set Grass uniform to 1 (sampler 1);
...repeat for 4 samplers...