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LearnOpenGL 
 
练习一
 修改片段着色器,仅让笑脸图案朝另一个方向看。
  解析:朝向另一个方向很简单,即让上文中的图片进行左右对称变换即可,即将片段着色器中笑脸的纹理坐标从textCord转换为vec2( 1 - textCord.x, text.y )。这里用到了GLSL向量的重组技巧。
  代码:
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture1;
uniform sampler2D ourTexture2;
void main()
{
    FragColor = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, vec2(1.0 - TexCoord.x, TexCoord.y)), 0.2);
}
练习二
尝试用不同的纹理环绕方式,设定一个从0.0f到2.0f范围内的(而不是原来的0.0f到1.0f)纹理坐标。试试看能不能在箱子的角落放置4个笑脸。
GL_REPEAT 环绕
更改顶点数据中的纹理坐标即可:
GLfloat vertices[] = {
        // Positions          // Colors           // Texture Coords  (Note that we changed them to 2.0f!)
         0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   2.0f, 2.0f, // Top Right
         0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   2.0f, 0.0f, // Bottom Right
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // Bottom Left
        -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 2.0f  // Top Left 
    };
 运行结果为:
 
GL_MIRRORED_REPEAT 环绕
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
 修改纹理二S轴的环绕方式为GL_MIRRORED_REPEAT,结果为:
 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
 修改纹理二S轴和T轴的环绕方式为GL_MIRRORED_REPEAT,结果为:
 
GL_CLAMP_TO_EDGE 环绕
对两个纹理都采用 GL_CLAMP_TO_EDGE 环绕方式,代码如下:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 结果如下:
 
GL_CLAMP_TO_BORDER 环绕
对笑脸纹理采用 GL_CLAMP_TO_BORDER 环绕方式,代码如下:
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);
 结果展示:
 
练习三
 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。
  只显示纹理图形的中间一部分,只用将顶点的纹理坐标都修改到中间即可,具体的顶点数据为:
GLfloat vertices[] = {
        // Positions          // Colors           // Texture Coords  (Note that we changed them to 'zoom in' on our texture image)
         0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   0.55f, 0.55f,  // Top Right
         0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   0.55f, 0.45f, // Bottom Right
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.45f, 0.45f, // Bottom Left
        -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.45f, 0.55f  // Top Left 
    };
纹理过滤方式的设置:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 具体效果:
 
练习四
 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。
  在片段着色器中定义一个uniform的变量:
#version 330 core
in vec3 ourColor;
in vec2 TexCoord;
out vec4 color;
uniform float mixValue;
// Texture samplers
uniform sampler2D ourTexture1;
uniform sampler2D ourTexture2;
void main()
{
	// Linearly interpolate between both textures (second texture is only slightly combined)
	color = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), mixValue);
}
游戏循环中的赋值:
glUniform1f(glGetUniformLocation(ourShader.Program, "mixValue"), mixValue);
按键事件处理代码:
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);
    // Change value of uniform with arrow keys (sets amount of textre mix)
    if (key == GLFW_KEY_UP && action == GLFW_PRESS)
    {
        mixValue += 0.1f;
        if (mixValue >= 1.0f)
            mixValue = 1.0f;
    }
    if (key == GLFW_KEY_DOWN && action == GLFW_PRESS)
    {
        mixValue -= 0.1f;
        if (mixValue <= 0.0f)
            mixValue = 0.0f;
    }
}
 结果:
 
  完整代码:
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// Other Libs
#include <SOIL.h>
// Other includes
#include "Shader.h"
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// Holds uniform value of texture mix
GLfloat mixValue = 0.2f;
// The MAIN function, from here we start the application and run the game loop
int main()
{
    // Init GLFW
    glfwInit();
    // Set all the required options for GLFW
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
    // Create a GLFWwindow object that we can use for GLFW's functions
    GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
    glfwMakeContextCurrent(window);
    // Set the required callback functions
    glfwSetKeyCallback(window, key_callback);
    // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
    glewExperimental = GL_TRUE;
    // Initialize GLEW to setup the OpenGL Function pointers
    glewInit();
    // Define the viewport dimensions
    glViewport(0, 0, WIDTH, HEIGHT);
    // Build and compile our shader program
    Shader ourShader("path/to/shaders/textures.vs", "path/to/shaders/textures.frag");
    // Set up vertex data (and buffer(s)) and attribute pointers
    GLfloat vertices[] = {
        // Positions          // Colors           // Texture Coords
         0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // Top Right
         0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // Bottom Right
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // Bottom Left
        -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // Top Left 
    };
    GLuint indices[] = {  // Note that we start from 0!
        0, 1, 3, // First Triangle
        1, 2, 3  // Second Triangle
    };
    GLuint 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);
    // Position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);
    // Color attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glEnableVertexAttribArray(1);
    // TexCoord attribute
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
    glEnableVertexAttribArray(2);
    glBindVertexArray(0); // Unbind VAO
    // Load and create a texture 
    GLuint texture1;
    GLuint texture2;
    // ====================
    // Texture 1
    // ====================
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1); // All upcoming GL_TEXTURE_2D operations now have effect on our texture object
    // Set our texture parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// Set texture wrapping to GL_REPEAT
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // Set texture filtering
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // Load, create texture and generate mipmaps
    int width, height;
    unsigned char* image = SOIL_load_image("container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);
    SOIL_free_image_data(image);
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture.
    // ===================
    // Texture 2
    // ===================
    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);
    // Set our texture parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // Set texture filtering
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // Load, create texture and generate mipmaps
    image = SOIL_load_image("awesomeface.png", &width, &height, 0, SOIL_LOAD_RGB);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);
    SOIL_free_image_data(image);
    glBindTexture(GL_TEXTURE_2D, 0);
   
    // Game loop
    while (!glfwWindowShouldClose(window))
    {
        // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
        glfwPollEvents();
        // Render
        // Clear the colorbuffer
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
	
        // Activate shader
        ourShader.Use();     
        // Bind Textures using texture units
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);
        glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);  
        // Set current value of uniform mix
        glUniform1f(glGetUniformLocation(ourShader.Program, "mixValue"), mixValue);
        
        // Draw container
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        glBindVertexArray(0);
        // Swap the screen buffers
        glfwSwapBuffers(window);
    }
    // Properly de-allocate all resources once they've outlived their purpose
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);
    // Terminate GLFW, clearing any resources allocated by GLFW.
    glfwTerminate();
    return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);
    // Change value of uniform with arrow keys (sets amount of textre mix)
    if (key == GLFW_KEY_UP && action == GLFW_PRESS)
    {
        mixValue += 0.1f;
        if (mixValue >= 1.0f)
            mixValue = 1.0f;
    }
    if (key == GLFW_KEY_DOWN && action == GLFW_PRESS)
    {
        mixValue -= 0.1f;
        if (mixValue <= 0.0f)
            mixValue = 0.0f;
    }
}



















