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<h1 id="textures">纹理(Textures)</h1>
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<h2 id="_1">创建一个三维立方体</h2>
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<p>在本章中,我们将学习如何在渲染中加载纹理并使用它们。为了讲解与纹理相关的所有概念,我们将把此前章节中使用的正方形更改为三维立方体。为了绘制一个立方体,我们只需要正确地定义一个立方体的坐标,就能使用现有代码正确地绘制它。</p>
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<p>为了绘制立方体,我们只需要定义八个顶点。</p>
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<p><img alt="立方体坐标" src="../_static/07/cube_coords.png" /></p>
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<p>因此,它的坐标数组将是这样的:</p>
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<pre><code class="language-java">float[] positions = new float[] {
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// VO
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-0.5f, 0.5f, 0.5f,
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// V1
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-0.5f, -0.5f, 0.5f,
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// V2
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0.5f, -0.5f, 0.5f,
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// V3
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0.5f, 0.5f, 0.5f,
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// V4
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-0.5f, 0.5f, -0.5f,
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// V5
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0.5f, 0.5f, -0.5f,
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// V6
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-0.5f, -0.5f, -0.5f,
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// V7
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0.5f, -0.5f, -0.5f,
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};
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</code></pre>
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<p>当然,由于我们多了4个顶点,我们需要更改颜色数组,目前仅重复前四项的值。</p>
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<pre><code class="language-java">float[] colours = new float[]{
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0.5f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f,
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0.0f, 0.0f, 0.5f,
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0.0f, 0.5f, 0.5f,
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0.5f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f,
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0.0f, 0.0f, 0.5f,
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0.0f, 0.5f, 0.5f,
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};
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</code></pre>
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<p>最后,由于立方体是由六个面构成的,需要绘制十二个三角形(每个面两个),因此我们需要修改索引数组。记住三角形必须按逆时针顺序定义,如果你直接去定义三角形,很容易犯错。一定要将你想定义的面摆在你的面前,确认顶点并以逆时针顺序绘制三角形。</p>
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<pre><code class="language-java">int[] indices = new int[] {
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// 前面
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0, 1, 3, 3, 1, 2,
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// 上面
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4, 0, 3, 5, 4, 3,
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// 右面
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3, 2, 7, 5, 3, 7,
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// 左面
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6, 1, 0, 6, 0, 4,
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// 下面
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2, 1, 6, 2, 6, 7,
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// 后面
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7, 6, 4, 7, 4, 5,
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};
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</code></pre>
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<p>为了更好观察立方体,我们将修改<code>DummyGame</code>类中旋转模型的代码,使模型沿着三个轴旋转。</p>
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<pre><code class="language-java">// 更新旋转角
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float rotation = gameItem.getRotation().x + 1.5f;
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if ( rotation > 360 ) {
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rotation = 0;
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}
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gameItem.setRotation(rotation, rotation, rotation);
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</code></pre>
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<p>这就完了,现在能够显示一个旋转的三维立方体了,你可以编译和运行示例代码,会得到如下所示的东西。</p>
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<p><img alt="没有开启深度测试的立方体" src="../_static/07/cube_no_depth_test.png" /></p>
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<p>这个立方体有些奇怪,有些面没被正确地绘制,这发生了什么?立方体之所以出现这个现象,是因为组成立方体的三角形是以一种随机顺序绘制的。事实上距离较远的像素应该在距离较近的像素之前绘制,而不是现在这样。为了修复它,我们必须启用深度测试(Depth Test)。</p>
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<p>这将在<code>Window</code>类的<code>init</code>方法中去做:</p>
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<pre><code class="language-java">glEnable(GL_DEPTH_TEST);
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</code></pre>
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<p>现在立方体被正确地渲染了!</p>
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<p><img alt="开启深度测试的立方体" src="../_static/07/cube_depth_test.png" /></p>
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<p>如果你看了本章该小节的代码,你可能会看到<code>Mesh</code>类做了一下小规模的调整,VBO的ID现在被储存在一个List中,以便于迭代它们。</p>
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<h2 id="_2">为立方体添加纹理</h2>
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<p>现在我们将把纹理应用到立方体上。纹理(Texture)是用来绘制某个模型的像素颜色的图像,可以认为纹理是包在三维模型上的皮肤。你要做的是将纹理图像中的点分配给模型中的顶点,这样做OpenGL就能根据纹理图像计算其他像素的颜色。</p>
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<p><img alt="纹理映射" src="../_static/07/texture_mapping.png" /></p>
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<p>纹理图像不必与模型同样大小,它可以变大或变小。如果要处理的像素不能映射到纹理中的指定点,OpenGL将推断颜色。可在创建纹理时控制如何进行颜色推断。</p>
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<p>因此,为了将纹理应用到模型上,我们必须做的是将纹理坐标分配给每个顶点。纹理坐标系有些不同于模型坐标系。首先,我们的纹理是二维纹理,所以坐标只有X和Y两个量。此外,原点是图像的左上角,X或Y的最大值都是1。</p>
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<p><img alt="纹理坐标系" src="../_static/07/texture_coordinates.png" /></p>
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<p>我们如何将纹理坐标与位置坐标联系起来呢?答案很简单,就像传递颜色信息,我们创建了一个VBO,为每个顶点储存其纹理坐标。</p>
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<p>让我们开始修改代码,以便在三维立方体上使用纹理吧。首先是加载将被用作纹理的图像。对此在LWJGL的早期版本中,通常使用Slick2D库。在撰写本文时,该库似乎与LWJGL 3不兼容,因此我们需要使用另一种方法。我们将使用LWJGL为<a href="https://github.com/nothings/stb">stb</a>库提供的封装。为了使用它,首先需要在本地的<code>pom.xml</code>文件中声明依赖。</p>
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<pre><code class="language-xml"><dependency>
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<groupId>org.lwjgl</groupId>
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<artifactId>lwjgl-stb</artifactId>
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<version>${lwjgl.version}</version>
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</dependency>
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[...]
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<dependency>
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<groupId>org.lwjgl</groupId>
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<artifactId>lwjgl-stb</artifactId>
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<version>${lwjgl.version}</version>
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<classifier>${native.target}</classifier>
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<scope>runtime</scope>
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</dependency>
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</code></pre>
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<p>在一些教程中,你可能看到首先要做的事是调用<code>glEnable(GL_TEXTURE_2D)</code>来启用OpenGL环境中的纹理。如果使用固定管线这是对的,但我们使用GLSL着色器,因此不再需要了。</p>
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<p>现在我们将创建一个新的<code>Texture</code>类,它将执行加载纹理所必须的步骤。首先,我们需要将图像载入到<code>ByteBuffer</code>中,代码如下:</p>
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<pre><code class="language-java">private static int loadTexture(String fileName) throws Exception {
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int width;
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int height;
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ByteBuffer buf;
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// 加载纹理文件
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try (MemoryStack stack = MemoryStack.stackPush()) {
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IntBuffer w = stack.mallocInt(1);
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IntBuffer h = stack.mallocInt(1);
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IntBuffer channels = stack.mallocInt(1);
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buf = stbi_load(fileName, w, h, channels, 4);
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if (buf == null) {
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throw new Exception("Image file [" + fileName + "] not loaded: " + stbi_failure_reason());
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}
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/* 获得图像的高度与宽度 */
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width = w.get();
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height = h.get();
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}
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[... 接下来还有更多代码 ...]
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</code></pre>
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<p>首先我们要为库分配<code>IntBuffer</code>,以返回图像大小与通道数。然后,我们调用<code>stbi_load</code>方法将图像加载到<code>ByteBuffer</code>中,该方法需要如下参数:</p>
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<ul>
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<li><code>filePath</code>:文件的绝对路径。stb库是本地的,不知道关于<code>CLASSPATH</code>的任何内容。因此,我们将使用常规的文件系统路径。</li>
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<li><code>width</code>:图像宽度,获取的图像宽度将被写入其中。</li>
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<li><code>height</code>:图像高度,获取的图像高度将被写入其中。</li>
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<li><code>channels</code>:图像通道。</li>
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<li><code>desired_channels</code>:所需的图像通道,我们传入4(RGBA)。</li>
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</ul>
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<p>一件关于OpenGL的重要事项,由于历史原因,要求纹理图像的大小(每个轴的像素数)必须是二的指数(2, 4, 8, 16, ....)。一些驱动解除了这种限制,但最好还是保持以免出现问题。</p>
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<p>下一步是将纹理上传到显存中。首先需要创建一个新的纹理ID,与该纹理相关的操作都要使用该ID,因此我们需要绑定它。</p>
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<pre><code class="language-java">// 创建一个新的OpenGL纹理
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int textureId = glGenTextures();
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// 绑定纹理
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glBindTexture(GL_TEXTURE_2D, textureId);
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</code></pre>
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<p>然后需要告诉OpenGL如何解包RGBA字节,由于每个分量只有一个字节大小,所以我们需要添加以下代码:</p>
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<pre><code class="language-java">glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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</code></pre>
|
||
<p>最后我们可以上传纹理数据:</p>
|
||
<pre><code class="language-java">glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height,
|
||
0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
|
||
</code></pre>
|
||
<p><code>glTexImage2D</code>的参数如下所示:</p>
|
||
<ul>
|
||
<li><code>target</code>: 指定目标纹理(纹理类型),本例中是<code>GL_TEXTURE_2D</code>。</li>
|
||
<li><code>level</code>: 指定纹理细节的等级。0级是基本图像等级,第n级是第n个多级渐远纹理的图像,之后再谈论这个问题。</li>
|
||
<li><code>internal format</code>: 指定纹理中颜色分量的数量。</li>
|
||
<li><code>width</code>: 指定纹理图像的宽度。</li>
|
||
<li><code>height</code>: 指定纹理图像的高度。</li>
|
||
<li><code>border</code>: 此值必须为0。</li>
|
||
<li><code>format</code>: 指定像素数据的格式,现在为RGBA。</li>
|
||
<li><code>type</code>: 指定像素数据的类型。现在,我们使用的是无符号字节。</li>
|
||
<li><code>data</code>: 储存数据的缓冲区。</li>
|
||
</ul>
|
||
<p>在一些代码中,你可能会发现在调用<code>glTexImage2D</code>方法前设置了一些过滤参数。过滤是指在缩放时如何绘制图像,以及如何插值像素。如果未设置这些参数,纹理将不会显示。因此,在<code>glTexImage2D</code>方法调用之前,会看到以下代码:</p>
|
||
<pre><code class="language-java">glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
</code></pre>
|
||
<p>这些参数基本上在说,当绘制一个像素时,如果没有直接一对一地关联到纹理坐标,它将选择最近的纹理坐标点。</p>
|
||
<p>到目前为止,我们不会设置这些参数。相反,我们将生成一个多级渐远纹理(Mipmap)。多级渐远纹理是由高细节纹理生成的逐级降低分辨率的纹理集合。当我们的物体缩放时,就将自动使用低分辨率的图像。</p>
|
||
<p>为了生成多级渐远纹理,只需要编写以下代码(目前我们把它放在<code>glTexImage2D</code>方法调用之后):</p>
|
||
<pre><code class="language-java">glGenerateMipmap(GL_TEXTURE_2D);
|
||
</code></pre>
|
||
<p>最后,我们可以释放原始图像数据本身的内存:</p>
|
||
<pre><code class="language-java">stbi_image_free(buf);
|
||
</code></pre>
|
||
<p>就这样,我们已经成功地加载了纹理,现在需要使用它。正如此前所说,我们需要把纹理坐标作为另一个VBO。因此,我们要修改<code>Mesh</code>类以接收储存纹理坐标的浮点数组,而不是颜色(我们可以同时有颜色和纹理,但为了简化它,我们将删除颜色),构造函数现在如下所示:</p>
|
||
<pre><code class="language-java">public Mesh(float[] positions, float[] textCoords, int[] indices,
|
||
Texture texture)
|
||
</code></pre>
|
||
<p>纹理坐标VBO与颜色VBO创建的方式相同。唯一的区别是它每个顶点属性只有两个分量而不是三个:</p>
|
||
<pre><code class="language-java">vboId = glGenBuffers();
|
||
vboIdList.add(vboId);
|
||
textCoordsBuffer = MemoryUtil.memAllocFloat(textCoords.length);
|
||
textCoordsBuffer.put(textCoords).flip();
|
||
glBindBuffer(GL_ARRAY_BUFFER, vboId);
|
||
glBufferData(GL_ARRAY_BUFFER, textCoordsBuffer, GL_STATIC_DRAW);
|
||
glEnableVertexAttribArray(1);
|
||
glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 0);
|
||
</code></pre>
|
||
<p>现在我们需要在着色器中使用纹理。在顶点着色器中,我们修改了第二个输入参数,因为现在它是一个<code>vec2</code>(也顺便更改了名称)。顶点着色器就像此前一样,仅将纹理坐标传给片元着色器。</p>
|
||
<pre><code class="language-glsl">#version 330
|
||
|
||
layout (location=0) in vec3 position;
|
||
layout (location=1) in vec2 texCoord;
|
||
|
||
out vec2 outTexCoord;
|
||
|
||
uniform mat4 worldMatrix;
|
||
uniform mat4 projectionMatrix;
|
||
|
||
void main()
|
||
{
|
||
gl_Position = projectionMatrix * worldMatrix * vec4(position, 1.0);
|
||
outTexCoord = texCoord;
|
||
}
|
||
</code></pre>
|
||
<p>在片元着色器中,我们使用那些纹理坐标来设置像素颜色:</p>
|
||
<pre><code class="language-glsl">#version 330
|
||
|
||
in vec2 outTexCoord;
|
||
out vec4 fragColor;
|
||
|
||
uniform sampler2D texture_sampler;
|
||
|
||
void main()
|
||
{
|
||
fragColor = texture(texture_sampler, outTexCoord);
|
||
}
|
||
</code></pre>
|
||
<p>在分析代码之前,我们先理清一些概念。显卡有几个空间或槽来储存纹理,每一个空间被称为纹理单元(Texture Unit)。当使用纹理时,我们必须设置想用的纹理。如你所见,我们有一个名为<code>texture_sampler</code>的新Uniform,该Uniform的类型是<code>sampler2D</code>,并储存有我们希望使用的纹理单元的值。</p>
|
||
<p>在<code>main</code>函数中,我们使用名为<code>texture</code>的纹理采样函数,该函数有两个参数:取样器(Sampler)和纹理坐标,并返回正确的颜色。取样器Uniform允许使用多重纹理(Multi-texture),不过现在不是讨论这个话题的时候,但是我们会在稍后再尝试添加。</p>
|
||
<p>因此,在<code>ShaderProgram</code>类中,我们将创建一个新的方法,允许为整数型Uniform设置值:</p>
|
||
<pre><code class="language-java">public void setUniform(String uniformName, int value) {
|
||
glUniform1i(uniforms.get(uniformName), value);
|
||
}
|
||
</code></pre>
|
||
<p>在<code>Renderer</code>类的<code>init</code>方法中,我们将创建一个新的Uniform:</p>
|
||
<pre><code class="language-java">shaderProgram.createUniform("texture_sampler");
|
||
</code></pre>
|
||
<p>此外,在<code>Renderer</code>类的<code>render</code>方法中,我们将Uniform的值设置为0(我们现在不使用多个纹理,所以只使用单元0)。</p>
|
||
<pre><code class="language-java">shaderProgram.setUniform("texture_sampler", 0);
|
||
</code></pre>
|
||
<p>最好,我们只需修改<code>Mesh</code>类的<code>render</code>方法就可以使用纹理。在方法起始处,添加以下几行代码:</p>
|
||
<pre><code class="language-java">// 激活第一个纹理单元
|
||
glActiveTexture(GL_TEXTURE0);
|
||
// 绑定纹理
|
||
glBindTexture(GL_TEXTURE_2D, texture.getId());
|
||
</code></pre>
|
||
<p>我们已经将<code>texture.getId()</code>所获得的纹理ID绑定到纹理单元0上。</p>
|
||
<p>我们刚刚修改了代码来支持纹理,现在需要为三维立方体设置纹理坐标,纹理图像文件是这样的:</p>
|
||
<p><img alt="立方体纹理" src="../_static/07/cube_texture.png" /></p>
|
||
<p>在我们的三维模型中,共有八个顶点。我们首先定义正面每个顶点的纹理坐标。</p>
|
||
<p><img alt="立方体纹理的正面" src="../_static/07/cube_texture_front_face.png" /></p>
|
||
<table>
|
||
<thead>
|
||
<tr>
|
||
<th>顶点</th>
|
||
<th>纹理坐标</th>
|
||
</tr>
|
||
</thead>
|
||
<tbody>
|
||
<tr>
|
||
<td>V0</td>
|
||
<td>
|
||
<script type="math/tex">0.0, 0.0</script>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>V1</td>
|
||
<td>
|
||
<script type="math/tex">0.0, 0.5</script>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>V2</td>
|
||
<td>
|
||
<script type="math/tex">0.5, 0.5</script>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>V3</td>
|
||
<td>
|
||
<script type="math/tex">0.5, 0.0</script>
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
<p>然后,定义顶面的纹理映射。</p>
|
||
<p><img alt="正方体纹理的顶面" src="../_static/07/cube_texture_top_face.png" /></p>
|
||
<table>
|
||
<thead>
|
||
<tr>
|
||
<th>顶点</th>
|
||
<th>纹理坐标</th>
|
||
</tr>
|
||
</thead>
|
||
<tbody>
|
||
<tr>
|
||
<td>V4</td>
|
||
<td>
|
||
<script type="math/tex">0.0, 0.5</script>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>V5</td>
|
||
<td>
|
||
<script type="math/tex">0.5, 0.5</script>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>V0</td>
|
||
<td>
|
||
<script type="math/tex">0.0, 1.0</script>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>V3</td>
|
||
<td>
|
||
<script type="math/tex">0.5, 1.0</script>
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
<p>如你所见,有一个问题,我们需要为同一个顶点(V0和V3)设置不同的纹理坐标。怎么样才能解决这个问题呢?解决这一问题的唯一方法是重复一些顶点并关联不同的纹理坐标。对于顶面,我们需要重复四个顶点并为它们分配正确的纹理坐标。</p>
|
||
<p>因为前面、后面和侧面都使用相同的纹理,所以我们不需要重复这些顶点。在源码中有完整的定义,但是我们需要从8个点上升到20个点了。最终的结果就像这样。</p>
|
||
<p><img alt="有纹理的立方体" src="../_static/07/cube_with_texture.png" /></p>
|
||
<p>在接下来的章节中,我们将学习如何加载由3D建模工具生成的模型,这样我们就不需要手动定义顶点和纹理坐标了(顺便一提,对于更复杂的模型,手动定义是不存在的)。</p>
|
||
<h2 id="_3">透明纹理简介</h2>
|
||
<p>如你所见,当加载图像时,我们检索了四个RGBA组件,包括透明度等级。但如果加载一个透明的纹理,可能看不到任何东西。为了支持透明度,我们需要通过以下代码启用混合(Blend):</p>
|
||
<pre><code class="language-java">glEnable(GL_BLEND);
|
||
</code></pre>
|
||
<p>但仅启用混合,透明效果仍然不会显示,我们还需要指示OpenGL如何进行混合。这是通过调用<code>glBlendFunc</code>方法完成的:</p>
|
||
<pre><code class="language-java">glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
</code></pre>
|
||
<p>你可以查看<a href="https://learnopengl-cn.github.io/04%20Advanced%20OpenGL/03%20Blending/">此处</a>有关可使用的不同功能的详细说明。</p>
|
||
<p>即使启用了混合并设置了功能,也可能看不到正确的透明效果。其原因是深度测试,当使用深度值丢弃片元时,我们可能将具有透明度的片元与背景混合,而不是与它们后面的片元混合,这将得到错误的渲染结果。为了解决该问题,我们需要先绘制不透明物体,然后按深度递减顺序绘制具有透明度的物体(应先绘制较远物体)。</p>
|
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