ぬの部屋(仮)
nu-no-he-ya
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    19202122232425
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    567891011
    12131415161718
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    1234567
    891011121314
    15161718192021
    22232425262728
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     123456
    78910111213
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         12
    3456789
    10111213141516
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    24252627282930
    31      
    1234567
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        123
    45678910
    11121314151617
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    252627282930 
           
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    78910111213
    14151617181920
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    28293031   
           
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    78910111213
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    21222324252627
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       1234
    567891011
    12131415161718
    19202122232425
    262728293031 
           
     123456
    78910111213
    14151617181920
    21222324252627
    282930    
           
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    3456789
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       1234
    567891011
    12131415161718
    19202122232425
    262728293031 
           
    1234567
    891011121314
    15161718192021
    22232425262728
    293031    
           
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    3456789
    10111213141516
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    24252627282930
           
      12345
    6789101112
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    20212223242526
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  • GLSLでマルチテクスチャ

    #include <iostream>
    
    #include <Windows.h>
    #include "prepare_shader.hpp"
    #include <gl/GL.h>
    #include <gl/GLU.h>
    #include <gl/freeglut.h>
    
    #pragma comment(lib,"glew32.lib")
    
    //ウィンドウの幅と高さ
    int width, height;
    
    GLuint buf_points;
    GLuint buf_tcoord;
    GLuint textureID22;
    GLuint textureID44;
    
    GLfloat mproj[16];
    GLfloat mmodel[16];
    
    GLuint programID;
    
    
    void texture_setting(GLuint* texid, std::vector < GLubyte >& texdata, int TEXWIDTH, int TEXHEIGHT) {
      glGenTextures(1, texid);
      glBindTexture(GL_TEXTURE_2D, *texid);
    
      glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    
      // テクスチャの割り当て
      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEXWIDTH, TEXHEIGHT, 0,
        GL_RGB, GL_UNSIGNED_BYTE, texdata.data());
    
      // テクスチャを拡大・縮小する方法の指定
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
    }
    
    // テクスチャ作成
    
    void create_texture_22() {
    std::vector < GLubyte > texdata;
     push_3(texdata, 255, 0, 0); push_3(texdata, 0, 255, 0); push_3(texdata, 255, 255, 255); push_3(texdata, 0, 255, 255); texture_setting(&textureID22, texdata, 2, 2); texdata.clear(); } void create_texture_44() { std::vector < GLubyte > texdata;
    push_3(texdata, 255, 0, 0); push_3(texdata, 0, 0, 0); push_3(texdata, 255, 0, 0); push_3(texdata, 0, 0, 0); push_3(texdata, 0, 0, 0); push_3(texdata, 255, 0, 0); push_3(texdata, 0, 0, 0); push_3(texdata, 255, 0, 0); push_3(texdata, 255, 0, 0); push_3(texdata, 0, 0, 0); push_3(texdata, 255, 0, 0); push_3(texdata, 0, 0, 0); push_3(texdata, 0, 0, 0); push_3(texdata, 255, 0, 0); push_3(texdata, 0, 0, 0); push_3(texdata, 255, 0, 0); texture_setting(&textureID44, texdata, 4, 4); texdata.clear(); }
    // シェーダとデータの設定
    void init() {
    
      /////////////////////////////////////////////
      std::vector<GLfloat> points;
      GLfloat v = 0.8;
      push_3(points, -v , -v , 0);
      push_3(points,  v , -v , 0);
      push_3(points, -v ,  v , 0);
      push_3(points,  v ,  v , 0);
      prepare_buffer(&buf_points, points.data(), points.size() * sizeof(GLfloat), GL_STATIC_DRAW);
    
      /////////////////////////////////////////////
      // テクスチャ座標
      std::vector<GLfloat> texcoord;
      push_2(texcoord, 0, 0);
      push_2(texcoord, 1, 0);
      push_2(texcoord, 0, 1);
      push_2(texcoord, 1, 1);
      prepare_buffer(&buf_tcoord, texcoord.data(), texcoord.size() * sizeof(GLfloat), GL_STATIC_DRAW);
      /////////////////////////////////////////////
    
      //テクスチャ(画像)作成
    
      create_texture_22();
    
      create_texture_44();
    
      /////////////////////////////////////////////
    
      GLuint vtxShader;
      GLuint flagShaderR;
      const char* vtxfile = "default.vert";
      const char* fragfileR = "default.frag";
    
      std::string verr;
      std::string ferr;
      prepare_shader_byfile(&vtxShader, GL_VERTEX_SHADER, vtxfile, &verr);
      prepare_shader_byfile(&flagShaderR, GL_FRAGMENT_SHADER, fragfileR, &ferr);
    
      std::cout << verr << std::endl;
      std::cout << ferr << std::endl;
    
      std::string linkerr;
      link_program(&programID, { vtxShader ,flagShaderR }, nullptr, &linkerr);
    
      loadidentity44(mproj);
      loadidentity44(mmodel);
    }
    
    
    //描画関数
    void disp(void) {
    
      glViewport(0, 0, width, height);
    
      glClearColor(0.2, 0.2, 0.2, 1);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
      glUseProgram(programID);
      GLuint loc_ModelViewMatrix = glGetUniformLocation(programID, "ModelViewMatrix");
      GLuint loc_ProjectionMatrix = glGetUniformLocation(programID, "ProjectionMatrix");
      glUniformMatrix4fv(loc_ModelViewMatrix, 1, GL_FALSE, mmodel);
      glUniformMatrix4fv(loc_ProjectionMatrix, 1, GL_FALSE, mproj);
    
    
      GLint loc_tex22 = glGetUniformLocation(programID, "Tex22");
      glUniform1i(loc_tex22, 0);// Texture unit 0
      glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
      glBindTexture(GL_TEXTURE_2D, textureID22);
    
      GLint loc_tex44 = glGetUniformLocation(programID, "Tex44");
      glUniform1i(loc_tex44, 1);// Texture unit 1
      glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
      glBindTexture(GL_TEXTURE_2D, textureID44);

    { auto bind_points = EnableAndBindFArrayBuffer(0, buf_points, 3, GL_FLOAT); auto bind_tcoord = EnableAndBindFArrayBuffer(1, buf_tcoord, 2, GL_FLOAT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } glUseProgram(0); glFlush(); }
    //ウィンドウサイズの変化時に呼び出される
    void reshape(int w, int h) {
      width = w; height = h;
    
      disp();
    }
    
    //エントリポイント
    int main(int argc, char** argv)
    {
      glutInit(&argc, argv);
      glutInitWindowPosition(100, 50);
      glutInitWindowSize(500, 500);
      glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA);
    
      glutCreateWindow("sample");
      glutDisplayFunc(disp);
      glutReshapeFunc(reshape);
    
      glewInit();
    
      init();
    
      glutMainLoop();
    
      return 0;
    }
    

    シェーダ

    default.vert

    #version 460 core
    
    layout (location = 0) in vec3 aPos;//ポリゴンの頂点座標
    layout (location = 1) in vec2 texcd;//座標に対応するテクスチャ座標
    
    out vec2 vTexCoord;//テクスチャ座標の出力先
    
    uniform mat4 gl_ModelViewMatrix;
    uniform mat4 gl_ProjectionMatrix;
    
    void main()
    {
      gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(aPos, 1.0);
      vTexCoord = texcd;//フラグメントシェーダへテクスチャ座標を渡す
    }
    

    default.frag

    #version 460 core
    
    out vec4 FragColor;//色の出力先
    
    uniform sampler2D Tex22;
    uniform sampler2D Tex44;
      
    in vec2 vTexCoord;//頂点シェーダから渡されたテクスチャ座標
    
    void main()
    {
    
      //テクスチャデータとテクスチャ座標から色を決定
      vec4 c22 = texture(Tex22,vTexCoord);
      vec4 c44 = texture(Tex44,vTexCoord);
    
      //合成したテクスチャの色を作成
      vec4 crr;
      crr.x = c44.x * c22.x;
      crr.y = c44.x * c22.y;
      crr.z = c44.x * c22.z;
      
      FragColor = crr;
    }