實現步驟
第一步:設置所需要的OpenGL環境
設置上下文環境
刪除已經存在的渲染的緩存
設置顏色緩存
設置幀緩存
清除緩存
設置窗口大小
開啟功能
編譯shander
使用program
獲取shader中的屬性和uniform索引
第二步:繪制圖片
獲取圖片數據並且的到對應的紋理id
指定紋理,綁定紋理
開始對圖形進行渲染
(
啟用頂點屬性數組紋理坐標,將紋理坐標傳遞到shader中
啟用頂點屬性數組頂點坐標,將頂點坐標傳遞到shader中
啟用索引數組
開始繪制
)
解綁紋理
實現
這次實現的過程有些艱難啊,走了很多的彎路,不過也因此學到蠻多的,自己寫的怎么都運行不了,但是在別人的基礎上運行就不行,其中錯誤的地方有:1.紋理的數據錯誤,使用png的庫失敗;2.繪制函數的參數錯誤;3.使用新版本的glsl語言版本,但是xcode並不支持,並不熟悉期間的語言版本迭代;
實現代碼:
主程序
#include "SOIL.h"
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
}
int main(void)
{
GLFWwindow* window;
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
if (!window)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
glfwSwapInterval(1);
glViewport(0, 0, 640, 480);
bool ret = getImageData("/Users/staff/Desktop/Moni/Moni/wall.png");
if (!ret) {
cout << "get iamge data is failed." << endl;
}
else {
cout << "get iamge data is success." << endl;
//測試圖片數據
// FILE * file;
// file = fopen("/Users/staff/Desktop/abc.png","wb");
// if (file)
// {
// fwrite(_sp_image_data.getBytes(),1,_sp_image_data.getSize(), file);
// }
// fclose(file);
}
// 第一行和第三行不是嚴格必須的,默認使用GL_TEXTURE0作為當前激活的紋理單元
/**
* GL_TEXTURE_2D表示操作2D紋理
* 創建紋理對象,
* 綁定紋理對象,
*/
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
glGenTextures(1, &_sp_textureID);
glBindTexture(GL_TEXTURE_2D, _sp_textureID);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( 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 );
/**
* 將圖像數據傳遞給到GL_TEXTURE_2D中, 因其於textureID紋理對象已經綁定,所以即傳遞給了textureID紋理對象中。
* glTexImage2d會將圖像數據從CPU內存通過PCIE上傳到GPU內存。
* 不使用PBO時它是一個阻塞CPU的函數,數據量大會卡
*/
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _sp_image_size.getX(), _sp_image_size.getY(), 0, GL_RGBA, GL_UNSIGNED_BYTE, _sp_image_data.getBytes());
// glGenerateMipmap(GL_TEXTURE_2D);
int width, height;
unsigned char* image = SOIL_load_image("/Users/staff/Desktop/fgh/fgh/wall.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);
_vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(_vertexShader, 1, &CCPositionTextureColorVert, NULL);
glCompileShader(_vertexShader);
GLint status;
glGetShaderiv(_vertexShader, GL_COMPILE_STATUS, &status);
if (!status) {
GLint infoLen = 0;
glGetShaderiv(_vertexShader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* infoLog = static_cast<char *>(malloc(sizeof(char) * infoLen));
glGetShaderInfoLog(_vertexShader, infoLen, NULL, infoLog);
cout << "compile vert shader wrong..." << infoLog << endl;
}
}
else {
cout << "compile vert shader success..." << endl;
}
_fragShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(_fragShader, 1, &CCPositionTextureColorFrag, NULL);
glCompileShader(_fragShader);
glGetShaderiv(_fragShader, GL_COMPILE_STATUS, &status);
if (!status) {
GLint infoLen = 0;
glGetShaderiv(_fragShader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* infoLog = static_cast<char *>(malloc(sizeof(char) * infoLen));
glGetShaderInfoLog(_fragShader, infoLen, NULL, infoLog);
cout << "compile frag shader wrong..." << infoLog << endl;
}
}
else {
cout << "compile vert frag success..." << endl;
}
_program = glCreateProgram();
glAttachShader(_program, _vertexShader);
glAttachShader(_program, _fragShader);
glLinkProgram(_program);
glGetProgramiv(_program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLen = 0;
glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* infoLog = static_cast<char *>(malloc(sizeof(char) * infoLen));
glGetProgramInfoLog(_program, infoLen, NULL, infoLog);
cout << "link program wrong..." << infoLog << endl;
}
}
else {
cout << "the program link success." << endl;
}
//設置頂點數據(和緩沖)和屬性指針
GLfloat vertices[] = {
// Positions // Colors // Texture Coords
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f, 0.1f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 2.0f, 0.8f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.8f,
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.1f
};
GLuint indices[] = {
0, 1, 3,
1, 2, 3
};
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);
GLuint _positionSlot = glGetAttribLocation(_program, "position");
GLuint _colorSlot = glGetAttribLocation(_program, "color");
GLuint _textureCoordsSlot = glGetAttribLocation(_program, "texCoord");
//GLuint _textureSlot = glGetUniformLocation(shader.program, "ourTexture");
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(_positionSlot);
glVertexAttribPointer(_colorSlot, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(_colorSlot);
glVertexAttribPointer(_textureCoordsSlot, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(_textureCoordsSlot);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//use
glUseProgram(_program);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _sp_textureID); // 綁定,即可從_textureID中取出圖像數據
glUniform1i(glGetUniformLocation(_program, "ourTexture1"), 0);
//draw
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwPollEvents();
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
上面是主程序的代碼,除了這個,還需要頂點shader和片元shader;其實這里有個坑,就是glsl的語言版本,越望越后面,增加了更多的新 功能,導致我不認識,從而使用了新版本的,同時xcode只更新了到了2.0上,其他版本在xcode並不能使用,因此導編編譯失敗。
先是頂點shader:
const char* CCPositionTextureColorVert = STRINGIFY(
attribute vec3 position;
attribute vec3 color;
attribute vec2 texCoord;
varying vec3 ourColor;
varying vec2 TexCoord;
void main() {
gl_Position = vec4(position, 1.0);
ourColor = color;
TexCoord = texCoord;
}
);
接下來的是片元shader
const char* CCPositionTextureColorFrag = STRINGIFY(
varying vec3 ourColor;
varying vec2 TexCoord;
//varying vec4 color;
uniform sampler2D ourTexture1;
uniform sampler2D ourTexture2;
uniform float mixValue;
void main() {
gl_FragColor = mix(texture2D(ourTexture1, TexCoord) * vec4(ourColor, 1.0), texture2D(ourTexture2, vec2(-TexCoord.x, TexCoord.y)), mixValue);
}
);