准備第三方庫 glew、freeglut、glm、opencv
准備灰度圖片和草地貼圖
最終效果
代碼包括主程序源文件mainApp.cpp、頂點着色器shader.vs、片元着色器shader.fs
mainApp.cpp如下
#include <stdio.h>
#include <string.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <opencv2/core/core.hpp>
#include <opencv2/highgui/highgui.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace std;
using namespace cv;
using namespace glm;
//shader文件
const char* vsShaderName = "shader.vs";//頂點着色器
const char* fsShaderName = "shader.fs";//片元着色器
GLuint VBO;//頂點緩沖對象
GLuint IBO;//索引緩沖對象
GLuint UVBO;//uv緩沖對象
GLuint TexBO;//貼圖對象
static GLfloat *vertices;
static unsigned int *indices;
static GLfloat *uvs;
GLuint ShaderProgram;
GLuint MatrixID;
GLuint TextureID;
int windowWidth = 800;
int windowHeight=800;
int imgWidth;
int imgHeihgt;
float verticeScale = 0.1f;
float ZScale = 5.0f;
//相機參數
glm::mat4 ViewMatrix;//視圖矩陣
glm::mat4 ProjectionMatrix; //投影矩陣
glm::mat4 MVP;//模型視圖矩陣
glm::mat4 ModelMatrix;//模型矩陣
glm::vec3 position = glm::vec3(5, 5, 5); //相機位置
float horizontalAngle = 3.14f;
float verticalAngle = 0.0f;
float initialFoV = 45.0f; //相機視場角
float speed = 0.05f; //平移速度
float mouseSpeed = 0.005f;
int mouseX, mouseY;//鼠標位置 窗口坐標
// 傳遞鍵盤事件
static void SpecialKeyboardCB(int Key, int x, int y)
{
glm::vec3 direction(
cos(verticalAngle) * sin(horizontalAngle),
sin(verticalAngle),
cos(verticalAngle) * cos(horizontalAngle)
);
glm::vec3 right = glm::vec3(
sin(horizontalAngle - 3.14f / 2.0f),
0,
cos(horizontalAngle - 3.14f / 2.0f)
);
glm::vec3 up = glm::cross(right, direction);
switch (Key) {
case GLUT_KEY_UP:
position += direction * speed;
fprintf(stderr, "up key\n");
break;
case GLUT_KEY_RIGHT:
position += right * speed;
fprintf(stderr, "right key\n");
break;
case GLUT_KEY_DOWN:
position -= direction * speed;
fprintf(stderr, "down key\n");
break;
case GLUT_KEY_LEFT:
position -= right * speed;
fprintf(stderr, "left key\n");
break;
case GLUT_KEY_F4:
exit(1);
default:
fprintf(stderr, "Unimplemented GLUT key\n");
//exit(1);
}
float FoV = initialFoV;
ProjectionMatrix = glm::perspective(glm::radians(FoV), 4.0f / 3.0f, 0.1f, 100.0f);
ViewMatrix = glm::lookAt(
position,
position + direction,
up
);
ModelMatrix = glm::mat4(1.0);
MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
glutPostRedisplay();//設置窗口重繪
}
//傳遞鼠標事件
static void PassiveMouseCB(int x, int y)
{
horizontalAngle += mouseSpeed * float(x-mouseX);
verticalAngle += mouseSpeed * float(y-mouseY);
mouseX = x;
mouseY = y;
SpecialKeyboardCB(0,0,0);
}
//渲染回調函數
void RenderScenceCB() {
// 清空顏色緩存
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//傳遞mvp
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
//傳遞頂點、索引、UV
glEnableVertexAttribArray(0); //開啟頂點屬性
glBindBuffer(GL_ARRAY_BUFFER, VBO); //綁定GL_ARRAY_BUFFER緩沖器
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); //告訴管線怎樣解析bufer中的數據
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, UVBO);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
//傳遞貼圖紋理
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TexBO);
glUniform1i(TextureID, 0);
//繪制
glDrawElements(GL_TRIANGLES, (imgWidth - 1)*(imgHeihgt - 1) * 6*4, GL_UNSIGNED_SHORT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
//交換前后緩存
glutSwapBuffers();
}
//創建頂點
static void CreateVertexBuffer()
{
//讀取圖片
Mat img = imread("T2.png");
int imgType = img.type();
#pragma region 灰度圖信息
// C1 C2 C3 C4
//CV_8U 0 8 16 24
//CV_8S 1 9 17 25
//CV_16U 2 10 18 26
//CV_16S 3 11 19 27
//CV_32S 4 12 20 28
//CV_32F 5 13 21 29
//CV_64F 6 14 22 30
//fprintf(stderr, "Gray img type %d\n", imgType); //16 即是CV_8UC3
//imshow("grayImgTestShow",img);
#pragma endregion
Mat resImg = Mat(img.rows, img.cols, imgType);
resize(img, resImg, resImg.size(), 0, 0, INTER_LINEAR);
Mat gImg = Mat(img.rows,img.cols,CV_8UC1); //灰度圖
cv::cvtColor(resImg, gImg, CV_BGR2GRAY);//bgr轉灰度
imgWidth = resImg.rows;
imgHeihgt = resImg.cols;
//fprintf(stderr,"image gray type %d",resImg.type());
vertices = new GLfloat[imgWidth*imgHeihgt*3];
int k = 0;
for (int i = 0; i < imgWidth; i++)
{
for (int j = 0; j < imgHeihgt; j++)
{
vertices[k++] = verticeScale* (float)i;
vertices[k++] = verticeScale*(float)j;
int c = (int)gImg.at<uchar>(i, j);
//fprintf(stderr,"gray color %d %d %d",i,j ,(int)gImg.at<uchar>(i, j));
vertices[k++] = ZScale*(float)c / 255.0f;
}
}
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, imgWidth*imgHeihgt * 3*sizeof(GLfloat), vertices, GL_STATIC_DRAW);
}
//創建索引
static void CreateIndexBuffer()
{
indices = new unsigned int[(imgWidth-1)*(imgHeihgt-1) * 6];
int k = 0;
for (int i = 0; i < imgWidth - 1; i++)
{
for (int j = 0; j < imgHeihgt - 1; j++)
{
indices[k++] = i*imgHeihgt + j;
indices[k++] = i*imgHeihgt + j + 1;
indices[k++] = i*imgHeihgt + j + imgHeihgt;
indices[k++] = i*imgHeihgt + j + imgHeihgt;
indices[k++] = i*imgHeihgt + j + 1;
indices[k++] = i*imgHeihgt + j + imgHeihgt + 1;
}
}
glGenBuffers(1, &IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (imgWidth - 1)*(imgHeihgt - 1) * 6*sizeof(unsigned int), indices, GL_STATIC_DRAW);
}
//創建uv
static void CreateUVBuffer()
{
uvs=new GLfloat[imgWidth*imgHeihgt * 2];
int k = 0;
for (int i = 0; i < imgWidth; i++)
{
for (int j = 0; j < imgHeihgt; j++)
{
uvs[k++] = (float)i / (float)(imgWidth);
uvs[k++] = (float)j / (float)(imgHeihgt);
}
}
glGenBuffers(1, &UVBO);
glBindBuffer(GL_ARRAY_BUFFER, UVBO);
glBufferData(GL_ARRAY_BUFFER, imgWidth*imgHeihgt * 2 * sizeof(GLfloat), uvs, GL_STATIC_DRAW);
}
//創建貼圖
static void CreateTexture()
{
Mat img = imread("grass.jpg");
Mat resImg = Mat(256, 256, img.type());
resize(img, resImg, resImg.size(), 0, 0, INTER_LINEAR);
cv::cvtColor(resImg, resImg, CV_BGR2RGB);
glGenTextures(1, &TexBO);
glBindTexture(GL_TEXTURE_2D, TexBO);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, resImg.data);//設定紋理
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//重復紋理
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//濾波
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
TextureID = glGetUniformLocation(ShaderProgram, "myTexture");
}
// 使用shader文本編譯shader對象,並綁定shader到着色器程序中
static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType)
{
// 根據shader類型參數定義兩個shader對象
GLuint ShaderObj = glCreateShader(ShaderType);
// 檢查是否定義成功
if (ShaderObj == 0) {
fprintf(stderr, "Error creating shader type %d\n", ShaderType);
exit(0);
}
// 定義shader的代碼源
const GLchar* p[1];
p[0] = pShaderText;
GLint Lengths[1];
Lengths[0] = strlen(pShaderText);
glShaderSource(ShaderObj, 1, p, Lengths);
glCompileShader(ShaderObj);// 編譯shader對象
// 檢查和shader相關的錯誤
GLint success;
glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success);
if (!success) {
GLchar InfoLog[1024];
glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog);
fprintf(stderr, "Error compiling shader type %d: '%s'\n", ShaderType, InfoLog);
exit(1);
}
// 將編譯好的shader對象綁定到program object程序對象上
glAttachShader(ShaderProgram, ShaderObj);
}
// 編譯着色器函數
static void CompileShaders()
{
// 創建着色器程序
ShaderProgram = glCreateProgram();
// 檢查是否創建成功
if (ShaderProgram == 0) {
fprintf(stderr, "Error creating shader program\n");
exit(1);
}
// 存儲着色器文本的字符串
string vs, fs;
// 分別讀取着色器文件中的文本到字符串
std::ifstream VertexShaderStream(vsShaderName, std::ios::in);
if (VertexShaderStream.is_open()) {
std::stringstream sstr;
sstr << VertexShaderStream.rdbuf();
vs = sstr.str();
VertexShaderStream.close();
}
else {
printf("Error to open %s\n", vsShaderName);
getchar();
exit(0);
}
std::ifstream FragmentShaderStream(fsShaderName, std::ios::in);
if (FragmentShaderStream.is_open()) {
std::stringstream sstr;
sstr << FragmentShaderStream.rdbuf();
fs = sstr.str();
FragmentShaderStream.close();
}
// 添加頂點着色器和片段着色器
AddShader(ShaderProgram, vs.c_str(), GL_VERTEX_SHADER);
AddShader(ShaderProgram, fs.c_str(), GL_FRAGMENT_SHADER);
// 鏈接shader着色器程序,並檢查程序相關錯誤
GLint Success = 0;
GLchar ErrorLog[1024] = { 0 };
glLinkProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success);
if (Success == 0) {
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Error linking shader program: '%s'\n", ErrorLog);
exit(1);
}
// 檢查驗證在當前的管線狀態程序是否可以被執行
glValidateProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success);
if (!Success) {
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Invalid shader program: '%s'\n", ErrorLog);
exit(1);
}
// 設置到管線聲明中來使用上面成功建立的shader程序
glUseProgram(ShaderProgram);
MatrixID = glGetUniformLocation(ShaderProgram, "gWVP");
}
int main(int argc, char ** argv) {
// 初始化GLUT
glutInit(&argc, argv);
// 顯示模式:雙緩沖、RGBA
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
// 窗口設置
glutInitWindowSize(windowWidth, windowHeight); // 窗口尺寸
glutInitWindowPosition(100, 100); // 窗口位置
glutCreateWindow("terrainTest1"); // 窗口標題
GLenum res = glewInit();
if (res != GLEW_OK) {
fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res));
return 1;
}
// 開始渲染
glutDisplayFunc(RenderScenceCB);
// 注冊鍵盤事件
glutSpecialFunc(SpecialKeyboardCB);
//注冊鼠標事件
glutPassiveMotionFunc(PassiveMouseCB);
mouseX = windowWidth / 2;
mouseY = windowHeight / 2;
// 緩存清空后的顏色值
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
//創建頂點
CreateVertexBuffer();
//創建索引
CreateIndexBuffer();
//創建uv
CreateUVBuffer();
//創建貼圖
CreateTexture();
// 編譯着色器
CompileShaders();
//開啟深度測試
glEnable(GL_DEPTH_TEST);
// 通知開始GLUT的內部循環
glutMainLoop();
delete vertices;
return 0;
}
shader.vs 如下
#version 330
layout (location = 0) in vec3 Position;
layout(location = 1) in vec2 vertexUV;
// WVP標准
uniform mat4 gWVP;
out vec2 UV;
void main()
{
gl_Position = gWVP * vec4(Position, 1.0);
UV = vertexUV;
}
shader.fs如下
#version 330
in vec2 UV;
out vec3 FragColor;
uniform sampler2D myTexture;
void main()
{
FragColor = texture( myTexture, UV ).rgb;
}
參考鏈接
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