OpenGL数据可视化(1)将数据绘制成热力图

通过对 LearnOpenGL CN——入门——纹理 章节的学习,实现将数组转为纹理,代码所需的头文件和着色器文件都可以从 LearnOpenGL CN 的纹理章节找到。

一维数据

代码

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader_s.h"

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
const unsigned int SCR_WIDTH = 640;
const unsigned int SCR_HEIGHT = 300;

int main()
{
    int nrChannels = 3;

    主要修改部分/
    int width = 6, height = 1;
    unsigned char data[] = {
    220, 235, 245,  190, 215, 238,  160, 195, 230,  
    100, 155, 205,   45, 115, 180,   30,  75, 120,
    };
    

    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    Shader ourShader("./texture.vs", "./texture.fs");

    float vertices[] = {
        // positions          // colors           // texture coords
         0.5f,  0.5f, 0.0f,   0.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
         0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 0.0f,   1.0f, 0.0f, // bottom right
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 0.0f,   0.0f, 0.0f, // bottom left
        -0.5f,  0.5f, 0.0f,   0.0f, 0.0f, 0.0f,   0.0f, 1.0f  // top left 
    };
    unsigned int indices[] = {
        0, 1, 3, // first triangle
        1, 2, 3  // second triangle
    };
    unsigned int 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);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    unsigned int texture0;
    glGenTextures(1, &texture0);
    glBindTexture(GL_TEXTURE_2D, texture0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
        std::cout << "Failed to load texture" << std::endl;

    ourShader.use(); // don't forget to activate/use the shader before setting uniforms!

    while (!glfwWindowShouldClose(window))
    {
        processInput(window);
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture0);
        ourShader.use();
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        glfwSwapBuffers(window);
        glfwPollEvents();
    }
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);
    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}

运行结果

 二维数据

宽度为3

如果只是简单修改上面代码中的输入数据尺寸,将 “int width = 6, height = 1;” 改为 “int width = 3, height = 2;”,运行结果

发现上面一行错位一个颜色块,故应将输入数据也作修改,在第一行后面补零,修改部分代码

    int width = 3, height = 2;
    unsigned char data[] = {
    220, 235, 245,  190, 215, 238,  160, 195, 230,  0,0,0,
    100, 155, 205,   45, 115, 180,   30,  75, 120,  0,0,0,
    };

运行结果

宽度为2

每个颜色块都由 RGB 三个数字表示,那么对于二维数据只要在每行后面补 3 个 0 就可以了吗?经测试不是的,此时需要补 2 个 0,修改部分代码

    int width = 2, height = 3;
    unsigned char data[] = {
    220, 235, 245,  190, 215, 238, 0,0, 
    160, 195, 230,  100, 155, 205, 0,0,
     45,  115, 180,  30,  75, 120, 0,0,
    };

运行结果

 宽度为1

相信你已经看出规律了,修改部分代码

    int width = 1, height = 6;
    unsigned char data[] = {
    220, 235, 245, 0,
    190, 215, 238, 0, 
    160, 195, 230, 0,
    100, 155, 205, 0,
     45, 115, 180, 0,
     30,  75, 120, 0,
    };

运行结果

 规律

OpenGL默认内存中每个像素行以 4 字节对齐,所以需要将 data 每行补充若干 0 使得 width 能被 4 整除(什么!居然不是每行补充 width 个 0?)。

不想补 0 也可以,在代码中 glTexImage2D 前加入一句

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

以 1 字节对齐,这样无论宽度为多少都可以了,以损失效率为代价。

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