[OpenGL]纹理贴图实现 总结

实现步骤

第一步:设置所需要的OpenGL环境
设置上下文环境
删除已经存在的渲染的缓存
设置颜色缓存
设置帧缓存
清除缓存
设置窗口大小
开启功能
编译shander
使用program
获取shader中的属性和uniform索引

第二步:绘制图片
获取图片数据并且的到对应的纹理id
指定纹理,绑定纹理
开始对图形进行渲染
(
启用顶点属性数组纹理坐标,将纹理坐标传递到shader中
启用顶点属性数组顶点坐标,将顶点坐标传递到shader中
启用索引数组
开始绘制
)
解绑纹理

实现

这次实现的过程有些艰难啊,走了很多的弯路,不过也因此学到蛮多的,自己写的怎么都运行不了,但是在别人的基础上运行就不行,其中错误的地方有:1.纹理的数据错误,使用png的库失败;2.绘制函数的参数错误;3.使用新版本的glsl语言版本,但是xcode并不支持,并不熟悉期间的语言版本迭代;

实现代码:

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;
        
        //测试图片数据
        //        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严格必须的,默认使用GL_TEXTURE0作为当前激活的纹理单元
    
    /**
     *  GL_TEXTURE_2D表示操作2D纹理
     *  创建纹理对象,
     *  绑定纹理对象,
     */
    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 );

    /**
     *  将图像数据传递给到GL_TEXTURE_2D中, 因其于textureID纹理对象已经绑定,所以即传递给了textureID纹理对象中。
     *  glTexImage2d会将图像数据从CPU内存通过PCIE上传到GPU内存。
     *  不使用PBO时它是一个阻塞CPU的函数,数据量大会卡
     */
//    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;
    }
    
    //设置顶点数据(和缓冲)和属性指针
    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); // 绑定,即可从_textureID中取出图像数据
        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);
}

上面是主程序的代码,除了这个,还需要顶点shader和片元shader;其实这里有个坑,就是glsl的语言版本,越望越后面,增加了更多的新 功能,导致我不认识,从而使用了新版本的,同时xcode只更新了到了2.0上,其他版本在xcode并不能使用,因此导编编译失败。

先是顶点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;
}
);

接下来的是片元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);
}
);
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值