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  • opengl 学习 之 11 lesson

    opengl 学习 之 11 lesson

    简介

    2D纹理。简单来说就是用一个四边形的小框框,UV映射图片。

    这里用了多个shader,一个是关于模型的,一个是关于图片的。

    link

    http://www.opengl-tutorial.org/uncategorized/2017/06/07/website-update/

    步骤

    bind the buffers, fifill them, select the shader program, bind the texture, enable/bind/confifigure the vertex attributes, enable the blending, and call glDrawArrays.

    code

    // Include standard headers
    #include <stdio.h>
    #include <stdlib.h>
    #include <vector>
    
    // Include GLEW
    #include <GL/glew.h>
    
    // Include GLFW
    #include <GLFW/glfw3.h>
    GLFWwindow* window;
    
    // Include GLM
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    using namespace glm;
    
    #include <common/shader.hpp>
    #include <common/texture.hpp>
    #include <common/controls.hpp>
    #include <common/objloader.hpp>
    #include <common/vboindexer.hpp>
    #include <common/text2D.hpp>
    
    int main( void )
    {
    	// Initialise GLFW
    	if( !glfwInit() )
    	{
    		fprintf( stderr, "Failed to initialize GLFW
    " );
    		getchar();
    		return -1;
    	}
    
    	glfwWindowHint(GLFW_SAMPLES, 4);
    	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
    	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    
    	// Open a window and create its OpenGL context
    	window = glfwCreateWindow( 1024, 768, "Tutorial 11 - 2D Fonts", NULL, NULL);
    	if( window == NULL ){
    		fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.
    " );
    		getchar();
    		glfwTerminate();
    		return -1;
    	}
    	glfwMakeContextCurrent(window);
    
    	// Initialize GLEW
    	glewExperimental = true; // Needed for core profile
    	if (glewInit() != GLEW_OK) {
    		fprintf(stderr, "Failed to initialize GLEW
    ");
    		getchar();
    		glfwTerminate();
    		return -1;
    	}
    
    	// Ensure we can capture the escape key being pressed below
    	glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
        // Hide the mouse and enable unlimited mouvement
        glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
        
        // Set the mouse at the center of the screen
        glfwPollEvents();
        glfwSetCursorPos(window, 1024/2, 768/2);
    
    	// Dark blue background
    	glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
    
    	// Enable depth test
    	glEnable(GL_DEPTH_TEST);
    	// Accept fragment if it closer to the camera than the former one
    	glDepthFunc(GL_LESS); 
    
    	// Cull triangles which normal is not towards the camera
    	glEnable(GL_CULL_FACE);
    
    	GLuint VertexArrayID;
    	glGenVertexArrays(1, &VertexArrayID);
    	glBindVertexArray(VertexArrayID);
    
    	// Create and compile our GLSL program from the shaders
    	GLuint programID = LoadShaders( "StandardShading.vertexshader", "StandardShading.fragmentshader" );
    
    	// Get a handle for our "MVP" uniform
    	GLuint MatrixID = glGetUniformLocation(programID, "MVP");
    	GLuint ViewMatrixID = glGetUniformLocation(programID, "V");
    	GLuint ModelMatrixID = glGetUniformLocation(programID, "M");
    
    	// Load the texture
    	GLuint Texture = loadDDS("uvmap.DDS");
    	
    	// Get a handle for our "myTextureSampler" uniform
    	GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
    
    	// Read our .obj file
    	std::vector<glm::vec3> vertices;
    	std::vector<glm::vec2> uvs;
    	std::vector<glm::vec3> normals;
    	bool res = loadOBJ("suzanne.obj", vertices, uvs, normals);
    
    	std::vector<unsigned short> indices;
    	std::vector<glm::vec3> indexed_vertices;
    	std::vector<glm::vec2> indexed_uvs;
    	std::vector<glm::vec3> indexed_normals;
    	indexVBO(vertices, uvs, normals, indices, indexed_vertices, indexed_uvs, indexed_normals);
    
    	// Load it into a VBO
    
    	GLuint vertexbuffer;
    	glGenBuffers(1, &vertexbuffer);
    	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    	glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), &indexed_vertices[0], GL_STATIC_DRAW);
    
    	GLuint uvbuffer;
    	glGenBuffers(1, &uvbuffer);
    	glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
    	glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW);
    
    	GLuint normalbuffer;
    	glGenBuffers(1, &normalbuffer);
    	glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
    	glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW);
    
    	// Generate a buffer for the indices as well
    	GLuint elementbuffer;
    	glGenBuffers(1, &elementbuffer);
    	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
    	glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0], GL_STATIC_DRAW);
    
    	// Get a handle for our "LightPosition" uniform
    	glUseProgram(programID);
    	GLuint LightID = glGetUniformLocation(programID, "LightPosition_worldspace");
    
    	// Initialize our little text library with the Holstein font
    	initText2D( "Holstein.DDS" );
    
    	// For speed computation
    	double lastTime = glfwGetTime();
    	int nbFrames = 0;
    
    	do{
    
    		// Measure speed
    		double currentTime = glfwGetTime();
    		nbFrames++;
    		if ( currentTime - lastTime >= 1.0 ){ // If last prinf() was more than 1sec ago
    			// printf and reset
    			printf("%f ms/frame
    ", 1000.0/double(nbFrames));
    			nbFrames = 0;
    			lastTime += 1.0;
    		}
    
    		// Clear the screen
    		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    		// Use our shader
    		glUseProgram(programID);
    
    		// Compute the MVP matrix from keyboard and mouse input
    		computeMatricesFromInputs();
    		glm::mat4 ProjectionMatrix = getProjectionMatrix();
    		glm::mat4 ViewMatrix = getViewMatrix();
    		glm::mat4 ModelMatrix = glm::mat4(1.0);
    		glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
    
    		// Send our transformation to the currently bound shader, 
    		// in the "MVP" uniform
    		glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
    		glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
    		glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);
    
    		glm::vec3 lightPos = glm::vec3(4,4,4);
    		glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);
    
    		// Bind our texture in Texture Unit 0
    		glActiveTexture(GL_TEXTURE0);
    		glBindTexture(GL_TEXTURE_2D, Texture);
    		// Set our "myTextureSampler" sampler to use Texture Unit 0
    		glUniform1i(TextureID, 0);
    
    		// 1rst attribute buffer : vertices
    		glEnableVertexAttribArray(0);
    		glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    		glVertexAttribPointer(
    			0,                  // attribute
    			3,                  // size
    			GL_FLOAT,           // type
    			GL_FALSE,           // normalized?
    			0,                  // stride
    			(void*)0            // array buffer offset
    		);
    
    		// 2nd attribute buffer : UVs
    		glEnableVertexAttribArray(1);
    		glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
    		glVertexAttribPointer(
    			1,                                // attribute
    			2,                                // size
    			GL_FLOAT,                         // type
    			GL_FALSE,                         // normalized?
    			0,                                // stride
    			(void*)0                          // array buffer offset
    		);
    
    		// 3rd attribute buffer : normals
    		glEnableVertexAttribArray(2);
    		glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
    		glVertexAttribPointer(
    			2,                                // attribute
    			3,                                // size
    			GL_FLOAT,                         // type
    			GL_FALSE,                         // normalized?
    			0,                                // stride
    			(void*)0                          // array buffer offset
    		);
    
    		// Index buffer
    		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
    
    		// Draw the triangles !
    		glDrawElements(
    			GL_TRIANGLES,      // mode
    			indices.size(),    // count
    			GL_UNSIGNED_SHORT, // type
    			(void*)0           // element array buffer offset
    		);
    
    		glDisableVertexAttribArray(0);
    		glDisableVertexAttribArray(1);
    		glDisableVertexAttribArray(2);
    
    		char text[256];
    		sprintf(text,"%.2f sec", glfwGetTime() );
    		printText2D(text, 10, 500, 60);
    
    		// Swap buffers
    		glfwSwapBuffers(window);
    		glfwPollEvents();
    
    	} // Check if the ESC key was pressed or the window was closed
    	while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
    		   glfwWindowShouldClose(window) == 0 );
    
    	// Cleanup VBO, shader and texture
    	glDeleteBuffers(1, &vertexbuffer);
    	glDeleteBuffers(1, &uvbuffer);
    	glDeleteBuffers(1, &normalbuffer);
    	glDeleteBuffers(1, &elementbuffer);
    	glDeleteProgram(programID);
    	glDeleteTextures(1, &Texture);
    	glDeleteVertexArrays(1, &VertexArrayID);
    
    	// Delete the text's VBO, the shader and the texture
    	cleanupText2D();
    
    	// Close OpenGL window and terminate GLFW
    	glfwTerminate();
    
    	return 0;
    }
    
    
    
    #ifndef TEXT2D_HPP
    #define TEXT2D_HPP
    
    void initText2D(const char * texturePath);
    void printText2D(const char * text, int x, int y, int size);
    void cleanupText2D();
    
    #endif
    
    
    #include <vector>
    #include <cstring>
    
    #include <GL/glew.h>
    
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    using namespace glm;
    
    #include "shader.hpp"
    #include "texture.hpp"
    
    #include "text2D.hpp"
    
    unsigned int Text2DTextureID;
    unsigned int Text2DVertexBufferID;
    unsigned int Text2DUVBufferID;
    unsigned int Text2DShaderID;
    unsigned int Text2DUniformID;
    
    void initText2D(const char * texturePath){
    
    	// Initialize texture
    	Text2DTextureID = loadDDS(texturePath);
    
    	// Initialize VBO
    	glGenBuffers(1, &Text2DVertexBufferID);
    	glGenBuffers(1, &Text2DUVBufferID);
    
    	// Initialize Shader
    	Text2DShaderID = LoadShaders( "TextVertexShader.vertexshader", "TextVertexShader.fragmentshader" );
    
    	// Initialize uniforms' IDs
    	Text2DUniformID = glGetUniformLocation( Text2DShaderID, "myTextureSampler" );
    
    }
    
    void printText2D(const char * text, int x, int y, int size){
    
    	unsigned int length = strlen(text);
    
    	// Fill buffers
    	std::vector<glm::vec2> vertices;
    	std::vector<glm::vec2> UVs;
    	for ( unsigned int i=0 ; i<length ; i++ ){
    		
    		glm::vec2 vertex_up_left    = glm::vec2( x+i*size     , y+size );
    		glm::vec2 vertex_up_right   = glm::vec2( x+i*size+size, y+size );
    		glm::vec2 vertex_down_right = glm::vec2( x+i*size+size, y      );
    		glm::vec2 vertex_down_left  = glm::vec2( x+i*size     , y      );
    
    		vertices.push_back(vertex_up_left   );
    		vertices.push_back(vertex_down_left );
    		vertices.push_back(vertex_up_right  );
    
    		vertices.push_back(vertex_down_right);
    		vertices.push_back(vertex_up_right);
    		vertices.push_back(vertex_down_left);
    
    		char character = text[i];
    		float uv_x = (character%16)/16.0f;
    		float uv_y = (character/16)/16.0f;
    
    		glm::vec2 uv_up_left    = glm::vec2( uv_x           , uv_y );
    		glm::vec2 uv_up_right   = glm::vec2( uv_x+1.0f/16.0f, uv_y );
    		glm::vec2 uv_down_right = glm::vec2( uv_x+1.0f/16.0f, (uv_y + 1.0f/16.0f) );
    		glm::vec2 uv_down_left  = glm::vec2( uv_x           , (uv_y + 1.0f/16.0f) );
    		UVs.push_back(uv_up_left   );
    		UVs.push_back(uv_down_left );
    		UVs.push_back(uv_up_right  );
    
    		UVs.push_back(uv_down_right);
    		UVs.push_back(uv_up_right);
    		UVs.push_back(uv_down_left);
    	}
    	glBindBuffer(GL_ARRAY_BUFFER, Text2DVertexBufferID);
    	glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec2), &vertices[0], GL_STATIC_DRAW);
    	glBindBuffer(GL_ARRAY_BUFFER, Text2DUVBufferID);
    	glBufferData(GL_ARRAY_BUFFER, UVs.size() * sizeof(glm::vec2), &UVs[0], GL_STATIC_DRAW);
    
    	// Bind shader
    	glUseProgram(Text2DShaderID);
    
    	// Bind texture
    	glActiveTexture(GL_TEXTURE0);
    	glBindTexture(GL_TEXTURE_2D, Text2DTextureID);
    	// Set our "myTextureSampler" sampler to use Texture Unit 0
    	glUniform1i(Text2DUniformID, 0);
    
    	// 1rst attribute buffer : vertices
    	glEnableVertexAttribArray(0);
    	glBindBuffer(GL_ARRAY_BUFFER, Text2DVertexBufferID);
    	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0 );
    
    	// 2nd attribute buffer : UVs
    	glEnableVertexAttribArray(1);
    	glBindBuffer(GL_ARRAY_BUFFER, Text2DUVBufferID);
    	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0 );
    
    	glEnable(GL_BLEND);
    	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
    	// Draw call
    	glDrawArrays(GL_TRIANGLES, 0, vertices.size() );
    
    	glDisable(GL_BLEND);
    
    	glDisableVertexAttribArray(0);
    	glDisableVertexAttribArray(1);
    
    }
    
    void cleanupText2D(){
    
    	// Delete buffers
    	glDeleteBuffers(1, &Text2DVertexBufferID);
    	glDeleteBuffers(1, &Text2DUVBufferID);
    
    	// Delete texture
    	glDeleteTextures(1, &Text2DTextureID);
    
    	// Delete shader
    	glDeleteProgram(Text2DShaderID);
    }
    
    
    #version 330 core
    
    // Input vertex data, different for all executions of this shader.
    layout(location = 0) in vec2 vertexPosition_screenspace;
    layout(location = 1) in vec2 vertexUV;
    
    // Output data ; will be interpolated for each fragment.
    out vec2 UV;
    
    void main(){
    
    	// Output position of the vertex, in clip space
    	// map [0..800][0..600] to [-1..1][-1..1]
    	vec2 vertexPosition_homoneneousspace = vertexPosition_screenspace - vec2(400,300); // [0..800][0..600] -> [-400..400][-300..300]
    	vertexPosition_homoneneousspace /= vec2(400,300);
    	gl_Position =  vec4(vertexPosition_homoneneousspace,0,1);
    	
    	// UV of the vertex. No special space for this one.
    	UV = vertexUV;
    }
    
    
    
    #version 330 core
    
    // Interpolated values from the vertex shaders
    in vec2 UV;
    
    // Ouput data
    out vec4 color;
    
    // Values that stay constant for the whole mesh.
    uniform sampler2D myTextureSampler;
    
    void main(){
    
    	color = texture( myTextureSampler, UV );
    	
    	
    }
    
    Hope is a good thing,maybe the best of things,and no good thing ever dies.----------- Andy Dufresne
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  • 原文地址:https://www.cnblogs.com/eat-too-much/p/14074642.html
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