Merged texturebuffer into opengl
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Before Width: | Height: | Size: 876 KiB After Width: | Height: | Size: 106 KiB |
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@@ -44,8 +44,8 @@ GLuint LoadTexture(char *filename,int *textw,int *texth) {
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// this reads from the sdl surface and puts it into an opengl texture
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glTexImage2D(GL_TEXTURE_2D, 0, mode, surface->w, surface->h, 0, mode, GL_UNSIGNED_BYTE, surface->pixels);
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// these affect how this texture is drawn later on...glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// clean up
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@@ -169,10 +169,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path
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int main(int argc, char* args[]) {
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GLFWwindow* window;
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GLuint tex_jpe;
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GLuint tex_jpg;
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GLuint tex_gif;
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GLuint tex_png;
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GLuint tex_bmp;
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int textw, texth;
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int timer = 0;
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@@ -213,15 +209,56 @@ int main(int argc, char* args[]) {
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}
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// INIT
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tex_jpe=LoadTexture("../img/tests/test.jpeg",&textw,&texth);
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//tex_jpg=LoadTexture("../img/tests/test.jpg",&textw,&texth);
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//tex_png=LoadTexture("../img/tests/test.png",&textw,&texth);
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//tex_bmp=LoadTexture("../img/tests/test.bmp",&textw,&texth);
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GLuint VertexArrayID;
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glGenVertexArrays(1, &VertexArrayID);
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glBindVertexArray(VertexArrayID);
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// An array of 3 vectors which represents 3 vertices
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static const GLfloat g_vertex_buffer_data[] = {
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-1.0f, -1.0f, 0.0f, // (bottom - left ) TRIANGLE 1
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1.0f, -1.0f, 0.0f, // (bottom - right)
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-1.0f, 1.0f, 0.0f, // (top - left )
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1.0f, 1.0f, 0.0f, // (top - right) TRIANGLE 2
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1.0f, -1.0f, 0.0f, // (bottom - right)
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-1.0f, 1.0f, 0.0f, // (top - left )
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};
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// One color for each vertex. They were generated randomly.
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static const GLfloat g_uv_buffer_data[] = {
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0.0f, 1.0f-0.0f, // (bottom - left ) TRIANGLE 1
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1.0f, 1.0f-0.0f, // (bottom - right)
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0.0f, 1.0f-1.0f, // (top - left )
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1.0f, 1.0f-1.0f, // (top - right) TRIANGLE 2
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1.0f, 1.0f-0.0f, // (bottom - right)
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0.0f, 1.0f-1.0f, // (top - left )
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};
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// Identify our vertex buffer
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GLuint vertexbuffer;
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glGenBuffers(1, &vertexbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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// Identify our color buffer
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GLuint colorbuffer;
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glGenBuffers(1, &colorbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
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tex_jpe=LoadTexture("../img/tests/test.bmp",&textw,&texth);
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GLuint programID = LoadShaders("trimap.vertexshader", "trimap.fragmentshader");
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printf("%d", programID);
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GLint textureLocation = glGetUniformLocationARB(programID, "texture");
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glUniform1iARB(textureLocation, tex_jpe);
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GLint textureLocation = glGetUniformLocationARB(programID, "myTextureSampler");
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glUniform1i(textureLocation, tex_jpe);
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// INIT END
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/* Loop until the user closes the window */
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@@ -234,21 +271,35 @@ int main(int argc, char* args[]) {
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glUseProgram(programID);
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// RENDER
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/*if (timer<200)
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DrawTexture(50,50,tex_jpe,textw,texth);
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else if (timer<400)
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DrawTexture(50,50,tex_jpg,textw,texth);
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else if (timer<600)
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DrawTexture(50,50,tex_png,textw,texth);
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else
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DrawTexture(50,50,tex_bmp,textw,texth);*/
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glBegin(GL_QUADS);
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glTexCoord2d(0.0,0.0); glVertex2f(-1, -1);
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glTexCoord2d(1.0,0.0); glVertex2f(1, -1);
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glTexCoord2d(1.0,1.0); glVertex2f(1, 0);
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glTexCoord2d(0.0,1.0); glVertex2f(-1, 0);
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glEnd();
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// 1rst attribute buffer : vertices
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glVertexAttribPointer(
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0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// 2nd attribute buffer : colors
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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glVertexAttribPointer(
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1, // attribute. No particular reason for 1, but must match the layout in the shader.
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2, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// Draw the triangle !
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glDrawArrays(GL_TRIANGLES, 0, 2*3); // 2*3 indices starting at 0 -> 2 triangles -> 1 square
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glDisableVertexAttribArray(0);
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// RENDER END
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/* Swap front and back buffers */
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@@ -2,7 +2,7 @@
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1385320478 source:d:\owncloud\documents\programmierung\cpp\opengl-test-two\main.cpp
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<iostream>
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1473070070 source:d:\owncloud\documents\programmierung\cpp\imanox-chroma-matting\opengl-test-two\main.cpp
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1473097371 source:d:\owncloud\documents\programmierung\cpp\imanox-chroma-matting\opengl-test-two\main.cpp
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<GL/glew.h>
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<GLFW/glfw3.h>
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<SDL2/SDL.h>
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@@ -1,11 +1,17 @@
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#version 330 core
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uniform sampler2D texture;
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in vec2 vTexCoord;
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out vec4 color;
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// Interpolated values from the vertex shaders
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in vec2 UV;
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// Ouput data
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out vec3 color;
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// Values that stay constant for the whole mesh.
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uniform sampler2D myTextureSampler;
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void main(){
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//color = vec4(1f,0f,0f,1.0f);
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vec2 tcoord=vec2(0.5f,0.5f);
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color = vec4(texelFetch(texture, ivec2(vTexCoord), 0).rgb, 1);
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// Output color = color of the texture at the specified UV
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color = texture( myTextureSampler, UV ).rgb;
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}
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@@ -1,13 +1,17 @@
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#version 400
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#version 330 core
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in vec2 aVertex;
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in vec2 aTexCoord;
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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out vec2 vTexCoord;
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out vec3 vNormal;
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// Output data ; will be interpolated for each fragment.
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out vec2 UV;
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void main()
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{
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vTexCoord = aTexCoord;
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gl_Position = vec3(aVertex, 1);
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void main(){
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// Output position of the vertex, in clip space : MVP * position
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gl_Position = vec4(vertexPosition_modelspace,1);
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// UV of the vertex. No special space for this one.
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UV = vertexUV;
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}
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