Merged texturebuffer into opengl

This commit is contained in:
Caesar2011
2016-09-05 19:45:47 +02:00
8 changed files with 104 additions and 43 deletions

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@@ -44,8 +44,8 @@ GLuint LoadTexture(char *filename,int *textw,int *texth) {
// this reads from the sdl surface and puts it into an opengl texture
glTexImage2D(GL_TEXTURE_2D, 0, mode, surface->w, surface->h, 0, mode, GL_UNSIGNED_BYTE, surface->pixels);
// these affect how this texture is drawn later on...glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// clean up
@@ -169,10 +169,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path
int main(int argc, char* args[]) {
GLFWwindow* window;
GLuint tex_jpe;
GLuint tex_jpg;
GLuint tex_gif;
GLuint tex_png;
GLuint tex_bmp;
int textw, texth;
int timer = 0;
@@ -213,15 +209,56 @@ int main(int argc, char* args[]) {
}
// INIT
tex_jpe=LoadTexture("../img/tests/test.jpeg",&textw,&texth);
//tex_jpg=LoadTexture("../img/tests/test.jpg",&textw,&texth);
//tex_png=LoadTexture("../img/tests/test.png",&textw,&texth);
//tex_bmp=LoadTexture("../img/tests/test.bmp",&textw,&texth);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// An array of 3 vectors which represents 3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f, // (bottom - left ) TRIANGLE 1
1.0f, -1.0f, 0.0f, // (bottom - right)
-1.0f, 1.0f, 0.0f, // (top - left )
1.0f, 1.0f, 0.0f, // (top - right) TRIANGLE 2
1.0f, -1.0f, 0.0f, // (bottom - right)
-1.0f, 1.0f, 0.0f, // (top - left )
};
// One color for each vertex. They were generated randomly.
static const GLfloat g_uv_buffer_data[] = {
0.0f, 1.0f-0.0f, // (bottom - left ) TRIANGLE 1
1.0f, 1.0f-0.0f, // (bottom - right)
0.0f, 1.0f-1.0f, // (top - left )
1.0f, 1.0f-1.0f, // (top - right) TRIANGLE 2
1.0f, 1.0f-0.0f, // (bottom - right)
0.0f, 1.0f-1.0f, // (top - left )
};
// Identify our vertex buffer
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
// Identify our color buffer
GLuint colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
tex_jpe=LoadTexture("../img/tests/test.bmp",&textw,&texth);
GLuint programID = LoadShaders("trimap.vertexshader", "trimap.fragmentshader");
printf("%d", programID);
GLint textureLocation = glGetUniformLocationARB(programID, "texture");
glUniform1iARB(textureLocation, tex_jpe);
GLint textureLocation = glGetUniformLocationARB(programID, "myTextureSampler");
glUniform1i(textureLocation, tex_jpe);
// INIT END
/* Loop until the user closes the window */
@@ -234,21 +271,35 @@ int main(int argc, char* args[]) {
glUseProgram(programID);
// RENDER
/*if (timer<200)
DrawTexture(50,50,tex_jpe,textw,texth);
else if (timer<400)
DrawTexture(50,50,tex_jpg,textw,texth);
else if (timer<600)
DrawTexture(50,50,tex_png,textw,texth);
else
DrawTexture(50,50,tex_bmp,textw,texth);*/
glBegin(GL_QUADS);
glTexCoord2d(0.0,0.0); glVertex2f(-1, -1);
glTexCoord2d(1.0,0.0); glVertex2f(1, -1);
glTexCoord2d(1.0,1.0); glVertex2f(1, 0);
glTexCoord2d(0.0,1.0); glVertex2f(-1, 0);
glEnd();
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : colors
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
2, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 2*3); // 2*3 indices starting at 0 -> 2 triangles -> 1 square
glDisableVertexAttribArray(0);
// RENDER END
/* Swap front and back buffers */

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@@ -2,7 +2,7 @@
1385320478 source:d:\owncloud\documents\programmierung\cpp\opengl-test-two\main.cpp
<iostream>
1473070070 source:d:\owncloud\documents\programmierung\cpp\imanox-chroma-matting\opengl-test-two\main.cpp
1473097371 source:d:\owncloud\documents\programmierung\cpp\imanox-chroma-matting\opengl-test-two\main.cpp
<GL/glew.h>
<GLFW/glfw3.h>
<SDL2/SDL.h>

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@@ -1,11 +1,17 @@
#version 330 core
uniform sampler2D texture;
in vec2 vTexCoord;
out vec4 color;
// Interpolated values from the vertex shaders
in vec2 UV;
// Ouput data
out vec3 color;
// Values that stay constant for the whole mesh.
uniform sampler2D myTextureSampler;
void main(){
//color = vec4(1f,0f,0f,1.0f);
vec2 tcoord=vec2(0.5f,0.5f);
color = vec4(texelFetch(texture, ivec2(vTexCoord), 0).rgb, 1);
// Output color = color of the texture at the specified UV
color = texture( myTextureSampler, UV ).rgb;
}

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@@ -1,13 +1,17 @@
#version 400
#version 330 core
in vec2 aVertex;
in vec2 aTexCoord;
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
out vec2 vTexCoord;
out vec3 vNormal;
// Output data ; will be interpolated for each fragment.
out vec2 UV;
void main()
{
vTexCoord = aTexCoord;
gl_Position = vec3(aVertex, 1);
void main(){
// Output position of the vertex, in clip space : MVP * position
gl_Position = vec4(vertexPosition_modelspace,1);
// UV of the vertex. No special space for this one.
UV = vertexUV;
}