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cpp-imanox-chroma-matting/opengl-test-two/main.cpp

333 lines
11 KiB
C++

// http://stackoverflow.com/questions/6005076/building-glew-on-windows-with-mingw
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdio.h>
#include <iostream>
#include <fstream>
#include <vector>
#include <stdexcept>
GLuint LoadTexture(char *filename,int *textw,int *texth) {
SDL_Surface *surface;
GLuint textureid;
int mode;
surface = IMG_Load(filename);
// Or if you don't use SDL_image you can use SDL_LoadBMP here instead:
// surface = SDL_LoadBMP(filename);
// could not load filename
if (!surface) {
return 0;
}
// work out what format to tell glTexImage2D to use...
if (surface->format->BytesPerPixel == 3) { // RGB 24bit
mode = GL_RGB;
} else if (surface->format->BytesPerPixel == 4) { // RGBA 32bit
mode = GL_RGBA;
} else {
SDL_FreeSurface(surface);
return 0;
}
*textw=surface->w;
*texth=surface->h;
// create one texture name
glGenTextures(1, &textureid);
// tell opengl to use the generated texture name
glBindTexture(GL_TEXTURE_2D, textureid);
// 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_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
SDL_FreeSurface(surface);
return textureid;
}
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if(VertexShaderStream.is_open()){
std::string Line = "";
while(getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}else{
printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
getchar();
return 0;
}
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if(FragmentShaderStream.is_open()){
std::string Line = "";
while(getline(FragmentShaderStream, Line))
FragmentShaderCode += "\n" + Line;
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
printf("%s\n", &VertexShaderErrorMessage[0]);
}
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
printf("%s\n", &FragmentShaderErrorMessage[0]);
}
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
printf("%s\n", &ProgramErrorMessage[0]);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
GLuint WriteTexture(int textw, int texth){
// The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer.
GLuint FramebufferName = 0;
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
// The texture we're going to render to
GLuint renderedTexture;
glGenTextures(1, &renderedTexture);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, renderedTexture);
// Give an empty image to OpenGL ( the last "0" )
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, textw, texth, 0,GL_RGB, GL_UNSIGNED_BYTE, 0);
// Poor filtering. Needed !
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
int main(int argc, char* args[]) {
GLFWwindow* window;
GLuint tex1, tex2;
int textw, texth;
int textw2, texth2;
/* Initialize the library */
/* GLFW */
if (!glfwInit()) {
printf("GLFW Error");
return 1;
}
/* Create a windowed mode window and its OpenGL context */
glfwSetWindowSizeLimits(window, 640, 480, 640, 480);
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window) {
glfwTerminate();
return 1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
/* GLEW */
glewExperimental = GL_FALSE;
GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
std::cout << "OpenGL Error: " << error << std::endl;
}
GLenum glewinit = glewInit();
if (glewinit != GLEW_OK) {
std::cout << "Glew not okay! " << glewinit;
return 1;
}
/* SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("SDL Error");
return 1;
}
// INIT
// 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);
tex1 = LoadTexture("../img/tests/flieger.jpg",&textw,&texth);
printf("Tex1: %d", tex1);
tex2 = LoadTexture("../img/tests/flieger2.jpg",&textw2,&texth2);
printf("Tex2: %d", tex2);
glfwSetWindowSize(window, textw, texth);
glViewport(0, 0, textw, texth);
glfwSetWindowSizeLimits(window, textw, texth, textw, texth);
GLuint programID = LoadShaders("trimap.vertexshader", "trimap.fragmentshader");
GLint textureLoc1 = glGetUniformLocation(programID, "myTextureSampler");
GLint textureLoc2 = glGetUniformLocation(programID, "myTextureSampler2");
GLint widthLoc = glGetUniformLocation(programID, "pixWidth");
GLint heigthLoc = glGetUniformLocation(programID, "pixHeight");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex2);
printf("Shader program ID: %d\n", programID);
printf("textureLoc1: %d\n", textureLoc1);
printf("textureLoc2: %d\n", textureLoc2);
printf("widthLoc: %d\n", widthLoc);
printf("heigthLoc: %d\n", heigthLoc);
printf("Width: %f\n", 1.0f/textw);
printf("Height: %f\n", 1.0f/texth);
// INIT END
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window)) {
/* Render here */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
glUniform1f(widthLoc, 1.0f/textw);
glUniform1f(heigthLoc, 1.0f/texth);
glUniform1i(textureLoc1, 0);
glUniform1i(textureLoc2, 1);
// 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 */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}