问题
我正在尝试用C语言编写一个简单的程序,使用OpenGL,它将允许根据调色板“绘制”2D C数组(int**
,32位整数)。
目前(我还没有做到这一点,还远远没有))我正在学习如何将32位带符号的整数数组发送到GPU并以某种方式显示出来。
我正试图用现代的OpenGL来做这件事。
我的方法(请原谅我,因为我两天前才开始学习这些主题):
1.几何数据由四个顶点(vertices
)组成,用于定义基于两个三角形的矩形(通过使用索引(indices
)拾取顶点来定义)。vertices
数据还与2D纹理坐标交错(用于着色器中的纹理采样)。
1.完成了VAO、VBO和EBO的生成和绑定,将顶点数据从RAM存储到VRAM中。
1.然后,我使用glTexImage2D()
创建2D纹理,内部格式等于GL_R32I
,因为我的C数组属于int**
类型。我不太确定format
和type
参数,但我已经将它们分别设置为GL_RED_INTEGER
和GL_UNSIGNED_INT
。
1.在片段着色器中,我试图通过执行类似texture(texture1, TexCoord).r
的操作来“读取”原始整数,但这可能是不正确的……我还尝试将红色组件强制转换为Float:(float) texture(texture1, TexCoord).r
,但也不起作用。为了让您放心,代码可能会做一些正确的事情,只有片段着色器中的FragColor = vec4(1.0f, 0.8f, 0.2f, 1.0f);
确实显示了这种颜色,这意味着我会得到一个用这种颜色填充窗口的矩形。因此,只有当我开始摆弄纹理时,我才会看到黑屏或青色RGB:(0, 1.0, 1.0, 1.0)
。
注意:我的C数组名为plane
,现在它被左边的0
值块和右边的1
块填满。
现在,如果我能在片段着色器中硬编码一个if语句,将32位plane
中的0
和1
着色为其他任何两种颜色,我会很高兴。然后我想我可以继续在调色板中加入一维纹理…如here所示。
代码
pixel.h
# ifndef PIXEL_H
# define PIXEL_H
/*
To make sure there will be no header conflicts, you can define
GLFW_INCLUDE_NONE before the GLFW header to explicitly disable
inclusion of the development environment header. This also allows
the two headers to be included in any order.
* /
# define GLFW_INCLUDE_NONE
# include <glad/glad.h>
# include <GLFW/glfw3.h>
# include <plane.h>
# include <utils.h>
# include <stdlib.h>
# include <stdio.h>
# endif
pixel.c
# include <pixel.h>
const char *vertexShaderSource = "#version 330 coren"
"layout (location = 0) in vec3 aPos;n"
"layout (location = 1) in vec2 aTexCoord;n"
"out vec2 TexCoord;n"
"void main()n"
"{n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);n"
" TexCoord = vec2(aTexCoord.x, aTexCoord.y);n"
"}0";
const char *fragmentShaderSource = "#version 330 coren"
"out vec4 FragColor;n"
"in vec2 TexCoord;n"
"uniform isampler2D texture1;n"
"void main()n"
"{n"
" FragColor = vec4(1.0f, 0.8f, 0.2f, 1.0f);n"
" //FragColor = vec4(texture(texture1, TexCoord).r, 1.0f, 1.0f, 1.0f);n"
"}n0";
int main(void)
{
// Window width and height.
const unsigned int width = 20;
const unsigned int height = 10;
// Before you can use most GLFW functions, the library must be initialized.
if (!glfwInit()) {
printf("Could not initialise GLFW library!");
exit(EXIT_FAILURE);
}
/*
* By default, the OpenGL context GLFW creates may have any version.
* You can require a minimum OpenGL version by setting the
* GLFW_CONTEXT_VERSION_MAJOR and GLFW_CONTEXT_VERSION_MINOR hints
* before creation. If the required minimum version is not supported
* on the machine, context (and window) creation fails.
*/
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Create a GLFW window.
GLFWwindow* window = glfwCreateWindow(width, height, "pixel example", NULL, NULL);
if (!window)
{
printf("Window or OpenGL context creation failed!n");
glfwTerminate();
exit(EXIT_FAILURE);
}
// Before you can use the OpenGL API, you must have a current OpenGL context.
glfwMakeContextCurrent(window);
/*
* If you are using an extension loader library to access modern OpenGL
* then this is when to initialize it, as the loader needs a current
* context to load from. This example uses glad, but the same rule applies
* to all such libraries.
*/
gladLoadGL();
/*
* Set a framebuffer size callback to update the viewport when
* the window size changes.
*/
glfwSetFramebufferSizeCallback(window, fb);
/*
*
* Data to be drawn.
*
*/
int**plane = NewPlane(width, height);
PLANE(width, height, if (i < width / 2) plane[i][j] = 0; else plane[i][j] = 1;)
//plane[width/2][height/2] = 1;
//PLANE(width, height, printf("%d %d %dn", i, j, plane[i][j]);)
printf("size of int: %ld bytesn", sizeof(int));
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILEDn%sn", infoLog);
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILEDn%sn", infoLog);
}
// link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("ERROR::SHADER::PROGRAM::LINKING_FAILED%sn", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// float vertices[] = {
// 1.0f, 1.0f, 0.0f, // top right
// 1.0f, -1.0f, 0.0f, // bottom right
// -1.0f, -1.0f, 0.0f, // bottom left
// -1.0f, 1.0f, 0.0f // top left
// };
float vertices[] = {
// positions // texture coords
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = {
// note that we start from 0!
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
printf("VAO: %dn", VAO);
glGenBuffers(1, &VBO);
printf("VBO: %dn", VBO);
glGenBuffers(1, &EBO);
printf("EBO: %dn", EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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);
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(0);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
if (plane) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, width, height, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, plane);
}
/*
*
* Main loop
*
*/
while (!glfwWindowShouldClose(window))
{
// Check if Escape is pressed and signal to close the window.
input(window);
// The glClearColor function is a state-setting function
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// The glClear is a state-using function in that it uses the
// current state to retrieve the clearing color from.
glClear(GL_COLOR_BUFFER_BIT);
// Rendering goes here.
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
plane.h
# ifndef PLANE_H
# define PLANE_H
# include <stdlib.h>
# include <stdio.h>
# define PLANE(width, height, A) {int i,j,_ii,_jj;for(i=0,_ii=width;i<_ii;i++)for(j=0,_jj=height;j<_jj;j++){A};}
int**NewPlane(int, int);
# endif
plane.c
# include <plane.h>
int**NewPlane(int width,int height)
{
int**a;
int i,j;
a = (int**)calloc((size_t)(width),sizeof(int *));
if (a == NULL) {
fprintf(stderr,"NewPlane: error in memory allocationn");
exit(EXIT_FAILURE);
}
a[0] = (int *)calloc((size_t)((width)*(height)),sizeof(int));
if (a[0] == NULL) {
fprintf(stderr,"NewPlane: error in memory allocationn");
exit(EXIT_FAILURE);
}
for (i=1,j=width; i < j; i++)
a[i] = a[i-1] + height;
return a;
}
1条答案
按热度按时间mqxuamgl1#
由于不能对整体纹理进行内插,因此需要启用缩小滤镜和放大滤镜,以选择最接近的滤镜:
texture
是一个重载函数。如果使用texture
查找isampler2D
,则返回值的类型为ivec4
:由于内部数据类型为
GL_R32I
,因此返回值的范围在-2,147,483,648到2,147,483,647之间。默认帧缓冲区的格式是无符号规格化浮点格式。缓冲区中的数据表示范围[0.0,1.0]中的值。因此,需要缩放整数值(maxValue
应为纹理中的最大值):从整体纹理中获取颜色的一种方法是创建一个一维纹理,该纹理是一个颜色表,并使用该纹理中的整数值在表中查找颜色: