增加SamplerObject使用范例,使用SamplerObject来设置纹理过滤等参数,而非在纹理上设置

This commit is contained in:
hyzboy 2018-12-08 15:58:42 +08:00
parent 967c385d8b
commit 7cf879207f
4 changed files with 370 additions and 0 deletions

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@ -3,4 +3,5 @@ add_subdirectory(OutputGLInfo)
add_subdirectory(NullWindow)
add_subdirectory(DirectGLRender)
add_subdirectory(DirectGLTexture)
add_subdirectory(TextureSampler)
# add_subdirectory(DrawTriangle)

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@ -0,0 +1,4 @@
add_executable(TextureSampler main.cpp TGATexture.cpp)
target_link_libraries(TextureSampler PRIVATE ${ULRE})

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@ -0,0 +1,153 @@
#include<GLEWCore/glew.h>
#include<hgl/type/DataType.h>
#include<fstream>
#include<iostream>
namespace hgl
{
namespace graph
{
namespace
{
#pragma pack(push,1)
struct TGAHeader
{
uint8 id;
uint8 color_map_type;
uint8 image_type; // 1 colormap image ,2 true-color,3 grayscale
uint16 color_map_first;
uint16 color_map_length;
uint8 color_map_size;
uint16 x_origin;
uint16 y_origin;
uint16 width;
uint16 height;
uint8 bit;
uint8 image_desc;
};
union TGAImageDesc
{
//不要把此union放到上面的struct中否则Visual C++会将此union编译成4字节。GCC无此问题
uint8 image_desc;
struct
{
uint alpha_depth:4;
uint reserved:1;
uint direction:1; //0 lower-left,1 upper left
};
};
#pragma pack(pop)
}//namespace
bool LoadTGATexture(const std::string &filename,GLuint &tex_id)
{
std::ifstream file;
file.open(filename,std::ifstream::in|std::ifstream::binary);
if(!file.is_open())
{
std::cerr<<"[ERROR] open file<"<<filename.c_str()<<"> failed."<<std::endl;
return(false);
}
file.seekg(0,std::ifstream::end);
const int file_length=file.tellg();
char *data=new char[file_length];
file.seekg(0,std::ifstream::beg);
file.read(data,file_length);
file.close();
TGAHeader *header=(TGAHeader *)data;
uint videomemory_format;
uint source_format;
uint line_size=0;
if(header->image_type==2)
{
if(header->bit==24)
{
videomemory_format=GL_RGB8;
source_format=GL_BGR;
line_size=header->width*3;
}
else if(header->bit==32)
{
videomemory_format=GL_RGBA8;
source_format=GL_BGRA;
line_size=header->width*4;
}
}
else if(header->image_type==3&&header->bit==8)
{
videomemory_format=GL_R8;
source_format=GL_RED;
line_size=header->width;
}
else
{
std::cerr<<"[ERROR] Image format error,filename: "<<filename.c_str()<<std::endl;
delete[] data;
return(false);
}
glCreateTextures(GL_TEXTURE_2D,1,&tex_id);
glTextureStorage2D(tex_id,1,videomemory_format,header->width,header->height);
TGAImageDesc img_desc;
img_desc.image_desc=header->image_desc;
if(img_desc.direction==1)
glTextureSubImage2D(tex_id,0,0,0,header->width,header->height,source_format,GL_UNSIGNED_BYTE,data+sizeof(TGAHeader));
else
{
char *new_img=new char[line_size*header->height];
char *sp=data+sizeof(TGAHeader)+line_size*(header->height-1);
char *tp=new_img;
for(int i=0;i<header->height;i++)
{
memcpy(tp,sp,line_size);
tp+=line_size;
sp-=line_size;
}
glTextureSubImage2D(tex_id,0,0,0,header->width,header->height,source_format,GL_UNSIGNED_BYTE,new_img);
delete[] new_img;
}
glGenerateTextureMipmap(tex_id);
std::cout<<"load image file<"<<filename.c_str()<<">:<"<<header->width<<"x"<<header->height<<"> to texture ok"<<std::endl;
delete[] data;
return(true);
}
GLuint CreateSamplerObject(GLint min_filter,GLint mag_filter,GLint clamp,const GLfloat *border_color)
{
GLuint sampler_object;
glGenSamplers(1,&sampler_object);
glSamplerParameteri(sampler_object,GL_TEXTURE_MIN_FILTER,min_filter);
glSamplerParameteri(sampler_object,GL_TEXTURE_MAG_FILTER,mag_filter);
glSamplerParameteri(sampler_object,GL_TEXTURE_WRAP_S,clamp);
glSamplerParameteri(sampler_object,GL_TEXTURE_WRAP_T,clamp);
glSamplerParameterfv(sampler_object,GL_TEXTURE_BORDER_COLOR,border_color);
return(sampler_object);
}
}//namespace graph
}//namespace hgl

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@ -0,0 +1,212 @@
#include<hgl/graph/RenderDevice.h>
#include<hgl/graph/RenderDriver.h>
#include<hgl/graph/RenderWindow.h>
#include<iostream>
#include<GLEWCore/glew.h>
#include<hgl/graph/Shader.h>
#include<hgl/math/Math.h>
#include<hgl/graph/VertexArray.h>
using namespace hgl;
using namespace hgl::graph;
constexpr uint screen_width=640;
constexpr uint screen_height=640;
GLuint texture_id=0;
GLuint sampler_id=0;
namespace hgl
{
namespace graph
{
bool LoadTGATexture(const std::string &filename,GLuint &tex_id);
GLuint CreateSamplerObject(GLint min_filter,GLint mag_filter,GLint clamp,const GLfloat *border_color);
}
}
constexpr char vertex_shader[]=R"(
#version 330 core
in vec2 Vertex;
in vec2 TexCoord;
out vec2 FragmentTexCoord;
void main()
{
FragmentTexCoord=TexCoord;
gl_Position=vec4(Vertex,0.0,1.0);
})";
constexpr char fragment_shader[]=R"(
#version 330 core
uniform sampler2D TextureLena;
in vec2 FragmentTexCoord;
out vec4 FragColor;
void main()
{
FragColor=texture(TextureLena,FragmentTexCoord);
})";
Shader shader;
bool InitShader()
{
if(!shader.AddVertexShader(vertex_shader))
return(false);
if(!shader.AddFragmentShader(fragment_shader))
return(false);
if(!shader.Build())
return(false);
if(!shader.Use())
return(false);
return(true);
}
VB2f *vb_vertex=nullptr;
VB2f *vb_texcoord=nullptr;
VertexArray *va=nullptr;
constexpr float vertex_data[]={ -0.75f, 0.75f,
-0.75f,-0.75f,
0.75f, 0.75f,
0.75f,-0.75f
};
constexpr float texcoord_data[]={ -0.25,-0.25,
-0.25, 1.25,
1.25,-0.25,
1.25, 1.25 };
void BindVBO2VAO(const int vao,const int binding_index,const int shader_location,VertexBufferBase *vb)
{
glVertexArrayAttribBinding(vao,shader_location,binding_index);
glVertexArrayAttribFormat(vao,shader_location,vb->GetComponent(),vb->GetDataType(),GL_FALSE,0);
glEnableVertexArrayAttrib(vao,shader_location);
glVertexArrayVertexBuffer(vao,binding_index,vb->GetBufferIndex(),0,vb->GetStride());
}
void InitVertexBuffer()
{
vb_vertex=new VB2f(4,vertex_data);
vb_texcoord=new VB2f(4,texcoord_data);
va=new VertexArray(GL_TRIANGLE_STRIP, //画三角形条
2); //两个属性
const int vertex_location=shader.GetAttribLocation("Vertex"); ///<取得顶点数据输入流对应的shader地址
const int texcoord_location=shader.GetAttribLocation("TexCoord"); ///<取得纹理坐标数据输入流对应的shader地址
int binding_index=0; //绑定点
const int vao=va->GetVAO();
va->SetVertexBuffer(vb_vertex);
va->AddVertexAttribBuffer(vb_texcoord);
BindVBO2VAO(vao,binding_index,vertex_location,vb_vertex);
++binding_index;
BindVBO2VAO(vao,binding_index,texcoord_location,vb_texcoord);
}
bool InitTexture()
{
if(!LoadTGATexture("lena.tga",texture_id))
return(false);
const GLfloat border_color[4]={1,1,0,1};
sampler_id=CreateSamplerObject(GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, GL_CLAMP_TO_BORDER,border_color);
int texture_location=shader.GetUniformLocation("TextureLena");
glBindTextureUnit(0,texture_id);
glBindSampler(0,sampler_id);
shader.SetUniform1i(texture_location,0);
return(true);
}
constexpr GLfloat clear_color[4]=
{
77.f/255.f,
78.f/255.f,
83.f/255.f,
1.f
};
constexpr GLfloat clear_depth=1.0f;
void draw()
{
glClearBufferfv(GL_COLOR,0,clear_color);
glClearBufferfv(GL_DEPTH,0,&clear_depth);
va->Draw();
}
int main(void)
{
RenderDevice *device=CreateRenderDeviceGLFW();
if(!device)
{
std::cerr<<"Create RenderDevice(GLFW) failed."<<std::endl;
return -1;
}
if(!device->Init())
{
std::cerr<<"Init RenderDevice(GLFW) failed."<<std::endl;
return -2;
}
WindowSetup ws;
ws.Name=U8_TEXT("Direct use \"OpenGL Core API\" Render");
RenderSetup rs;
RenderWindow *win=device->Create(screen_width,screen_height,&ws,&rs);
win->MakeToCurrent(); //切换当前窗口到前台
InitOpenGLDebug(); //初始化OpenGL调试输出
if(!InitShader())
{
std::cerr<<"init shader failed."<<std::endl;
return -3;
}
InitVertexBuffer();
if(!InitTexture())
return -4;
win->Show();
while(win->IsOpen())
{
draw();
win->SwapBuffer(); //交换前后台显示缓冲区
win->PollEvent(); //处理窗口事件
}
delete win;
delete device;
return 0;
}