第一步:设置所须要的OpenGL环境
设置上下文环境
删除已经存在的渲染的缓存
设置颜色缓存
设置帧缓存
清除缓存
设置窗口大小
开启功能
编译shander
使用program
获取shader中的属性和uniform索引数组
第二步:绘制图片
获取图片数据而且的到对应的纹理id
指定纹理,绑定纹理
开始对图形进行渲染
(
启用顶点属性数组纹理坐标,将纹理坐标传递到shader中
启用顶点属性数组顶点坐标,将顶点坐标传递到shader中
启用索引数组
开始绘制
)
解绑纹理xcode
此次实现的过程有些艰难啊,走了不少的弯路,不过也所以学到蛮多的,本身写的怎么都运行不了,可是在别人的基础上运行就不行,其中错误的地方有:1.纹理的数据错误,使用png的库失败;2.绘制函数的参数错误;3.使用新版本的glsl语言版本,可是xcode并不支持,并不熟悉期间的语言版本迭代;缓存
实现代码:函数
#include "SOIL.h" static void error_callback(int error, const char* description) { fprintf(stderr, "Error: %s\n", description); } int main(void) { GLFWwindow* window; glfwSetErrorCallback(error_callback); if (!glfwInit()) exit(EXIT_FAILURE); window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); if (!window) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; glewInit(); glfwSwapInterval(1); glViewport(0, 0, 640, 480); bool ret = getImageData("/Users/staff/Desktop/Moni/Moni/wall.png"); if (!ret) { cout << "get iamge data is failed." << endl; } else { cout << "get iamge data is success." << endl; //测试图片数据 // FILE * file; // file = fopen("/Users/staff/Desktop/abc.png","wb"); // if (file) // { // fwrite(_sp_image_data.getBytes(),1,_sp_image_data.getSize(), file); // } // fclose(file); } // 第一行和第三行不是严格必须的,默认使用GL_TEXTURE0做为当前激活的纹理单元 /** * GL_TEXTURE_2D表示操做2D纹理 * 建立纹理对象, * 绑定纹理对象, */ glPixelStorei(GL_UNPACK_ALIGNMENT, 8); glGenTextures(1, &_sp_textureID); glBindTexture(GL_TEXTURE_2D, _sp_textureID); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); // glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); // glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); /** * 将图像数据传递给到GL_TEXTURE_2D中, 因其于textureID纹理对象已经绑定,因此即传递给了textureID纹理对象中。 * glTexImage2d会将图像数据从CPU内存经过PCIE上传到GPU内存。 * 不使用PBO时它是一个阻塞CPU的函数,数据量大会卡 */ // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _sp_image_size.getX(), _sp_image_size.getY(), 0, GL_RGBA, GL_UNSIGNED_BYTE, _sp_image_data.getBytes()); // glGenerateMipmap(GL_TEXTURE_2D); int width, height; unsigned char* image = SOIL_load_image("/Users/staff/Desktop/fgh/fgh/wall.jpg", &width, &height, 0, SOIL_LOAD_RGB); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); glBindTexture(GL_TEXTURE_2D, 0); _vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(_vertexShader, 1, &CCPositionTextureColorVert, NULL); glCompileShader(_vertexShader); GLint status; glGetShaderiv(_vertexShader, GL_COMPILE_STATUS, &status); if (!status) { GLint infoLen = 0; glGetShaderiv(_vertexShader, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen) { char* infoLog = static_cast<char *>(malloc(sizeof(char) * infoLen)); glGetShaderInfoLog(_vertexShader, infoLen, NULL, infoLog); cout << "compile vert shader wrong..." << infoLog << endl; } } else { cout << "compile vert shader success..." << endl; } _fragShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(_fragShader, 1, &CCPositionTextureColorFrag, NULL); glCompileShader(_fragShader); glGetShaderiv(_fragShader, GL_COMPILE_STATUS, &status); if (!status) { GLint infoLen = 0; glGetShaderiv(_fragShader, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen) { char* infoLog = static_cast<char *>(malloc(sizeof(char) * infoLen)); glGetShaderInfoLog(_fragShader, infoLen, NULL, infoLog); cout << "compile frag shader wrong..." << infoLog << endl; } } else { cout << "compile vert frag success..." << endl; } _program = glCreateProgram(); glAttachShader(_program, _vertexShader); glAttachShader(_program, _fragShader); glLinkProgram(_program); glGetProgramiv(_program, GL_LINK_STATUS, &status); if (status == GL_FALSE) { GLint infoLen = 0; glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen) { char* infoLog = static_cast<char *>(malloc(sizeof(char) * infoLen)); glGetProgramInfoLog(_program, infoLen, NULL, infoLog); cout << "link program wrong..." << infoLog << endl; } } else { cout << "the program link success." << endl; } //设置顶点数据(和缓冲)和属性指针 GLfloat vertices[] = { // Positions // Colors // Texture Coords 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f, 0.1f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 2.0f, 0.8f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.8f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.1f }; GLuint indices[] = { 0, 1, 3, 1, 2, 3 }; GLuint VBO, VAO, EBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); 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); GLuint _positionSlot = glGetAttribLocation(_program, "position"); GLuint _colorSlot = glGetAttribLocation(_program, "color"); GLuint _textureCoordsSlot = glGetAttribLocation(_program, "texCoord"); //GLuint _textureSlot = glGetUniformLocation(shader.program, "ourTexture"); glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(_positionSlot); glVertexAttribPointer(_colorSlot, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(_colorSlot); glVertexAttribPointer(_textureCoordsSlot, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(_textureCoordsSlot); glBindVertexArray(0); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); int width, height; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); //use glUseProgram(_program); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, _sp_textureID); // 绑定,便可从_textureID中取出图像数据 glUniform1i(glGetUniformLocation(_program, "ourTexture1"), 0); //draw glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); glfwPollEvents(); glfwSwapBuffers(window); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); }
上面是主程序的代码,除了这个,还须要顶点shader和片元shader;其实这里有个坑,就是glsl的语言版本,越望越后面,增长了更多的新 功能,致使我不认识,从而使用了新版本的,同时xcode只更新了到了2.0上,其余版本在xcode并不能使用,所以导编编译失败。测试
const char* CCPositionTextureColorVert = STRINGIFY( attribute vec3 position; attribute vec3 color; attribute vec2 texCoord; varying vec3 ourColor; varying vec2 TexCoord; void main() { gl_Position = vec4(position, 1.0); ourColor = color; TexCoord = texCoord; } );
const char* CCPositionTextureColorFrag = STRINGIFY( varying vec3 ourColor; varying vec2 TexCoord; //varying vec4 color; uniform sampler2D ourTexture1; uniform sampler2D ourTexture2; uniform float mixValue; void main() { gl_FragColor = mix(texture2D(ourTexture1, TexCoord) * vec4(ourColor, 1.0), texture2D(ourTexture2, vec2(-TexCoord.x, TexCoord.y)), mixValue); } );