This commit is contained in:
jie 2023-10-12 15:07:58 +08:00
parent 8e128f2d42
commit e439893fd1
9 changed files with 332 additions and 3 deletions

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@ -26,10 +26,19 @@ ELSE(WIN32)
MESSAGE(STATUS "WIN32")
set(CMAKE_PREFIX_PATH D:/document/lib/)
set(THIRD_LIB_DIR D:/document/lib/)
#opencv
include_directories(${THIRD_LIB_DIR}/opencv/opencv/build/include)
link_directories(${THIRD_LIB_DIR}/opencv/opencv/build/x64/vc15/lib)
set(OpenCV_LIBS
opencv_world460d.lib
)
#glad
include_directories(${THIRD_LIB_DIR}/glad/glad3.3/include)
set(GLAD_SRCS ${THIRD_LIB_DIR}/glad/glad3.3/src/glad.c
src/practice_1.cpp)
src/triangle.cpp
src/shaderService.cpp
src/texture.cpp
src/stb_image.cpp)
#glfw
include_directories(${THIRD_LIB_DIR}/glfw/glfw-3.3.8.bin.WIN64/glfw-3.3.8.bin.WIN64/include)
link_directories(${THIRD_LIB_DIR}/glfw/glfw-3.3.8.bin.WIN64/glfw-3.3.8.bin.WIN64/lib-vc2022)
@ -51,5 +60,6 @@ ELSE(WIN32)
target_link_libraries(${PROJECT_N}
${Glfw_LIBS}
${Opengl_LIBS}
${OpenCV_LIBS}
)
endif ()

38
include/shaderService.h Normal file
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@ -0,0 +1,38 @@
//
// Created by jie on 2023/10/11.
//
#ifndef LEARNOPENGL_SHADERHELPER_H
#define LEARNOPENGL_SHADERHELPER_H
#include "glad/glad.h"
#include <filesystem>
#include <type_traits>
class ShaderService {
private:
unsigned int programId;
public:
ShaderService(const std::filesystem::path &vertexShaderPath, const std::filesystem::path &fragShaderPath);
bool CheckShader(unsigned int shaderIndex, bool isProgram = false);
void Use();
template<typename T>
requires std::is_same_v<T, bool> || std::is_same_v<T, int> || std::is_same_v<T, float>
void SetUniform(std::string_view name, T value);
};
template<typename T>
requires std::is_same_v<T, bool> || std::is_same_v<T, int> || std::is_same_v<T, float>
void ShaderService::SetUniform(std::string_view name, T value) {
if constexpr (std::is_same_v<T, bool>) {
glUniform1i(glGetUniformLocation(programId, name.data()), (int) value);
} else if constexpr (std::is_same_v<T, int>) {
glUniform1i(glGetUniformLocation(programId, name.data()), value);
} else if constexpr (std::is_same_v<T, float>) {
glUniform1f(glGetUniformLocation(programId, name.data()), value);
}
}
#endif //LEARNOPENGL_SHADERHELPER_H

23
include/texture.h Normal file
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@ -0,0 +1,23 @@
//
// Created by jie on 2023/10/11.
//
#ifndef LEARNOPENGL_TEXTURE_H
#define LEARNOPENGL_TEXTURE_H
#include "pch.h"
#include "shaderService.h"
namespace TEXTURE {
int Texture();
void frameBufferSizeChange(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
void CheckShader(unsigned int shaderIndex, bool isPorgram = false);
}
#endif //LEARNOPENGL_TEXTURE_H

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@ -1,7 +1,9 @@
#include <iostream>
#include "texture.h"
#include "triangle.h"
int main(int argc, char **const argv) {
PRACTICE::Practice1();
return 0;
// TRIANGLE::Practice1();
auto res = TEXTURE::Texture();
return res ;
}

13
shaders/texture.frag Normal file
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@ -0,0 +1,13 @@
#version 330 core
in vec2 ourTexCoord;
in vec3 ourColor;
out vec4 fragColor;
uniform sampler2D ourTexture1;
uniform sampler2D ourTexture2;
uniform float mixCount;
void main() {
// fragColor = texture(ourTexture1, ourTexCoord);
fragColor = mix(texture(ourTexture1, ourTexCoord), texture(ourTexture2, vec2(-ourTexCoord.x, ourTexCoord.y)), mixCount);
//fragColor = mix(texture(ourTexture1, ourTexCoord), texture(ourTexture2, vec2(1.0 - ourTexCoord.x, ourTexCoord.y)), 0.2);
}

11
shaders/texture.vert Normal file
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@ -0,0 +1,11 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 ourTexCoord;
void main() {
gl_Position=vec4(aPos, 1.0f);
ourColor = aColor;
ourTexCoord = aTexCoord;
}

72
src/shaderService.cpp Normal file
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@ -0,0 +1,72 @@
//
// Created by jie on 2023/10/11.
//
#include "shaderService.h"
#include <fstream>
#include <iostream>
ShaderService::ShaderService(const std::filesystem::path &vertexShaderPath,
const std::filesystem::path &fragShaderPath) {
if(!(exists(vertexShaderPath) && exists(fragShaderPath))){
return;
}
std::stringstream ss, sss;
std::ifstream verIn{};
std::ifstream fragIn{};
verIn.open(vertexShaderPath);
fragIn.open(fragShaderPath);
ss << verIn.rdbuf();
const auto vertexSource = ss.str();
sss << fragIn.rdbuf();
const auto fragmentSource = sss.str();
verIn.close();fragIn.close();
const char* vSource = vertexSource.c_str();
const char* fSource = fragmentSource.c_str();
unsigned int frag, vertex;
frag = glCreateShader(GL_FRAGMENT_SHADER);
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vSource, nullptr);
glShaderSource(frag, 1, &fSource, nullptr);
glCompileShader(vertex);
glCompileShader(frag);
if(const auto res = (CheckShader(vertex) && CheckShader(frag));!res){
return;
}
programId = glCreateProgram();
glAttachShader(programId, vertex);
glAttachShader(programId, frag);
glLinkProgram(programId);
CheckShader(programId, true);
glDeleteShader(vertex);
glDeleteShader(frag);
}
void ShaderService::Use() {
glUseProgram(programId);
}
bool ShaderService::CheckShader(const unsigned int shaderIndex, bool isProgram) {
int successful;
char logInfo[512];
if (isProgram) {
glad_glGetProgramiv(shaderIndex, GL_LINK_STATUS, &successful);
} else {
glad_glGetShaderiv(shaderIndex, GL_COMPILE_STATUS, &successful);
}
if (!successful) {
if (isProgram) {
glad_glGetProgramInfoLog(shaderIndex, 512, nullptr, logInfo);
std::cout<<logInfo<<std::endl;
} else {
glad_glGetShaderInfoLog(shaderIndex, 512, nullptr, logInfo);
std::cout<<logInfo<<std::endl;
}
return false;
}
return true;
}

5
src/stb_image.cpp Normal file
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@ -0,0 +1,5 @@
//
// Created by jie on 2023/10/12.
//
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

155
src/texture.cpp Normal file
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@ -0,0 +1,155 @@
//
// Created by jie on 2023/10/11.
//
#include "texture.h"
#include "iostream"
#include "stb_image.h"
#include "opencv2/opencv.hpp"
#define STB_IMAGE_IMPLEMENTATION
using namespace std::literals::chrono_literals;
namespace TEXTURE {
static float mixValue = 0.5f;
void frameBufferSizeChange(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
if(mixValue < 1.0) mixValue += 0.01f;
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
if(mixValue > 0) mixValue -= 0.01f;
}
}
void CheckShader(unsigned int shaderIndex, bool isPorgram) {
int successful;
char logInfo[512];
if (isPorgram) {
glad_glGetProgramiv(shaderIndex, GL_LINK_STATUS, &successful);
} else {
glad_glGetShaderiv(shaderIndex, GL_COMPILE_STATUS, &successful);
}
if (!successful) {
if (isPorgram) {
glad_glGetProgramInfoLog(shaderIndex, 512, nullptr, logInfo);
} else {
glad_glGetShaderInfoLog(shaderIndex, 512, nullptr, logInfo);
}
std::cout << logInfo << std::endl;
}
}
int Texture() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(800, 600, "Windows", nullptr, nullptr);
if (window == nullptr) {
return -1;
}
glfwMakeContextCurrent(window);
glfwSetWindowSizeCallback(window, frameBufferSizeChange);
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
auto error = glad_glGetError();
return static_cast<int>(error);
}
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
unsigned int VAO, VBO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *) 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *) (3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *) (6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
auto wall = cv::imread("../../resources/container.jpg");
auto awesomeFace = cv::imread("../../resources/awesomeface.png");
cv::flip(awesomeFace, awesomeFace, 0);
unsigned int texture[2];
glGenTextures(2, texture);
glBindTexture(GL_TEXTURE_2D, texture[0]);
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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, wall.cols, wall.rows, 0, GL_BGR, GL_UNSIGNED_BYTE, wall.data);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[1]);
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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, awesomeFace.cols, awesomeFace.rows, 0, GL_BGR, GL_UNSIGNED_BYTE,
awesomeFace.data);
glGenerateMipmap(GL_TEXTURE_2D);
auto shader = ShaderService("../../shaders/texture.vert",
"../../shaders/texture.frag");
shader.Use();
shader.SetUniform<int>("ourTexture1", 0);
shader.SetUniform<int>("ourTexture2", 1);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(.2f, .3f, .3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader.Use();
// std::this_thread::sleep_for(5ms);
shader.SetUniform("mixCount", mixValue);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glUseProgram(shaderProgram[1]);
// glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &EBO);
glfwTerminate();
return 0;
}
}