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gl_texture.cpp
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// This example demonstrates how to use texture as input for a shader
// Notice that we now have two vertex buffer objects to feed the shader
// The texture itself is loaded raw RGB from a file directly into OpenGL
#include <iostream>
#include <vector>
#include <string>
#include <fstream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
const unsigned int SIZE = 512;
GLuint ShaderProgram(const std::string &vertex_shader_file, const std::string &fragment_shader_file) {
// Create shaders
auto vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
auto fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
auto result = GL_FALSE;
auto info_length = 0;
// Load shader code
std::ifstream vertex_shader_stream(vertex_shader_file);
std::string vertex_shader_code((std::istreambuf_iterator<char>(vertex_shader_stream)), std::istreambuf_iterator<char>());
std::ifstream fragment_shader_stream(fragment_shader_file);
std::string fragment_shader_code((std::istreambuf_iterator<char>(fragment_shader_stream)), std::istreambuf_iterator<char>());
// Compile vertex shader
std::cout << "Compiling Vertex Shader ..." << std::endl;
auto vertex_shader_code_ptr = vertex_shader_code.c_str();
glShaderSource(vertex_shader_id, 1, &vertex_shader_code_ptr, NULL);
glCompileShader(vertex_shader_id);
// Check vertex shader log
glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_length);
std::string vertex_shader_log((unsigned int)info_length, ' ');
glGetShaderInfoLog(vertex_shader_id, info_length, NULL, &vertex_shader_log[0]);
std::cout << vertex_shader_log << std::endl;
}
// Compile fragment shader
std::cout << "Compiling Fragment Shader ..." << std::endl;
auto fragment_shader_code_ptr = fragment_shader_code.c_str();
glShaderSource(fragment_shader_id, 1, &fragment_shader_code_ptr, NULL);
glCompileShader(fragment_shader_id);
// Check fragment shader log
glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_length);
std::string fragment_shader_log((unsigned long)info_length, ' ');
glGetShaderInfoLog(fragment_shader_id, info_length, NULL, &fragment_shader_log[0]);
std::cout << fragment_shader_log << std::endl;
}
// Create and link the program
std::cout << "Linking Shader Program ..." << std::endl;
auto program_id = glCreateProgram();
glAttachShader(program_id, vertex_shader_id);
glAttachShader(program_id, fragment_shader_id);
glBindFragDataLocation(program_id, 0, "FragmentColor");
glLinkProgram(program_id);
// Check program log
glGetProgramiv(program_id, GL_LINK_STATUS, &result);
if (result == GL_FALSE) {
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_length);
std::string program_log((unsigned long)info_length, ' ');
glGetProgramInfoLog(program_id, info_length, NULL, &program_log[0]);
std::cout << program_log << std::endl;
}
glDeleteShader(vertex_shader_id);
glDeleteShader(fragment_shader_id);
return program_id;
}
void InitializeGeometry(GLuint program_id) {
// Generate a vertex array object
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Setup geometry
std::vector<GLfloat> vertex_buffer {
// x, y
1.0f, 1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
-1.0f, -1.0f
};
// Generate a vertex buffer object
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertex_buffer.size() * sizeof(GLfloat), vertex_buffer.data(), GL_STATIC_DRAW);
// Setup vertex array lookup
auto position_attrib = glGetAttribLocation(program_id, "Position");
glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(position_attrib);
// Generate another vertex buffer object for texture coordinates
std::vector<GLfloat> texcoord_buffer {
// u, v
1.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
GLuint tbo;
glGenBuffers(1, &tbo);
glBindBuffer(GL_ARRAY_BUFFER, tbo);
glBufferData(GL_ARRAY_BUFFER, texcoord_buffer.size() * sizeof(GLfloat), texcoord_buffer.data(), GL_STATIC_DRAW);
auto texcoord_attrib = glGetAttribLocation(program_id, "TexCoord");
glVertexAttribPointer(texcoord_attrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(texcoord_attrib);
}
// Load a new image from a raw RGB file directly into OpenGL memory
GLuint LoadImage(const std::string &image_file, unsigned int width, unsigned int height) {
// Create new texture object
GLuint texture_id;
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
// Set mipmaps
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Read raw data
std::ifstream image_stream(image_file, std::ios::binary);
// Setup buffer for pixels (r,g,b bytes), since we will not manipulate the image just keep it as char
std::vector<char> buffer(width*height*3);
image_stream.read(buffer.data(), buffer.size());
image_stream.close();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer.data());
return texture_id;
}
int main() {
// Initialize GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW!" << std::endl;
return EXIT_FAILURE;
}
// Setup OpenGL context
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Try to create a window
auto window = glfwCreateWindow( SIZE, SIZE, "OpenGL", NULL, NULL);
if (window == NULL) {
std::cerr << "Failed to open GLFW window, your graphics card is probably only capable of OpenGL 2.1" << std::endl;
glfwTerminate();
return EXIT_FAILURE;
}
// Finalize window setup
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = GL_TRUE;
glewInit();
if (!glewIsSupported("GL_VERSION_3_3")) {
std::cerr << "Failed to initialize GLEW with OpenGL 3.3!" << std::endl;
glfwTerminate();
return EXIT_FAILURE;
}
// Load shaders
auto program_id = ShaderProgram("gl_texture.vert", "gl_texture.frag");
glUseProgram(program_id);
InitializeGeometry(program_id);
// Load and bind texture
auto texture_id = LoadImage("lena.rgb", SIZE, SIZE);
auto texture_attrib = glGetUniformLocation(program_id, "Texture");
glUniform1i(texture_attrib, 0);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, texture_id);
// Main execution loop
while (!glfwWindowShouldClose(window)) {
// Set gray background
glClearColor(.5f,.5f,.5f,0);
// Clear depth and color buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw triangles using the program
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Display result
glfwSwapBuffers(window);
glfwPollEvents();
}
// Clean up
glfwTerminate();
return EXIT_SUCCESS;
}