OpenGL Core Profile赢得了纹理四元组

时间:2014-09-14 02:02:11

标签: c++ opencv opengl

我编写了以下代码,使用GLFW在两个不同的显示器上显示两个图像。当我尝试运行OPENGL_CORE_PROFILE时,它会搞砸,我的图像不会出现。

相反,屏幕只是保持黑色。但是,当我不使用核心配置文件时,图像显示在屏幕上就好了。我需要使用核心配置文件,因此我可以使用OpenGL 3.3和330着色器。

我目前用于纹理四边形的方法是错误的,使用OpenGL 3.3显示和图像的最佳方法是什么?

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <opencv2/highgui/highgui.hpp>
#include <opencv2/core/core.hpp>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <iostream>

static GLuint tex_lite;
static GLuint tex_dark;

static GLuint tex_front;
static GLuint tex_back;

float ratio;
int width, height;

char *textFileRead(char *fn) {


    FILE *fp;
    char *content = NULL;

    int count=0;

    if (fn != NULL) {
        fp = fopen(fn,"rt");

        if (fp != NULL) {

      fseek(fp, 0, SEEK_END);
      count = ftell(fp);
      rewind(fp);

            if (count > 0) {
                content = (char *)malloc(sizeof(char) * (count+1));
                count = fread(content,sizeof(char),count,fp);
                content[count] = '\0';
            }
            fclose(fp);
        }
    }
    return content;
}

void printLog(GLuint obj)
{
    int infologLength = 0;
    int maxLength;

    if(glIsShader(obj))
        glGetShaderiv(obj,GL_INFO_LOG_LENGTH,&maxLength);
    else
        glGetProgramiv(obj,GL_INFO_LOG_LENGTH,&maxLength);

    char infoLog[maxLength];

    if (glIsShader(obj))
        glGetShaderInfoLog(obj, maxLength, &infologLength, infoLog);
    else
        glGetProgramInfoLog(obj, maxLength, &infologLength, infoLog);

    if (infologLength > 0)
        printf("%s\n",infoLog);
}

void image2texture(cv::Mat Image,GLuint &texName, int i)
{
    glClearColor (0.0, 0.0, 0.0, 0.0);
    glShadeModel(GL_FLAT);
    glEnable(GL_DEPTH_TEST);

    glActiveTexture(GL_TEXTURE0+i);
    glGenTextures(1, &texName);
    glBindTexture(GL_TEXTURE_2D, texName);

    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_MAG_FILTER, 
                    GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
                    GL_NEAREST);

    glTexImage2D(GL_TEXTURE_2D, 0, 3, Image.cols, Image.rows, 0, GL_BGR,
                 GL_UNSIGNED_BYTE, Image.data);
}

static void error_callback(int error, const char* description)
{
    fputs(description, stderr);
}

GLuint linkShader(char* vert, char* frag)
{
    GLuint v,f,p;

    char *vs = NULL,*fs = NULL;

    v = glCreateShader(GL_VERTEX_SHADER);
    f = glCreateShader(GL_FRAGMENT_SHADER);

    vs = textFileRead(vert);
    fs = textFileRead(frag);

    const char * ff = fs;
    const char * vv = vs;

    glShaderSource(v, 1, &vv,NULL);
    glShaderSource(f, 1, &ff,NULL);

    free(vs);free(fs);

    glCompileShader(v);
    glCompileShader(f);

    p = glCreateProgram();
    glAttachShader(p,f);
    glAttachShader(p,v);

    glLinkProgram(p);

    return p;
}

static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);
}

void checkWindow(GLFWwindow* window)
{
    if (!window)
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }
}

int main(void)
{
    GLFWwindow* window_back;
    GLFWwindow* window_front;

    glfwSetErrorCallback(error_callback);

    if ( !glfwInit() )
    {
        exit(EXIT_FAILURE);
    }

    cv::Mat image_lite = cv::imread("lena.tiff");
    cv::Mat image_dark = cv::imread("lena.tiff");

    cv::flip(image_lite, image_lite, 0);
    cv::flip(image_dark, image_dark, 0);

    int count;
    GLFWmonitor** monitors = glfwGetMonitors(&count);

    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);

    if (count >= 2)
    {
        window_front = glfwCreateWindow(1680,1050,"Front Screen",monitors[0],NULL);
        window_back = glfwCreateWindow(1280,800,"Back Screen",monitors[1],NULL);
        glewInit();
    }
    else
    {
        exit(EXIT_FAILURE);
    }

    checkWindow(window_front);
    checkWindow(window_back);

    glfwMakeContextCurrent(window_front);
    glfwSetKeyCallback(window_front, key_callback);

    glewExperimental = GL_TRUE;
    GLenum err = glewInit();
    if(err!=GLEW_OK)
    {
        std::cout<<"glewInit failed, aborting."<<std::endl;
    }

    std::cout << glGetString(GL_RENDERER) << std::endl;
    std::cout << glGetString(GL_VENDOR) << std::endl;
    std::cout << glGetString(GL_VERSION) << std::endl;
    std::cout << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;

    while (!glfwWindowShouldClose(window_front) && !glfwWindowShouldClose(window_back))
    {

        glfwMakeContextCurrent(window_front);
        glfwSetKeyCallback(window_front, key_callback);

        glfwGetFramebufferSize(window_front, &width, &height);
        ratio = width / (float) height;
        glViewport(0,0,width,height);

        image2texture(image_lite, tex_lite,0);

        // GLuint prg = linkShader("toon.vert","toon.frag");

        glClear(GL_COLOR_BUFFER_BIT);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glOrtho(-ratio,ratio,-1.f,1.f,-1.f,1.f);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();

        glActiveTexture(GL_TEXTURE0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glEnable(GL_TEXTURE_2D);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
        glBindTexture(GL_TEXTURE_2D, tex_lite);

        glBegin(GL_QUADS);
            glTexCoord2f(0.0, 0.0); glVertex3f(-1.0,-1.0,0.0);
            glTexCoord2f(0.0, 1.0); glVertex3f(-1.0,1.0,0.0);
            glTexCoord2f(1.0, 1.0); glVertex3f(1.0,1.0,0.0);
            glTexCoord2f(1.0, 0.0); glVertex3f(1.0,-1.0,0.0);
        glEnd();     
        glFlush();
        glfwSwapBuffers(window_front);
        glfwPollEvents();

        glfwMakeContextCurrent(window_back);
        glfwSetKeyCallback(window_back, key_callback);

        glfwGetFramebufferSize(window_back, &width, &height);
        ratio = width / (float) height;
        glViewport(0,0,width,height);

        image2texture(image_dark, tex_dark,1);

        glClear(GL_COLOR_BUFFER_BIT);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glOrtho(-ratio,ratio,-1.f,1.f,-1.f,1.f);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();

        glActiveTexture(GL_TEXTURE0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glEnable(GL_TEXTURE_2D);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
        glBindTexture(GL_TEXTURE_2D, tex_lite);

        glBegin(GL_QUADS);
            glTexCoord2f(0.0, 0.0); glVertex3f(-1.0,-1.0,0.0);
            glTexCoord2f(0.0, 1.0); glVertex3f(-1.0,1.0,0.0);
            glTexCoord2f(1.0, 1.0); glVertex3f(1.0,1.0,0.0);
            glTexCoord2f(1.0, 0.0); glVertex3f(1.0,-1.0,0.0);
        glEnd();
        glFlush();
        glfwSwapBuffers(window_back);
        glfwPollEvents();
    }
    glfwMakeContextCurrent(window_front);
    glfwDestroyWindow(window_front);
    glfwMakeContextCurrent(window_back);
    glfwDestroyWindow(window_back);

    glfwTerminate();
    exit(EXIT_SUCCESS);
}

1 个答案:

答案 0 :(得分:4)

您的代码在核心配置文件中完全无效。在核心配置文件中,多年前声明为“已弃用”的所有旧功能都是删除。不支持GL_QUADS基元类型,不支持使用glBegin()/glEnd()的立即模式渲染,不支持glEnable(GL_TEXTURE_2D);,不支持内置顶点属性,如texcoord和顶点位置,{{1}不支持渲染,不支持着色器(“固定功能管道”)。 GL_TEXTURE_ENV_MODEglMatrixMode()glLoadIdentity以及所有其他矩阵和矩阵堆栈相关函数也是如此。 glOrtho()也不支持内部格式“3”,您应该使用glTexImage2D()(之前也应该使用)。

如果要使用现代核心配置文件,则必须使用带有着色器的可编程管道,而不使用所有内置属性。您可以改为定义自己的通用属性。您必须将VBO用于几何体,将VAO用于顶点指针而不是立即模式。您还必须使用基于三角形的基元替换quad primitves。您将不得不使用自己的矩阵函数,或使用一些库。

您可能希望查看专门处理现代OpenGL的arcsynthesisopen.gl等教程。