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Game/Graphics

OpenGL-Tutorial 10 : Transparency

link : http://www.opengl-tutorial.org/kr/intermediate-tutorials/tutorial-10-transparency/


10번째 튜토리얼이다. 이번에는 투명도 바꾸는 것을 배우는 것 같다.



The alpha channel


알파 채널의 개념은 매우 간단하다. RGB 결과를 작성하는 대신에

// Ouput data : it's now a vec4
out vec4 color;

 처음 3개의 구성 요소는 .xyz swizzle 연산자로 액세스 되지만 마지막의 구성요소는 alpha 값이다.

color.a = 0.3;

비직관적으로 alphap = 투명도이다. 그리고 alpha = 1은 불투명을 의미하고 alpha = 0은 완전 투명을 의미한다.


여기서 알파 채널을 0.3으로 하드 코딩하기만 하면 된다. 그러나 uniform을 사용하거나 RGBA 텍스처에서 읽는 것이 좋다.

(TGA는 알파 채널을 지원하고 GLFW는 TGA를 지원한다)


결과는 다음과 같다. 우리가 그 메시를 들여다 볼 수 있기 때문에 "뒤"면이 없음을 알 수 있기 때문에 배면 컬링을 꺼야한다.
(glDisable (GL_CULL_FACE))



The Problem


문제! 여기에서는 50%의 alpha, 하나의 녹색 및 하나의 빨강으로 두 개의 사각형을 그렸다. 이것을 보면 순서가 중요하다는 것을 알 수 있다.


최종 색상은 적절한 깊이 인식을 위해 눈에 중요한 단서를 제공한다.



이 현상은 우리 현장에서 발생한다. 관점을 조금 바꾸어보자.




Usual solution


일반적인 해결책은 모든 투명 삼각형을 정렬하는 것이다.


1) 깊이 버퍼가 이미 숨겨진 투명 삼각형을 거부할 수 있도록 세계의 불투명 한 부분을 그린다.

2) 가장 멀리 떨어져있는 것부터 가장 가까이에 있는 것까지 투명 삼각형을 정렬한다.

3) 투명 삼각형을 그린다.


qsort(in C)또는 std::sort(in C++)로원하는 것을 정렬할 수 있다.




Order-Independent Transparency


엔진이 정말 최신 기술의 투명성을 필요로 하는 경우 많은 수의 기술들은 조사해볼 가치가 있다.


1) 2001년 최초의 Depth Peeling paper : pixel-perfect results, 하지만 가장 빠르지는 않다.

2) Dual Depth Peeling : 약간의 개선

3) 양동이 정렬에 관한 여러 논문. fragment의 배열을 사용한다. 셰이더에서 깊이별로 정렬한다.

4) ATI's Mecha Demo : 훌륭하고 빠르지만 구현하기 까다로운데 최근의 하드웨어를 요구한다. 연결된 fragment 목록을 사용한다.

5) Cyril Crassing's ATI 기술 변형 : 구현이 더 어렵다.


강력한 콘솔에서 실행되는 Little Big Planet과 같은 최근의 게임조차도 투명도 1층만 사용했다.




The blend function


이전 코드가 작동하려면 블렌드 기능을 설정해야한다.

// Enable blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

New color in framebuffer =
           current alpha in framebuffer * current color in framebuffer +
           (1 - current alpha in framebuffer) * shader's output color
new color = 0.5*(0,1,0) + (1-0.5)*(1,0.5,0.5); // (the red was already blended with the white background)
new color = (1, 0.75, 0.25) = the same orange


이번 튜토리얼은 이상한데서 꼬여서 자꾸 결과가 다르게 나왔다.



찌그러진 원숭이... 코드를 아무리 다시 봐도 무엇이 문제인지 몰랐는데 찾아보니! 버퍼부분에서 size 변수를 단체로 잘못 넣어줘서 


찌그러진것이었다.



원숭이 완성~!


이번 튜토리얼은 vertexshader는 손대지 않았다.


1) StandardShading.fragmentshader


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#version 330 core
 
in vec2 UV;
in vec3 Position_worldspace;
in vec3 Normal_cameraspace;
in vec3 EyeDirection_cameraspace;
in vec3 LightDirection_cameraspace;
 
out vec4 color;
 
uniform sampler2D myTextureSampler;
uniform mat4 MV;
uniform vec3 LightPosition_worldspace;
 
void main(){
 
    vec3 LightColor = vec3(1,1,1);
    float LightPower = 50.0f;
 
    vec3 MaterialDiffuseColor = texture(myTextureSampler, UV ).rgb;
    vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor;
    vec3 MaterialSpecularColor = vec3(0.3,0.3,0.3);
 
    float distance = length( LightPosition_worldspace - Position_worldspace );
 
    vec3 n = normalize( Normal_cameraspace );
    vec3 l = normalize( LightDirection_cameraspace );
 
    float cosTheta = clamp( dot( n,l), 0,1 );
 
    vec3 E = normalize(EyeDirection_cameraspace);
    vec3 R = reflect(-l,n);
 
    float cosAlpha = clamp( dot( E,R ), 0,1 );
 
    color.rgb = MaterialAmbientColor + 
    MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) +
    MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance);
 
    color.a = 0.3;
}
cs


2) source.cpp


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#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <vector>
#include <map>
#include <GL/glew.h>
#include <glfw3.h>
GLFWwindow* window;
 
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
using namespace glm;
 
#define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII
#define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII
#define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII
 
GLuint LoadShaders(const char *const char *);
GLuint loadBMP_custom(const char *);
GLuint loadDDS(const char *);
bool loadOBJ(
    const char *,
    std::vector<glm::vec3> &,
    std::vector<glm::vec2> &,
    std::vector<glm::vec3> &);
void indexVBO(
    std::vector<glm::vec3> & ,
    std::vector<glm::vec2> & ,
    std::vector<glm::vec3> & ,
 
    std::vector<unsigned short> & ,
    std::vector<glm::vec3> & ,
    std::vector<glm::vec2> & ,
    std::vector<glm::vec3> & 
);
 
 
//mouse-keyboard input
void computeMatricesFromInputs();
glm::mat4 getViewMatrix();
glm::mat4 getProjectionMatrix();
 
glm::mat4 ViewMatrix;
glm::mat4 ProjectionMatrix;
 
glm::mat4 getViewMatrix() {
    return ViewMatrix;
}
glm::mat4 getProjectionMatrix() {
    return ProjectionMatrix;
}
 
struct PackedVertex {
    glm::vec3 position;
    glm::vec2 uv;
    glm::vec3 normal;
    bool operator<(const PackedVertex that) const {
        return memcmp((void*)this, (void*)&that, sizeof(PackedVertex))>0;
    };
};
 
bool getSimilarVertexIndex_fast(
    PackedVertex & packed,
    std::map<PackedVertex, unsigned short> & VertexToOutIndex,
    unsigned short & result
) {
    std::map<PackedVertex, unsigned short>::iterator it = VertexToOutIndex.find(packed);
    if (it == VertexToOutIndex.end()) {
        return false;
    }
    else {
        result = it->second;
        return true;
    }
}
 
//포지션 초기화
glm::vec3 position = glm::vec3(005);
float horizontalAngle = 3.14f;
float verticalAngle = 0.0f;
float initialFoV = 45.0f;
 
float speed = 3.0f;
float mouseSpeed = 0.005f;
 
int main() {
 
    // Initialise GLFW
    if (!glfwInit())
    {
        fprintf(stderr, "Failed to initialize GLFW\n");
        getchar();
        return -1;
    }
 
    glfwWindowHint(GLFW_SAMPLES, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 
    // Open a window and create its OpenGL context
    window = glfwCreateWindow(1024768"QBOT_opengl"NULLNULL);
    if (window == NULL) {
        fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
        getchar();
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
 
    // Initialize GLEW
    glewExperimental = true;
    if (glewInit() != GLEW_OK) {
        fprintf(stderr, "Failed to initialize GLEW\n");
        getchar();
        glfwTerminate();
        return -1;
    }
 
    // Ensure we can capture the escape key being pressed below
    glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
 
    // Set the mouse at the center of the screen
    glfwPollEvents();
    glfwSetCursorPos(window, 1024 / 2768 / 2);
 
    // Dark blue background
    glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
 
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    //glEnable(GL_CULL_FACE);
 
    GLuint VertexArrayID;
    glGenVertexArrays(1&VertexArrayID);
    glBindVertexArray(VertexArrayID);
 
    //Shader를 불러온다.
    GLuint programID = LoadShaders("StandardShading.vertexshader""StandardShading.fragmentshader");
 
    //매트릭스ID 추가
    GLuint MatrixID = glGetUniformLocation(programID, "MVP");
    GLuint ViewMatrixID = glGetUniformLocation(programID, "V");
    GLuint ModelMatrixID = glGetUniformLocation(programID, "M");
 
    //어떠한 두 가지의 함수를 사용해서 텍스처를 불러온다
    //GLuint Texture = loadBMP_custom("uvtemplate.bmp");
    GLuint Texture = loadDDS("uvmap.DDS");
 
    GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
 
    //우리의 .obj file을 읽는다
    std::vector<glm::vec3> vertices;
    std::vector<glm::vec2> uvs;
    std::vector<glm::vec3> normals;
    bool res = loadOBJ("suzanne.obj", vertices, uvs, normals);
 
    std::vector<unsigned short> indices;
    std::vector<glm::vec3> indexed_vertices;
    std::vector<glm::vec2> indexed_uvs;
    std::vector<glm::vec3> indexed_normals;
    indexVBO(vertices, uvs, normals, indices, indexed_vertices, indexed_uvs, indexed_normals);
    
    GLuint vertexbuffer;
    glGenBuffers(1&vertexbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), &indexed_vertices[0], GL_STATIC_DRAW);
 
    GLuint uvbuffer;
    glGenBuffers(1&uvbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
    glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW);
 
    GLuint normalbuffer;
    glGenBuffers(1&normalbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
    glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW);
 
    // Generate a buffer for the indices as well
    GLuint elementbuffer;
    glGenBuffers(1&elementbuffer);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0], GL_STATIC_DRAW);
 
    glUseProgram(programID);
    GLuint LightID = glGetUniformLocation(programID, "LightPosition_worldspace");
 
    //speed computation
    double lastTime = glfwGetTime();
    int nbFrames = 0;
 
    //enable blending
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);    
 
    do {
        //속도 측정
        double currentTime = glfwGetTime();
        nbFrames++;
        if (currentTime - lastTime >= 1.0) {
            printf("%f ms/frame\n"1000.0 / double(nbFrames));
            nbFrames = 0;
            lastTime += 1.0;
        }
 
        // Clear the screen. It's not mentioned before Tutorial 02, but it can cause flickering, so it's there nonetheless.
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
        glUseProgram(programID);
 
        //키보드와 마우스 인풋으로부터의 MVP 매트릭스를 계산한다
        computeMatricesFromInputs();
        glm::mat4 ProjectionMatrix = getProjectionMatrix();
        glm::mat4 ViewMatrix = getViewMatrix();
        glm::mat4 ModelMatrix = glm::mat4(1.0);
        glm::mat4 MVP = ProjectionMatrix*ViewMatrix*ModelMatrix;
 
        //transformation을 현재 쉐이더에 보냄
        glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
        glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
        glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);
 
        glm::vec3 lightPos = glm::vec3(444);
        glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);
 
        //텍스처 유닛0에 있는 텍스처를 바인딩한다.
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, Texture);
 
        //1st 속성 버퍼 : vertices
        glUniform1i(TextureID, 0);
 
        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
        glVertexAttribPointer(
            0,            //0번째 속성. 0이 될 특별한 이유는 없지만 쉐이더의 레이아웃과 반드시 맞춰야함
            3,            //크기(size)
            GL_FLOAT,    //타입(type)
            GL_FALSE,    //정규화(normalized)?
            0,            //다음 요소까지의 간격(stride)
            (void*)0    //배열 버퍼의 오프셋(offset)
        );
 
        //2nd 속성 버퍼 : UVs
        glEnableVertexAttribArray(1);
        glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
        glVertexAttribPointer(
            1,
            2,
            GL_FLOAT,
            GL_FALSE,
            0,
            (void*)0
        );
 
        //3rd 속성 버퍼 : normals
        glEnableVertexAttribArray(2);
        glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
        glVertexAttribPointer(
            2,            
            3,            
            GL_FLOAT,
            GL_FALSE,
            0,
            (void*)0
        );
 
        // Index 버퍼
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
 
        // 삼각형 그리기
        glDrawElements(
            GL_TRIANGLES,        //mode
            indices.size(),        //count
            GL_UNSIGNED_SHORT,    //type
            (void*)0            //element array buffer offset
        );
 
        glDisableVertexAttribArray(0);
        glDisableVertexAttribArray(1);
        glDisableVertexAttribArray(2);
 
        // Swap buffers
        glfwSwapBuffers(window);
        glfwPollEvents();
 
    } // Check if the ESC key was pressed or the window was closed
    while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
        glfwWindowShouldClose(window) == 0);
 
    // Cleanup VBO
    glDeleteBuffers(1&vertexbuffer);
    glDeleteBuffers(1&uvbuffer);
    glDeleteBuffers(1&normalbuffer);
    glDeleteBuffers(1&elementbuffer);
    glDeleteProgram(programID);
    glDeleteTextures(1&TextureID);
    glDeleteVertexArrays(1&VertexArrayID);
 
    // Close OpenGL window and terminate GLFW
    glfwTerminate();
 
    return 0;
}
 
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path) {
 
    //쉐이더 생성
    GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
    GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
 
    //버텍스 쉐이더 코드를 파일에서 읽기
    std::string VertexShaderCode;
    std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
    if (VertexShaderStream.is_open()) {
        std::stringstream sstr;
        sstr << VertexShaderStream.rdbuf();
        VertexShaderCode = sstr.str();
        VertexShaderStream.close();
    }
    else {
        printf("파일 %s를 읽을 수 없음. 정확한 디렉토리를 사용 중입니까?\n", vertex_file_path);
        getchar();
        return 0;
    }
 
    //프래그먼트 쉐이더 코드를 파일에서 읽기
    std::string FragmentShaderCode;
    std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
    if (FragmentShaderStream.is_open()) {
        std::stringstream sstr;
        sstr << FragmentShaderStream.rdbuf();
        FragmentShaderCode = sstr.str();
        FragmentShaderStream.close();
    }
 
    GLint Result = GL_FALSE;
    int InfoLogLength;
 
    //버텍스 쉐이더를 컴파일
    printf("Compiling shader : %s\n", vertex_file_path);
    char const * VertexSourcePointer = VertexShaderCode.c_str();
    glShaderSource(VertexShaderID, 1&VertexSourcePointer, NULL);
    glCompileShader(VertexShaderID);
 
    //버텍스 쉐이더를 검사
    glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
    glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    if (InfoLogLength > 0) {
        std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
        glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL&VertexShaderErrorMessage[0]);
        printf("%s\n"&VertexShaderErrorMessage[0]);
    }
 
    //프래그먼트 쉐이더를 컴파일
    printf("Compiling shader : %s", fragment_file_path);
    char const * FragmentSourcePointer = FragmentShaderCode.c_str();
    glShaderSource(FragmentShaderID, 1&FragmentSourcePointer, NULL);
    glCompileShader(FragmentShaderID);
 
    //프래그먼트 쉐이더를 검사
    glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
    glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    if (InfoLogLength > 0) {
        std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
        glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL&FragmentShaderErrorMessage[0]);
        printf("%s\n"&FragmentShaderErrorMessage[0]);
    }
 
    //프로그램에 링크
    printf("Linking program\n");
    GLuint ProgramID = glCreateProgram();
    glAttachShader(ProgramID, VertexShaderID);
    glAttachShader(ProgramID, FragmentShaderID);
    glLinkProgram(ProgramID);
 
    //프로그램 검사
    glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
    glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    if (InfoLogLength > 0) {
        std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
        glGetProgramInfoLog(ProgramID, InfoLogLength, NULL&ProgramErrorMessage[0]);
        printf("%s\n"&ProgramErrorMessage[0]);
    }
 
    glDetachShader(ProgramID, VertexShaderID);
    glDetachShader(ProgramID, FragmentShaderID);
 
    glDeleteShader(VertexShaderID);
    glDeleteShader(FragmentShaderID);
 
    return ProgramID;
}
 
GLuint loadBMP_custom(const char * imagepath) {
 
    printf("Reading image %s\n", imagepath);
 
    //BMP파일의 헤더에서 데이터를 읽는다
    unsigned char header[54];
    unsigned int dataPos;
    unsigned int imageSize;
    unsigned int width, height;
    //실제 RGB 데이터
    unsigned char * data;
 
    //파일을 연다
    FILE * file = fopen(imagepath, "rb");
    if (!file) {
        printf("%s는 열수 없다. 경로가 맞는지 확인해라.\n", imagepath);
        getchar();
        return 0;
    }
 
    //헤더를 읽는다, i.e. the 54 first bytes
 
    //만약 54 bytes보다 적게 읽혔으면 문제 발생
    if (fread(header, 154, file) != 54) {
        printf("BMP 파일이 아니다\n");
        return 0;
    }
    //A BMP 파일은 항상 "BM"으로 시작한다.
    if (header[0!= 'B' || header[1!= 'M') {
        printf("BMP 파일이 아니다\n");
        return 0;
    }
    //24pp file임을 확인한다.
    if (*(int*)&(header[0x1e]) != 0 || *(int*)&(header[0x1C]) != 24) {
        printf("BMP 파일이 아니다\n");
        return 0;
    }
 
    //이미지에 대한 정보를 읽는다.
    dataPos = *(int*)&(header[0x0A]);
    imageSize = *(int*)&(header[0x22]);
    width = *(int*)&(header[0x12]);
    height = *(int*)&(header[0x16]);
 
    //몇몇 BMP 파일들은 포맷이 놓쳐졌다, 놓쳐진 정보를 추측해라
    if (imageSize == 0) imageSize = width*height * 3// 3 : one byte for each Red-Green-Blue component
    if (dataPos == 0) dataPos = 54//BMP 헤더는 항상 이 형식
 
    //버퍼를 생성한다
    data = new unsigned char[imageSize];
 
    //파일의 버퍼에 있는 실제 데이터를 읽는다
    fread(data, 1, imageSize, file);
 
    //모든 것은 현재 메모리에 있다, 파일을 닫는다
    fclose(file);
 
    //openGL 텍스처를 만든다
    GLuint textureID;
    glGenTextures(1&textureID);
 
    //새로이 만들어진 텍스처를 바인딩한다.
    glBindTexture(GL_TEXTURE_2D, textureID);
 
    //이미지를 OpenGL에게 넘긴다
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
 
    delete[] data;
 
    // trilinear(삼선형) 필터링
    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_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glGenerateMipmap(GL_TEXTURE_2D);
 
    return textureID;
}
 
GLuint loadDDS(const char * imagepath) {
 
    unsigned char header[124];
 
    FILE *fp;
 
    //파일을 연다
    fp = fopen(imagepath, "rb");
    if (fp == NULL) {
        printf("%s는 열 수 없다. 경로를 확인해라\n", imagepath);
        getchar();
        return 0;
    }
 
    //파일의 타입을 확인한다
    char filecode[4];
    fread(filecode, 14, fp);
    if (strncmp(filecode, "DDS "4!= 0) {
        fclose(fp);
        return 0;
    }
 
    //surface desc를 얻는다
    fread(&header, 1241, fp);
 
    unsigned int height = *(unsigned int*)&(header[8]);
    unsigned int width = *(unsigned int*)&(header[12]);
    unsigned int linearSize = *(unsigned int*)&(header[16]);
    unsigned int mipMapCount = *(unsigned int*)&(header[24]);
    unsigned int fourCC = *(unsigned int*)&(header[80]);
 
    unsigned char * buffer;
    unsigned int bufsize;
 
    bufsize = mipMapCount > 1 ? linearSize * 2 : linearSize;
    buffer = (unsigned char*)malloc(bufsize * sizeof(unsigned char));
    fread(buffer, 1, bufsize, fp);
    fclose(fp);
 
    unsigned int components = (fourCC == FOURCC_DXT1) ? 3 : 4;
    unsigned int format;
    switch (fourCC)
    {
    case FOURCC_DXT1:
        format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
        break;
    case FOURCC_DXT3:
        format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
        break;
    case FOURCC_DXT5:
        format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
        break;
    default:
        free(buffer);
        return 0;
    }
 
    //하나의 OpenGL 텍스처를 생성한다
    GLuint textureID;
    glGenTextures(1&textureID);
 
    //새로이 만들어진 텍스처를 바인딩한다
    glBindTexture(GL_TEXTURE_2D, textureID);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
    unsigned int blockSize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16;
    unsigned int offset = 0;
 
    //밉맵을 불러온다
    for (unsigned int level = 0; level < mipMapCount && (width || height); ++level)
    {
        unsigned int size = ((width + 3/ 4)*((height + 3/ 4)*blockSize;
        glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height,
            0size, buffer + offset);
 
        offset += size;
        width /= 2;
        height /= 2;
 
        //Non-Power-Of-Two 텍스처를 사용합니다.
        //이 코드는 혼란을 줄이기 위해 웹 페이지에는 포함되어 있지 않습니다.
        if (width < 1)width = 1;
        if (height < 1) height = 1;
    }
 
    free(buffer);
 
    return textureID;
}
 
bool loadOBJ(
    const char * path,
    std::vector<glm::vec3> & out_vertices,
    std::vector<glm::vec2> & out_uvs,
    std::vector<glm::vec3> & out_normals
) {
    printf("OBJ 파일 로딩중 %s...\n", path);
 
    std::vector<unsigned int> vertexIndices, uvIndices, normalIndices;
    std::vector<glm::vec3> temp_vertices;
    std::vector <glm::vec2> temp_uvs;
    std::vector<glm::vec3> temp_normals;
 
    FILE * file = fopen(path, "r");
    if (file == NULL) {
        printf("파일 경로를 확인하세요!\n");
        getchar();
        return false;
    }
 
    while (1) {
        
        char lineHeader[128];
 
        //첫번째 라인의 첫번째 단어를 읽는다
        int res = fscanf(file, "%s", lineHeader);
        if (res == EOF)
            break;
 
        //else : 라인의 헤더를 parse
        if (strcmp(lineHeader, "v"== 0) {
            glm::vec3 vertex;
            fscanf(file, "%f %f %f\n"&vertex.x, &vertex.y, &vertex.z);
            temp_vertices.push_back(vertex);
        }
        else if (strcmp(lineHeader, "vt"== 0) {
            glm::vec2 uv;
            fscanf(file, "%f %f\n"&uv.x, &uv.y);
            uv.y = -uv.y; //우리가 DDS texture만을 이용할 것이므로 V의 좌표를 반대로 바꾸어준다. 만약 TGA or BMP 로더를 사용하면 이 것을 제거해라.
            temp_uvs.push_back(uv);
        }
        else if (strcmp(lineHeader, "vn"== 0) {
            glm::vec3 normal;
            fscanf(file, "%f %f %f\n"&normal.x, &normal.y, &normal.z);
            temp_normals.push_back(normal);
        }
        else if (strcmp(lineHeader, "f"== 0) {
            std::string vertex1, vertex2, vertex3;
            unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
            int matches = fscanf(file,"%d/%d/%d %d/%d/%d %d/%d/%d\n"&vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]);
            if (matches != 9) {
                printf("파일을 읽을수없다.");
                return false;
            }
            vertexIndices.push_back(vertexIndex[0]);
            vertexIndices.push_back(vertexIndex[1]);
            vertexIndices.push_back(vertexIndex[2]);
            uvIndices.push_back(uvIndex[0]);
            uvIndices.push_back(uvIndex[1]);
            uvIndices.push_back(uvIndex[2]);
            normalIndices.push_back(normalIndex[0]);
            normalIndices.push_back(normalIndex[1]);
            normalIndices.push_back(normalIndex[2]);
        }
        else {
            //나머지 라인을 먹는다.
            char stupidBuffer[1000];
            fgets(stupidBuffer, 1000, file);
        }
    }
 
    //각 삼각형의 각 꼭지점
    for (unsigned int i = 0; i < vertexIndices.size(); i++) {
        
        //속성의 인덱스를 가져온다
        unsigned int vertexIndex = vertexIndices[i];
        unsigned int uvIndex = uvIndices[i];
        unsigned int normalIndex = normalIndices[i];
 
        //인덱스에서 속성을 가져온다
        glm::vec3 vertex = temp_vertices[vertexIndex - 1];
        glm::vec2 uv = temp_uvs[uvIndex - 1];
        glm::vec3 normal = temp_normals[normalIndex - 1];
 
        //버퍼에 속성을 넣는다
        out_vertices.push_back(vertex);
        out_uvs.push_back(uv);
        out_normals.push_back(normal);
 
    }
 
    return true;
 
}
 
void indexVBO(
    std::vector<glm::vec3> & in_vertices,
    std::vector<glm::vec2> & in_uvs,
    std::vector<glm::vec3> & in_normals,
 
    std::vector<unsigned short> & out_indices,
    std::vector<glm::vec3> & out_vertices,
    std::vector<glm::vec2> & out_uvs,
    std::vector<glm::vec3> & out_normals
) {
    std::map<PackedVertex, unsigned short> VertexToOutIndex;
 
    //각 input vertex를 위해
    for (unsigned int i = 0; i < in_vertices.size(); i++) {
        PackedVertex packed = { in_vertices[i], in_uvs[i], in_normals[i] };
 
        //out_XXXX에서 비슷한 vertex를 찾는다
        unsigned short index;
        bool found = getSimilarVertexIndex_fast(packed, VertexToOutIndex, index);
 
        if (found) { //비슷한 vertex가 VBO에 이미 있다면 대신 사용한다
            out_indices.push_back(index);
        }
        else {         //아니라면 이것은 아웃풋 데이터 추가가 필요하다
            out_vertices.push_back(in_vertices[i]);
            out_uvs.push_back(in_uvs[i]);
            out_normals.push_back(in_normals[i]);
            unsigned short newindex = (unsigned short)out_vertices.size() - 1;
            out_indices.push_back(newindex);
            VertexToOutIndex[packed] = newindex;
        }
 
    }
 
 
}
 
void computeMatricesFromInputs() {
 
    //glfwGetTime은 한번만 호출된다.
    static double lastTime = glfwGetTime();
 
    //현재와 마지막 프레임의 시간 차를 계산한다.
    double currentTime = glfwGetTime();
    float deltaTime = float(currentTime - lastTime);
 
    //마우스의 위치를 얻는다.
    double xpos, ypos;
    glfwGetCursorPos(window, &xpos, &ypos);
 
    //다음 프레임의 마우스 위치를 리셋한다.
    glfwSetCursorPos(window, 1024 / 2768 / 2);
 
    horizontalAngle += mouseSpeed * float(1024 / 2 - xpos);
    verticalAngle += mouseSpeed * float(768 / 2 - ypos);
 
    //Direction : Spherical 좌표 to Cartesian 좌표 변환
    glm::vec3 direction(
        cos(verticalAngle)*sin(horizontalAngle),
        sin(verticalAngle),
        cos(verticalAngle)*cos(horizontalAngle)
    );
 
    //Right vector
    glm::vec3 right = glm::vec3(
        sin(horizontalAngle - 3.14f / 2.0f),
        0,
        cos(horizontalAngle - 3.14f / 2.0f)
    );
 
    //Up vector
    glm::vec3 up = glm::cross(right, direction);
 
    //앞으로 이동
    if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
        position += direction*deltaTime*speed;
    }
    //뒤로 이동
    if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
        position -= direction*deltaTime*speed;
    }
    //오른쪽로 Strafe
    if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
        position += right*deltaTime*speed;
    }
    //왼쪽으로 Strafe
    if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
        position -= right*deltaTime*speed;
    }
 
    float FoV = initialFoV;
 
    ProjectionMatrix = glm::perspective(FoV, 4.0f / 3.0f, 0.1f, 100.0f);
 
    ViewMatrix = glm::lookAt(
        position,                //camera here
        position + direction,        //and looks here
        up                        // Head is up
    );
 
    //다음 프레임을 위해
    lastTime = currentTime;
}
cs


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