link : http://www.opengl-tutorial.org/kr/intermediate-tutorials/tutorial-14-render-to-texture/
Render-To-Texture는 다양한 효과를 만드는 몇 가지 방법입니다.
기본 아이디어는 평상시처럼 장면을 렌더링하는 것이지만 이번에는 나중에 다시 사용할 수 있는 질감으로 렌더링하는 것입니다.
게임 속의 카메라, post-processing, 당신이 상상할 수 있을만큼 많은 GFX 등의 응용프로그램이 있다.
Render To Texture
세 가지 작업이 있습니다
1) 렌더링 할 텍스처 만들기
2) 실제로 무언가를 렌더링하기
3) 생성된 텍스처를 사용하기
Creating the Render Target
우리가 렌더링하려고 하는 것은 Framebuffer입니다. 이것은 텍스처를 위한 컨테이너이고, 선택적인 깊이 버퍼입니다.
OpenGL의 다른 객체와 마찬가지로 생성됩니다.
// The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer.
GLuint FramebufferName = 0;
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
Now we need to create the texture which will contain the RGB output of our shader. This code is very classic :
// The texture we're going to render to
GLuint renderedTexture;
glGenTextures(1, &renderedTexture);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, renderedTexture);
// Give an empty image to OpenGL ( the last "0" )
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0);
// Poor filtering. Needed !
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
We also need a depth buffer. This is optional, depending on what you actually need to draw in your texture; but since we’re going to render Suzanne, we need depth-testing.
// The depth buffer
GLuint depthrenderbuffer;
glGenRenderbuffers(1, &depthrenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 1024, 768);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer);
Finally, we configure our framebuffer
// Set "renderedTexture" as our colour attachement #0
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
// Set the list of draw buffers.
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers
Something may have gone wrong during the process, depending on the capabilities of the GPU. This is how you check it :
// Always check that our framebuffer is ok
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return false;
Rendering to the texture
텍스처에 렌더링하는 것은 간단합니다. 프레임 버퍼를 바인딩하고 평상시처럼 장면을 그리십시오.
// Render to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
glViewport(0,0,1024,768); // Render on the whole framebuffer, complete from the lower left corner to the upper right
The fragment shader just needs a minor adaptation :
layout(location = 0) out vec3 color;
즉, "color"변수에 값을 쓸 때 렌더 타겟 0에 실제로 쓰이게된다는 것을 의미한다.
요약하면:
1) layout(location=0) 때문에 첫번째 버퍼에 색이 기록된다.
2) 첫번째 버퍼는 GL_COLOR_ATTACHMENT0이다. 그 이유는 DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}
3) GL_COLOR_ATTACHMENT0에는 renderedTexture가 첨부되어 있으므로 색이 기록된다.
4) 즉, GL_COLOR_ATTACHMENT0를 GL_COLOR_ATTACHMENT2로 대체할 수 있으며 여전히 작동한다.
참고 : OpenGL 3.3 이상에서는 layout(location=i)가 없지만 glFragData[i] = mvvalue를 사용한다.
Using the rendered texture
우리는 화면을 채우는 간단한 쿼드를 그릴 것이다. 우리는 buffers, shaders, IDs,,,가 필요하다.
// The fullscreen quad's FBO
GLuint quad_VertexArrayID;
glGenVertexArrays(1, &quad_VertexArrayID);
glBindVertexArray(quad_VertexArrayID);
static const GLfloat g_quad_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
GLuint quad_vertexbuffer;
glGenBuffers(1, &quad_vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
// Create and compile our GLSL program from the shaders
GLuint quad_programID = LoadShaders( "Passthrough.vertexshader", "SimpleTexture.fragmentshader" );
GLuint texID = glGetUniformLocation(quad_programID, "renderedTexture");
GLuint timeID = glGetUniformLocation(quad_programID, "time");
Now you want to render to the screen. This is done by using 0 as the second parameter of glBindFramebuffer.
// Render to the screen
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0,0,1024,768); // Render on the whole framebuffer, complete from the lower left corner to the upper right
We can draw our full-screen quad with such a shader:
#version 330 core
in vec2 UV;
out vec3 color;
uniform sampler2D renderedTexture;
uniform float time;
void main(){
color = texture( renderedTexture, UV + 0.005*vec2( sin(time+1024.0*UV.x),cos(time+768.0*UV.y)) ).xyz;
}
이 코드는 텍스처를 간단하게 샘플링한다, 하지만 시간에 따라 작은 offset을 추가한다.
Going further
Using the depth
경우에 따라 렌더링된 텍스처를 사용할 때 깊이가 필요할 수도 있다. 이 경우 다음과 같이 생성 된 텍스처로 렌더링하면 된다.
glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT24, 1024, 768, 0,GL_DEPTH_COMPONENT, GL_FLOAT, 0);
"24"는 비트 정밀도이며 필요에 따라 16,24,32 중에서 선택할 수 있다.
Multisampling
"basic" 텍스처 대신에 multisampled 텍스처를 사용할 수 있다.
glTexImage2D를 C++ 코드의 glTexImage2DMultisample로 대체하고, fragmenter 쉐이더에서 sampler2DMS/texelFetch로
sampler2D/texture를 대체하면 된다.
여기에는 큰 경고가 있다. texelFetch에는 가져올 샘플의 번호와 다른 인수가 필요하다.
즉, 자동 "filtering"이 없다.
따라서 다른 쉐이더 덕분에 MS texture를 다른 MS texture로 직접 해결해야 할 수도 있다.
어려운 것은 없지만 부피가 커진다.
Multiple Render Targets
동시에 여러개의 텍스처를 쓸 수 있다.
단순히 여러개의 텍스처를 만들고(모두 정확하고 같은 사이즈), glFramebufferTexture를 다른 색깔로 각각 첨부해 호출하고,
glDrawBuffers를 업데이트 된 매개변수로 호출하고,
fragment shader에 있는 다른 output variable들을 추가한다.
layout(location = 1) out vec3 normal_tangentspace; // or whatever
텍스처에서 벡터를 효과적으로 출력해야하는 경우, 8대신 16 또는 32 비트 정밀도의 부동 소수점 텍스처가 있다.
1) Passthrough.vertexshader
1 2 3 4 5 6 7 8 9 10 11 12 13 14 | #version 330 core // Input vertex data, different for all executions of this shader. layout(location = 0) in vec3 vertexPosition_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; void main(){ gl_Position = vec4(vertexPosition_modelspace,1); UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; } | cs |
2) WobblyTexture.fragmentshader
1 2 3 4 5 6 7 8 9 10 11 12 | #version 330 core in vec2 UV; out vec3 color; uniform sampler2D renderedTexture; uniform float time; void main(){ color = texture( renderedTexture, UV + 0.005*vec2( sin(time+1024.0*UV.x),cos(time+768.0*UV.y)) ).xyz ; } | cs |
3) StandardShadingRTT.fragmentshader
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 | #version 330 core // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 Normal_cameraspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; // Ouput data layout(location = 0) out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D myTextureSampler; uniform mat4 MV; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 50.0f; // Material properties 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); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = normalize( Normal_cameraspace ); // Direction of the light (from the fragment to the light) vec3 l = normalize( LightDirection_cameraspace ); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendiular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_cameraspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); } | cs |
4) StandardShadingRTT.vertexshader
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 | #version 330 core // Input vertex data, different for all executions of this shader. layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec2 vertexUV; layout(location = 2) in vec3 vertexNormal_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 Normal_cameraspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). EyeDirection_cameraspace = vec3(0,0,0) - ( V * M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the light, in camera space vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // Normal of the the vertex, in camera space Normal_cameraspace = ( V * M * vec4(vertexNormal_modelspace,0)).xyz; // Only correct if ModelMatrix does not scale the model ! Use its inverse transpose if not. // UV of the vertex. No special space for this one. UV = vertexUV; } | cs |
5) source.cpp
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1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 | #include <stdio.h> #include <stdlib.h> #include <iostream> #include <fstream> #include <sstream> #include <vector> #include <map> #include <GL/glew.h> #include <glfw3.h> #include <GL/glew.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> & ); void indexVBO_TBN( std::vector<glm::vec3> &, std::vector<glm::vec2> &, std::vector<glm::vec3> &, std::vector<glm::vec3> &, std::vector<glm::vec3> &, std::vector<unsigned short> &, std::vector<glm::vec3> &, std::vector<glm::vec2> &, std::vector<glm::vec3> &, std::vector<glm::vec3> &, 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 is_near(float v1, float v2) { return fabs(v1 - v2) < 0.01f; } 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; } } bool getSimilarVertexIndex( glm::vec3 & in_vertex, glm::vec2 & in_uv, glm::vec3 & in_normal, std::vector<glm::vec3> & out_vertices, std::vector<glm::vec2> & out_uvs, std::vector<glm::vec3> & out_normals, unsigned short & result ) { // Lame linear search for (unsigned int i = 0; i<out_vertices.size(); i++) { if ( is_near(in_vertex.x, out_vertices[i].x) && is_near(in_vertex.y, out_vertices[i].y) && is_near(in_vertex.z, out_vertices[i].z) && is_near(in_uv.x, out_uvs[i].x) && is_near(in_uv.y, out_uvs[i].y) && is_near(in_normal.x, out_normals[i].x) && is_near(in_normal.y, out_normals[i].y) && is_near(in_normal.z, out_normals[i].z) ) { result = i; return true; } } // No other vertex could be used instead. // Looks like we'll have to add it to the VBO. return false; } void computeTangentBasis( //inputs std::vector<glm::vec3> &, std::vector<glm::vec2> &, std::vector<glm::vec3> &, //outputs std::vector<glm::vec3> &, std::vector<glm::vec3> & ); //text2D unsigned int Text2DTextureID; unsigned int Text2DVertexBufferID; unsigned int Text2DUVBufferID; unsigned int Text2DShaderID; unsigned int Text2DUniformID; void initText2D(const char *); void printText2D(const char *, int, int, int); void cleanupText2D(); //포지션 초기화 glm::vec3 position = glm::vec3(0, 0, 5); float horizontalAngle = 3.14f; float verticalAngle = 0.0f; float initialFoV = 45.0f; float speed = 3.0f; float mouseSpeed = 0.005f; void APIENTRY DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { printf("OpenGL Debug Output message : "); if (source == GL_DEBUG_SOURCE_API_ARB) printf("Source : API; "); else if (source == GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) printf("Source : WINDOW_SYSTEM; "); else if (source == GL_DEBUG_SOURCE_SHADER_COMPILER_ARB) printf("Source : SHADER_COMPILER; "); else if (source == GL_DEBUG_SOURCE_THIRD_PARTY_ARB) printf("Source : THIRD_PARTY; "); else if (source == GL_DEBUG_SOURCE_APPLICATION_ARB) printf("Source : APPLICATION; "); else if (source == GL_DEBUG_SOURCE_OTHER_ARB) printf("Source : OTHER; "); if (type == GL_DEBUG_TYPE_ERROR_ARB) printf("Type : ERROR; "); else if (type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) printf("Type : DEPRECATED_BEHAVIOR; "); else if (type == GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) printf("Type : UNDEFINED_BEHAVIOR; "); else if (type == GL_DEBUG_TYPE_PORTABILITY_ARB) printf("Type : PORTABILITY; "); else if (type == GL_DEBUG_TYPE_PERFORMANCE_ARB) printf("Type : PERFORMANCE; "); else if (type == GL_DEBUG_TYPE_OTHER_ARB) printf("Type : OTHER; "); if (severity == GL_DEBUG_SEVERITY_HIGH_ARB) printf("Severity : HIGH; "); else if (severity == GL_DEBUG_SEVERITY_MEDIUM_ARB) printf("Severity : MEDIUM; "); else if (severity == GL_DEBUG_SEVERITY_LOW_ARB) printf("Severity : LOW; "); //break point를 여기에 설정해라, 당신의 디버거는 프로그램을 멈출 것이다 //callstack은 바로 너에게 offending call을 보여줄 것이다 printf("Mesage : %s\n", message); } 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(1024, 768, "QBOT_opengl", NULL, NULL); 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); int windowWidth = 1024; int windowHeight = 768; glfwGetFramebufferSize(window, &windowWidth, &windowHeight); // Initialize GLEW glewExperimental = true; if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); getchar(); glfwTerminate(); return -1; } // Example 1: /*if (GLEW_AMD_seamless_cubemap_per_texture) { printf("The GL_AMD_seamless_cubemap_per_texture is present, (but we're not goint to use it)\n"); //이제 glTexParameterf를 TEXTURE_CUBE_MAP_SEAMLESS_ARB 매개 변수와 함께 호출하는 것이 합법적이다 //분명히 이 코드는 AMD가 아닌 하드웨어에서는 실표할 것이기 때문에 테스트해야한다 } // Example 2: if (GLEW_ARB_debug_output) { printf("The OpenGL implementation provides debug output. Let's use it!\n"); glDebugMessageCallbackARB(&DebugOutputCallback, NULL); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); } else { printf("ARB_debug_output unavailable. You have to use glGetError() and/or gDebugger to catch mistakes.\n"); }*/ // 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 / 2, 768 / 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("NormalMapping.vertexshader", "NormalMapping.fragmentshader"); GLuint programID = LoadShaders("StandardShadingRTT.vertexshader", "StandardShadingRTT.fragmentshader"); //매트릭스ID 추가 GLuint MatrixID = glGetUniformLocation(programID, "MVP"); GLuint ViewMatrixID = glGetUniformLocation(programID, "V"); GLuint ModelMatrixID = glGetUniformLocation(programID, "M"); GLuint ModelView3x3MatrixID = glGetUniformLocation(programID, "MV3x3"); //어떠한 두 가지의 함수를 사용해서 텍스처를 불러온다 //GLuint Texture = loadBMP_custom("uvtemplate.bmp"); GLuint Texture = loadDDS("uvmap.DDS"); //GLuint DiffuseTexture = loadDDS("diffuse.DDS"); //GLuint NormalTexture = loadBMP_custom("normal.bmp"); //GLuint SpecularTexture = loadDDS("specular.DDS"); GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler"); //GLuint DiffuseTextureID = glGetUniformLocation(programID, "DiffuseTextureSampler"); //GLuint NormalTextureID = glGetUniformLocation(programID, "NormalTextureSampler"); //GLuint SpecularTextureID = glGetUniformLocation(programID, "SpecularTextureSampler"); //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<glm::vec3> tangents; std::vector<glm::vec3> bitangents; computeTangentBasis( vertices, uvs, normals, // input tangents, bitangents // output ); */ 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); //std::vector<glm::vec3> indexed_tangents; //std::vector<glm::vec3> indexed_bitangents; /*indexVBO_TBN( vertices, uvs, normals, tangents, bitangents, indices, indexed_vertices, indexed_uvs, indexed_normals, indexed_tangents, indexed_bitangents );*/ 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); /* GLuint tangentbuffer; glGenBuffers(1, &tangentbuffer); glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer); glBufferData(GL_ARRAY_BUFFER, indexed_tangents.size() * sizeof(glm::vec3), &indexed_tangents[0], GL_STATIC_DRAW); GLuint bitangentbuffer; glGenBuffers(1, &bitangentbuffer); glBindBuffer(GL_ARRAY_BUFFER, bitangentbuffer); glBufferData(GL_ARRAY_BUFFER, indexed_bitangents.size() * sizeof(glm::vec3), &indexed_bitangents[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"); // render to texture // framebuffer, 0,1 or 더 많은 텍스처로 재그룹된다. 그리고 0 or 1 깊이 버퍼 GLuint FramebufferName = 0; glGenFramebuffers(1, &FramebufferName); glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); GLuint renderedTexture; glGenTextures(1, &renderedTexture); glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); //새롭게 만들어진 텍스처를 "bind" : 모든 미래 텍스처 기능들은 이 텍스처에 수정 glBindTexture(GL_TEXTURE_2D, renderedTexture); //비어있는 이미지를 OpenGL에 준다 (마지막 0은 비어있음을 의미) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, windowWidth, windowHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); //Poor filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //The depth buffer GLuint depthrenderbuffer; glGenRenderbuffers(1, &depthrenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, windowWidth, windowHeight); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer); //// Alternative : Depth texture. Slower, but you can sample it later in your shader GLuint depthTexture; glGenTextures(1, &depthTexture); glBindTexture(GL_TEXTURE_2D, depthTexture); glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT24, 1024, 768, 0,GL_DEPTH_COMPONENT, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // "renderedTexture" 우리의 색을 입힌다 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0); //// Depth texture alternative : //glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0); // Set the list of draw buffers. GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers // Always check that our framebuffer is ok if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false; // The fullscreen quad's FBO static const GLfloat g_quad_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, }; GLuint quad_vertexbuffer; glGenBuffers(1, &quad_vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW); // Create and compile our GLSL program from the shaders GLuint quad_programID = LoadShaders("Passthrough.vertexshader", "WobblyTexture.fragmentshader"); GLuint texID = glGetUniformLocation(quad_programID, "renderedTexture"); GLuint timeID = glGetUniformLocation(quad_programID, "time"); //little text library를 초기화 //initText2D("Holstein.DDS"); //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; } // framebuffer에 render glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); glViewport(0, 0, windowWidth, windowHeight); // 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 ModelViewMatrix = ViewMatrix * ModelMatrix; glm::mat3 ModelView3x3Matrix = glm::mat3(ModelViewMatrix); 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]); //glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]); //glUniformMatrix3fv(ModelView3x3MatrixID, 1, GL_FALSE, &ModelView3x3Matrix[0][0]); glm::vec3 lightPos = glm::vec3(4, 4, 4); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); // 텍스처 유닛 0에 있는 텍스처를 바인드 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Texture); glUniform1i(TextureID, 0); // //텍스처 유닛0에 있는 텍스처를 바인딩한다. /* glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, DiffuseTexture); glUniform1i(DiffuseTextureID, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, NormalTexture); glUniform1i(NormalTextureID, 1); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, SpecularTexture); glUniform1i(SpecularTextureID, 2); */ 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 ); /* // 4th attribute buffer : tangents glEnableVertexAttribArray(3); glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer); glVertexAttribPointer( 3, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // 5th attribute buffer : bitangents glEnableVertexAttribArray(4); glBindBuffer(GL_ARRAY_BUFFER, bitangentbuffer); glVertexAttribPointer( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); */ // 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); //glDisableVertexAttribArray(3); //glDisableVertexAttribArray(4); //char text[256]; //sprintf(text, "%.2f sec", glfwGetTime()); //printText2D(text, 10, 500, 60); //////////////////////////////////////////////////////// // DEBUG ONLY !!! // Don't use this in real code !! //////////////////////////////////////////////////////// /* glMatrixMode(GL_PROJECTION); glLoadMatrixf((const GLfloat*)&ProjectionMatrix[0]); glMatrixMode(GL_MODELVIEW); glm::mat4 MV = ViewMatrix * ModelMatrix; glLoadMatrixf((const GLfloat*)&MV[0]); glUseProgram(0); // normals glColor3f(0, 0, 1); glBegin(GL_LINES); for (unsigned int i = 0; i<indices.size(); i++) { glm::vec3 p = indexed_vertices[indices[i]]; glVertex3fv(&p.x); glm::vec3 o = glm::normalize(indexed_normals[indices[i]]); p += o*0.1f; glVertex3fv(&p.x); } glEnd(); // tangents glColor3f(1, 0, 0); glBegin(GL_LINES); for (unsigned int i = 0; i<indices.size(); i++) { glm::vec3 p = indexed_vertices[indices[i]]; glVertex3fv(&p.x); glm::vec3 o = glm::normalize(indexed_tangents[indices[i]]); p += o*0.1f; glVertex3fv(&p.x); } glEnd(); // bitangents glColor3f(0, 1, 0); glBegin(GL_LINES); for (unsigned int i = 0; i<indices.size(); i++) { glm::vec3 p = indexed_vertices[indices[i]]; glVertex3fv(&p.x); glm::vec3 o = glm::normalize(indexed_bitangents[indices[i]]); p += o*0.1f; glVertex3fv(&p.x); } glEnd(); // light pos glColor3f(1, 1, 1); glBegin(GL_LINES); glVertex3fv(&lightPos.x); lightPos += glm::vec3(1, 0, 0)*0.1f; glVertex3fv(&lightPos.x); lightPos -= glm::vec3(1, 0, 0)*0.1f; glVertex3fv(&lightPos.x); lightPos += glm::vec3(0, 1, 0)*0.1f; glVertex3fv(&lightPos.x); glEnd(); */ //스크린에 렌더 glBindFramebuffer(GL_FRAMEBUFFER, 0); //전체 framebuffer에 렌더, 왼쪽 아래부터 오른쪽 위 코너까지 완료 glViewport(0, 0, windowWidth, windowHeight); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(quad_programID); //텍스쳐 0에서 텍스처 바인드 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, renderedTexture); glUniform1i(texID, 0); glUniform1f(timeID, (float)(glfwGetTime()*10.0f)); // 1rst attribute buffer : vertices glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); glVertexAttribPointer( 0, // attribute 0. No particular reason for 0, but must match the layout in the shader. 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // Draw the triangles ! glDrawArrays(GL_TRIANGLES, 0, 6); // 2*3 indices starting at 0 -> 2 triangles glDisableVertexAttribArray(0); // Swap buffersz 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 and shader glDeleteBuffers(1, &vertexbuffer); glDeleteBuffers(1, &uvbuffer); glDeleteBuffers(1, &normalbuffer); //glDeleteBuffers(1, &tangentbuffer); //glDeleteBuffers(1, &bitangentbuffer); glDeleteBuffers(1, &elementbuffer); glDeleteProgram(programID); glDeleteTextures(1, &TextureID); //glDeleteTextures(1, &DiffuseTexture); //glDeleteTextures(1, &NormalTexture); //glDeleteTextures(1, &SpecularTexture); glDeleteFramebuffers(1, &FramebufferName); glDeleteTextures(1, &renderedTexture); glDeleteRenderbuffers(1, &depthrenderbuffer); glDeleteBuffers(1, &quad_vertexbuffer); 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, 1, 54, 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, 1, 4, fp); if (strncmp(filecode, "DDS ", 4) != 0) { fclose(fp); return 0; } //surface desc를 얻는다 fread(&header, 124, 1, 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, 0, size, 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 indexVBO_TBN( std::vector<glm::vec3> & in_vertices, std::vector<glm::vec2> & in_uvs, std::vector<glm::vec3> & in_normals, std::vector<glm::vec3> & in_tangents, std::vector<glm::vec3> & in_bitangents, 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::vector<glm::vec3> & out_tangents, std::vector<glm::vec3> & out_bitangents ) { //각 input vertex를 위해 for (unsigned int i = 0; i < in_vertices.size(); i++) { //out_XXXX 에서 비슷한 vertex를 찾는다 unsigned short index; bool found = getSimilarVertexIndex(in_vertices[i], in_uvs[i], in_normals[i], out_vertices, out_uvs, out_normals, index); if (found) { //비슷한 vertex가 이미 VBO에 있으면, 이것을 대신 사용 out_indices.push_back(index); //tangents와 bitangents의 평균을 한다 out_tangents[index] += in_tangents[i]; out_bitangents[index] += in_bitangents[i]; } else { // 만약 아니라면, output data에서 추가한다 out_vertices.push_back(in_vertices[i]); out_uvs.push_back(in_uvs[i]); out_normals.push_back(in_normals[i]); out_tangents.push_back(in_tangents[i]); out_bitangents.push_back(in_bitangents[i]); out_indices.push_back((unsigned short)out_vertices.size() - 1); } } } 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 / 2, 768 / 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; } void computeTangentBasis( //inputs std::vector<glm::vec3> & vertices, std::vector<glm::vec2> & uvs, std::vector<glm::vec3> & normals, //outputs std::vector<glm::vec3> & tangents, std::vector<glm::vec3> & bitangents ) { for (unsigned int i = 0; i < vertices.size(); i += 3) { //shortcuts for vertices glm::vec3 & v0 = vertices[i + 0]; glm::vec3 & v1 = vertices[i + 1]; glm::vec3 & v2 = vertices[i + 2]; //shortcuts for UVs glm::vec2 & uv0 = uvs[i + 0]; glm::vec2 & uv1 = uvs[i + 1]; glm::vec2 & uv2 = uvs[i + 2]; //edges of the triangle : position delta glm::vec3 deltaPos1 = v1 - v0; glm::vec3 deltaPos2 = v2 - v0; //UV delta glm::vec2 deltaUV1 = uv1 - uv0; glm::vec2 deltaUV2 = uv2 - uv0; float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x); glm::vec3 tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y)*r; glm::vec3 bitangent = (deltaPos2 * deltaUV1.x - deltaPos1*deltaUV2.x)*r; //삼각형의 모든 세개의 정점을 위해 같은 tangent를 세팅한다. //그것들은 곧 병합될겉이다 tangents.push_back(tangent); tangents.push_back(tangent); tangents.push_back(tangent); //binormals를 위한 같은 것 bitangents.push_back(bitangent); bitangents.push_back(bitangent); bitangents.push_back(bitangent); } // "Going Further" 봐라 for (unsigned int i = 0; i < vertices.size(); i += 1) { glm::vec3 & n = normals[i]; glm::vec3 & t = tangents[i]; glm::vec3 & b = bitangents[i]; //Gram-Schmidt orthogonalize t = glm::normalize(t - n*glm::dot(n, t)); //handedness 계산 if (glm::dot(glm::cross(n, t), b) < 0.0f) { t = t*-1.0f; } } } void initText2D(const char * texturePath) { //텍스쳐 초기화 Text2DTextureID = loadDDS(texturePath); //VBO 초기화 glGenBuffers(1, &Text2DVertexBufferID); glGenBuffers(1, &Text2DUVBufferID); //Shader 초기화 Text2DShaderID = LoadShaders("TextVertexShader.vertexshader", "TextVertexShader.fragmentshader"); //uniforms' IDs 초기화 Text2DUniformID = glGetUniformLocation(Text2DShaderID, "myTextureSampler"); } void printText2D(const char * text, int x, int y, int size) { unsigned int length = strlen(text); //buffer 채우기 std::vector<glm::vec2> vertices; std::vector<glm::vec2> UVs; for (unsigned int i = 0; i < length; i++) { glm::vec2 vertex_up_left = glm::vec2(x + i*size, y + size); glm::vec2 vertex_up_right = glm::vec2(x + i*size+size, y + size); glm::vec2 vertex_down_right = glm::vec2(x + i*size+size, y); glm::vec2 vertex_down_left = glm::vec2(x + i*size, y); vertices.push_back(vertex_up_left); vertices.push_back(vertex_down_left); vertices.push_back(vertex_up_right); vertices.push_back(vertex_down_right); vertices.push_back(vertex_up_right); vertices.push_back(vertex_down_left); char character = text[i]; float uv_x = (character % 16) / 16.0f; float uv_y = (character / 16) / 16.0f; glm::vec2 uv_up_left = glm::vec2(uv_x, uv_y); glm::vec2 uv_up_right = glm::vec2(uv_x + 1.0f / 16.0f, uv_y); glm::vec2 uv_down_right = glm::vec2(uv_x+1.0f/16.0f, (uv_y+1.0f/16.0f)); glm::vec2 uv_down_left = glm::vec2(uv_x, (uv_y+1.0f/16.0f)); UVs.push_back(uv_up_left); UVs.push_back(uv_down_left); UVs.push_back(uv_up_right); UVs.push_back(uv_down_right); UVs.push_back(uv_up_right); UVs.push_back(uv_down_left); glBindBuffer(GL_ARRAY_BUFFER, Text2DVertexBufferID); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec2), &vertices[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, Text2DUVBufferID); glBufferData(GL_ARRAY_BUFFER, UVs.size() * sizeof(glm::vec2), &UVs[0], GL_STATIC_DRAW); // Bind shader glUseProgram(Text2DShaderID); // Bind texture glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Text2DTextureID); // Set our "myTextureSampler" sampler to user Texture Unit 0 glUniform1i(Text2DUniformID, 0); // 1rst attribute buffer : vertices glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, Text2DVertexBufferID); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); // 2nd attribute buffer : UVs glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, Text2DUVBufferID); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Draw call glDrawArrays(GL_TRIANGLES, 0, vertices.size()); glDisable(GL_BLEND); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } } void cleanupText2D() { // Delete buffers glDeleteBuffers(1, &Text2DVertexBufferID); glDeleteBuffers(1, &Text2DUVBufferID); // Delete texture glDeleteTextures(1, &Text2DTextureID); // Delete shader glDeleteProgram(Text2DShaderID); } | cs |
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