opengl读取灰度图生成三维地形
准备第三方库 glew、freeglut、glm、opencv
准备灰度图片和草地贴图
最终效果
代码包括主程序源文件mainApp.cpp、顶点着色器shader.vs、片元着色器shader.fs
mainApp.cpp如下
#include <stdio.h> #include <string.h> #include <iostream> #include <fstream> #include <sstream> #include <GL/glew.h> #include <GL/freeglut.h> #include <opencv2/core/core.hpp> #include <opencv2/highgui/highgui.hpp> #include <opencv2/imgproc/imgproc.hpp> #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> using namespace std; using namespace cv; using namespace glm; //shader文件 const char* vsShaderName = "shader.vs";//顶点着色器 const char* fsShaderName = "shader.fs";//片元着色器 GLuint VBO;//顶点缓冲对象 GLuint IBO;//索引缓冲对象 GLuint UVBO;//uv缓冲对象 GLuint TexBO;//贴图对象 static GLfloat *vertices; static unsigned int *indices; static GLfloat *uvs; GLuint ShaderProgram; GLuint MatrixID; GLuint TextureID; int windowWidth = 800; int windowHeight=800; int imgWidth; int imgHeihgt; float verticeScale = 0.1f; float ZScale = 5.0f; //相机参数 glm::mat4 ViewMatrix;//视图矩阵 glm::mat4 ProjectionMatrix; //投影矩阵 glm::mat4 MVP;//模型视图矩阵 glm::mat4 ModelMatrix;//模型矩阵 glm::vec3 position = glm::vec3(5, 5, 5); //相机位置 float horizontalAngle = 3.14f; float verticalAngle = 0.0f; float initialFoV = 45.0f; //相机视场角 float speed = 0.05f; //平移速度 float mouseSpeed = 0.005f; int mouseX, mouseY;//鼠标位置 窗口坐标 // 传递键盘事件 static void SpecialKeyboardCB(int Key, int x, int y) { glm::vec3 direction( cos(verticalAngle) * sin(horizontalAngle), sin(verticalAngle), cos(verticalAngle) * cos(horizontalAngle) ); glm::vec3 right = glm::vec3( sin(horizontalAngle - 3.14f / 2.0f), 0, cos(horizontalAngle - 3.14f / 2.0f) ); glm::vec3 up = glm::cross(right, direction); switch (Key) { case GLUT_KEY_UP: position += direction * speed; fprintf(stderr, "up key\n"); break; case GLUT_KEY_RIGHT: position += right * speed; fprintf(stderr, "right key\n"); break; case GLUT_KEY_DOWN: position -= direction * speed; fprintf(stderr, "down key\n"); break; case GLUT_KEY_LEFT: position -= right * speed; fprintf(stderr, "left key\n"); break; case GLUT_KEY_F4: exit(1); default: fprintf(stderr, "Unimplemented GLUT key\n"); //exit(1); } float FoV = initialFoV; ProjectionMatrix = glm::perspective(glm::radians(FoV), 4.0f / 3.0f, 0.1f, 100.0f); ViewMatrix = glm::lookAt( position, position + direction, up ); ModelMatrix = glm::mat4(1.0); MVP = ProjectionMatrix * ViewMatrix * ModelMatrix; glutPostRedisplay();//设置窗口重绘 } //传递鼠标事件 static void PassiveMouseCB(int x, int y) { horizontalAngle += mouseSpeed * float(x-mouseX); verticalAngle += mouseSpeed * float(y-mouseY); mouseX = x; mouseY = y; SpecialKeyboardCB(0,0,0); } //渲染回调函数 void RenderScenceCB() { // 清空颜色缓存 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //传递mvp glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); //传递顶点、索引、UV glEnableVertexAttribArray(0); //开启顶点属性 glBindBuffer(GL_ARRAY_BUFFER, VBO); //绑定GL_ARRAY_BUFFER缓冲器 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); //告诉管线怎样解析bufer中的数据 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, UVBO); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0); //传递贴图纹理 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, TexBO); glUniform1i(TextureID, 0); //绘制 glDrawElements(GL_TRIANGLES, (imgWidth - 1)*(imgHeihgt - 1) * 6*4, GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); //交换前后缓存 glutSwapBuffers(); } //创建顶点 static void CreateVertexBuffer() { //读取图片 Mat img = imread("T2.png"); int imgType = img.type(); #pragma region 灰度图信息 // C1 C2 C3 C4 //CV_8U 0 8 16 24 //CV_8S 1 9 17 25 //CV_16U 2 10 18 26 //CV_16S 3 11 19 27 //CV_32S 4 12 20 28 //CV_32F 5 13 21 29 //CV_64F 6 14 22 30 //fprintf(stderr, "Gray img type %d\n", imgType); //16 即是CV_8UC3 //imshow("grayImgTestShow",img); #pragma endregion Mat resImg = Mat(img.rows, img.cols, imgType); resize(img, resImg, resImg.size(), 0, 0, INTER_LINEAR); Mat gImg = Mat(img.rows,img.cols,CV_8UC1); //灰度图 cv::cvtColor(resImg, gImg, CV_BGR2GRAY);//bgr转灰度 imgWidth = resImg.rows; imgHeihgt = resImg.cols; //fprintf(stderr,"image gray type %d",resImg.type()); vertices = new GLfloat[imgWidth*imgHeihgt*3]; int k = 0; for (int i = 0; i < imgWidth; i++) { for (int j = 0; j < imgHeihgt; j++) { vertices[k++] = verticeScale* (float)i; vertices[k++] = verticeScale*(float)j; int c = (int)gImg.at<uchar>(i, j); //fprintf(stderr,"gray color %d %d %d",i,j ,(int)gImg.at<uchar>(i, j)); vertices[k++] = ZScale*(float)c / 255.0f; } } glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, imgWidth*imgHeihgt * 3*sizeof(GLfloat), vertices, GL_STATIC_DRAW); } //创建索引 static void CreateIndexBuffer() { indices = new unsigned int[(imgWidth-1)*(imgHeihgt-1) * 6]; int k = 0; for (int i = 0; i < imgWidth - 1; i++) { for (int j = 0; j < imgHeihgt - 1; j++) { indices[k++] = i*imgHeihgt + j; indices[k++] = i*imgHeihgt + j + 1; indices[k++] = i*imgHeihgt + j + imgHeihgt; indices[k++] = i*imgHeihgt + j + imgHeihgt; indices[k++] = i*imgHeihgt + j + 1; indices[k++] = i*imgHeihgt + j + imgHeihgt + 1; } } glGenBuffers(1, &IBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (imgWidth - 1)*(imgHeihgt - 1) * 6*sizeof(unsigned int), indices, GL_STATIC_DRAW); } //创建uv static void CreateUVBuffer() { uvs=new GLfloat[imgWidth*imgHeihgt * 2]; int k = 0; for (int i = 0; i < imgWidth; i++) { for (int j = 0; j < imgHeihgt; j++) { uvs[k++] = (float)i / (float)(imgWidth); uvs[k++] = (float)j / (float)(imgHeihgt); } } glGenBuffers(1, &UVBO); glBindBuffer(GL_ARRAY_BUFFER, UVBO); glBufferData(GL_ARRAY_BUFFER, imgWidth*imgHeihgt * 2 * sizeof(GLfloat), uvs, GL_STATIC_DRAW); } //创建贴图 static void CreateTexture() { Mat img = imread("grass.jpg"); Mat resImg = Mat(256, 256, img.type()); resize(img, resImg, resImg.size(), 0, 0, INTER_LINEAR); cv::cvtColor(resImg, resImg, CV_BGR2RGB); glGenTextures(1, &TexBO); glBindTexture(GL_TEXTURE_2D, TexBO); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, resImg.data);//设定纹理 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//重复纹理 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//滤波 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); TextureID = glGetUniformLocation(ShaderProgram, "myTexture"); } // 使用shader文本编译shader对象,并绑定shader到着色器程序中 static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType) { // 根据shader类型参数定义两个shader对象 GLuint ShaderObj = glCreateShader(ShaderType); // 检查是否定义成功 if (ShaderObj == 0) { fprintf(stderr, "Error creating shader type %d\n", ShaderType); exit(0); } // 定义shader的代码源 const GLchar* p[1]; p[0] = pShaderText; GLint Lengths[1]; Lengths[0] = strlen(pShaderText); glShaderSource(ShaderObj, 1, p, Lengths); glCompileShader(ShaderObj);// 编译shader对象 // 检查和shader相关的错误 GLint success; glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success); if (!success) { GLchar InfoLog[1024]; glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog); fprintf(stderr, "Error compiling shader type %d: '%s'\n", ShaderType, InfoLog); exit(1); } // 将编译好的shader对象绑定到program object程序对象上 glAttachShader(ShaderProgram, ShaderObj); } // 编译着色器函数 static void CompileShaders() { // 创建着色器程序 ShaderProgram = glCreateProgram(); // 检查是否创建成功 if (ShaderProgram == 0) { fprintf(stderr, "Error creating shader program\n"); exit(1); } // 存储着色器文本的字符串 string vs, fs; // 分别读取着色器文件中的文本到字符串 std::ifstream VertexShaderStream(vsShaderName, std::ios::in); if (VertexShaderStream.is_open()) { std::stringstream sstr; sstr << VertexShaderStream.rdbuf(); vs = sstr.str(); VertexShaderStream.close(); } else { printf("Error to open %s\n", vsShaderName); getchar(); exit(0); } std::ifstream FragmentShaderStream(fsShaderName, std::ios::in); if (FragmentShaderStream.is_open()) { std::stringstream sstr; sstr << FragmentShaderStream.rdbuf(); fs = sstr.str(); FragmentShaderStream.close(); } // 添加顶点着色器和片段着色器 AddShader(ShaderProgram, vs.c_str(), GL_VERTEX_SHADER); AddShader(ShaderProgram, fs.c_str(), GL_FRAGMENT_SHADER); // 链接shader着色器程序,并检查程序相关错误 GLint Success = 0; GLchar ErrorLog[1024] = { 0 }; glLinkProgram(ShaderProgram); glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success); if (Success == 0) { glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog); fprintf(stderr, "Error linking shader program: '%s'\n", ErrorLog); exit(1); } // 检查验证在当前的管线状态程序是否可以被执行 glValidateProgram(ShaderProgram); glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success); if (!Success) { glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog); fprintf(stderr, "Invalid shader program: '%s'\n", ErrorLog); exit(1); } // 设置到管线声明中来使用上面成功建立的shader程序 glUseProgram(ShaderProgram); MatrixID = glGetUniformLocation(ShaderProgram, "gWVP"); } int main(int argc, char ** argv) { // 初始化GLUT glutInit(&argc, argv); // 显示模式:双缓冲、RGBA glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); // 窗口设置 glutInitWindowSize(windowWidth, windowHeight); // 窗口尺寸 glutInitWindowPosition(100, 100); // 窗口位置 glutCreateWindow("terrainTest1"); // 窗口标题 GLenum res = glewInit(); if (res != GLEW_OK) { fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res)); return 1; } // 开始渲染 glutDisplayFunc(RenderScenceCB); // 注册键盘事件 glutSpecialFunc(SpecialKeyboardCB); //注册鼠标事件 glutPassiveMotionFunc(PassiveMouseCB); mouseX = windowWidth / 2; mouseY = windowHeight / 2; // 缓存清空后的颜色值 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //创建顶点 CreateVertexBuffer(); //创建索引 CreateIndexBuffer(); //创建uv CreateUVBuffer(); //创建贴图 CreateTexture(); // 编译着色器 CompileShaders(); //开启深度测试 glEnable(GL_DEPTH_TEST); // 通知开始GLUT的内部循环 glutMainLoop(); delete vertices; return 0; }
shader.vs 如下
#version 330 layout (location = 0) in vec3 Position; layout(location = 1) in vec2 vertexUV; // WVP标准 uniform mat4 gWVP; out vec2 UV; void main() { gl_Position = gWVP * vec4(Position, 1.0); UV = vertexUV; }
shader.fs如下
#version 330 in vec2 UV; out vec3 FragColor; uniform sampler2D myTexture; void main() { FragColor = texture( myTexture, UV ).rgb; }
参考链接
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