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OpenGL学习—04--彩色立方体

 

 

1.tutorial04.cpp

// Include standard headers#include <stdio.h>#include <stdlib.h>// Include GLEW#include <GL/glew.h>// Include GLFW#include <glfw3.h>GLFWwindow* window;// Include GLM#include <glm/glm.hpp>#include <glm/gtc/matrix_transform.hpp>using namespace glm;#include <common/shader.hpp>int main( void ){    // 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, "Tutorial 04 - Colored Cube", 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);    // Initialize GLEW    glewExperimental = true; // Needed for core profile    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);    // Dark blue background    glClearColor(0.0f, 0.0f, 0.4f, 0.0f);    // Enable depth test    glEnable(GL_DEPTH_TEST);    // Accept fragment if it closer to the camera than the former one    glDepthFunc(GL_LESS);     GLuint VertexArrayID;    glGenVertexArrays(1, &VertexArrayID);    glBindVertexArray(VertexArrayID);    // Create and compile our GLSL program from the shaders    GLuint programID = LoadShaders( "TransformVertexShader.vertexshader", "ColorFragmentShader.fragmentshader" );    // Get a handle for our "MVP" uniform    GLuint MatrixID = glGetUniformLocation(programID, "MVP");  // 获取渲染器变量    // Projection matrix : 45?Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units    glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);    // Camera matrix    glm::mat4 View       = glm::lookAt(                                glm::vec3(4,3,-3), // Camera is at (4,3,-3), in World Space                                glm::vec3(0,0,0), // and looks at the origin                                glm::vec3(0,1,0)  // Head is up (set to 0,-1,0 to look upside-down)                           );    // Model matrix : an identity matrix (model will be at the origin)    glm::mat4 Model      = glm::mat4(1.0f);    // Our ModelViewProjection : multiplication of our 3 matrices    glm::mat4 MVP        = Projection * View * Model; // Remember, matrix multiplication is the other way around    // Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.    // A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices    static const GLfloat g_vertex_buffer_data[] = {         -1.0f,-1.0f,-1.0f,        -1.0f,-1.0f, 1.0f,        -1.0f, 1.0f, 1.0f,         1.0f, 1.0f,-1.0f,        -1.0f,-1.0f,-1.0f,        -1.0f, 1.0f,-1.0f,         1.0f,-1.0f, 1.0f,        -1.0f,-1.0f,-1.0f,         1.0f,-1.0f,-1.0f,         1.0f, 1.0f,-1.0f,         1.0f,-1.0f,-1.0f,        -1.0f,-1.0f,-1.0f,        -1.0f,-1.0f,-1.0f,        -1.0f, 1.0f, 1.0f,        -1.0f, 1.0f,-1.0f,         1.0f,-1.0f, 1.0f,        -1.0f,-1.0f, 1.0f,        -1.0f,-1.0f,-1.0f,        -1.0f, 1.0f, 1.0f,        -1.0f,-1.0f, 1.0f,         1.0f,-1.0f, 1.0f,         1.0f, 1.0f, 1.0f,         1.0f,-1.0f,-1.0f,         1.0f, 1.0f,-1.0f,         1.0f,-1.0f,-1.0f,         1.0f, 1.0f, 1.0f,         1.0f,-1.0f, 1.0f,         1.0f, 1.0f, 1.0f,         1.0f, 1.0f,-1.0f,        -1.0f, 1.0f,-1.0f,         1.0f, 1.0f, 1.0f,        -1.0f, 1.0f,-1.0f,        -1.0f, 1.0f, 1.0f,         1.0f, 1.0f, 1.0f,        -1.0f, 1.0f, 1.0f,         1.0f,-1.0f, 1.0f    };    // One color for each vertex. They were generated randomly.    static const GLfloat g_color_buffer_data[] = {         0.583f,  0.771f,  0.014f,        0.609f,  0.115f,  0.436f,        0.327f,  0.483f,  0.844f,        0.822f,  0.569f,  0.201f,        0.435f,  0.602f,  0.223f,        0.310f,  0.747f,  0.185f,        0.597f,  0.770f,  0.761f,        0.559f,  0.436f,  0.730f,        0.359f,  0.583f,  0.152f,        0.483f,  0.596f,  0.789f,        0.559f,  0.861f,  0.639f,        0.195f,  0.548f,  0.859f,        0.014f,  0.184f,  0.576f,        0.771f,  0.328f,  0.970f,        0.406f,  0.615f,  0.116f,        0.676f,  0.977f,  0.133f,        0.971f,  0.572f,  0.833f,        0.140f,  0.616f,  0.489f,        0.997f,  0.513f,  0.064f,        0.945f,  0.719f,  0.592f,        0.543f,  0.021f,  0.978f,        0.279f,  0.317f,  0.505f,        0.167f,  0.620f,  0.077f,        0.347f,  0.857f,  0.137f,        0.055f,  0.953f,  0.042f,        0.714f,  0.505f,  0.345f,        0.783f,  0.290f,  0.734f,        0.722f,  0.645f,  0.174f,        0.302f,  0.455f,  0.848f,        0.225f,  0.587f,  0.040f,        0.517f,  0.713f,  0.338f,        0.053f,  0.959f,  0.120f,        0.393f,  0.621f,  0.362f,        0.673f,  0.211f,  0.457f,        0.820f,  0.883f,  0.371f,        0.982f,  0.099f,  0.879f    };    GLuint vertexbuffer;    glGenBuffers(1, &vertexbuffer);   // 创建缓冲区    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);  // 绑定缓冲区    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);  // 填充数据到缓冲区    GLuint colorbuffer;    glGenBuffers(1, &colorbuffer);    glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);    glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);    do{        // Clear the screen        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);        // Use our shader        glUseProgram(programID);        // Send our transformation to the currently bound shader,         // in the "MVP" uniform        glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);  // 将变换矩阵放入渲染器中        // 1rst attribute buffer : vertices        glEnableVertexAttribArray(0);  // 与渲染器变量进行关联        glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);        glVertexAttribPointer(            0,                  // attribute. 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        );        // 2nd attribute buffer : colors        glEnableVertexAttribArray(1);        glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);        glVertexAttribPointer(            1,                                // attribute. No particular reason for 1, 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 triangle !        glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles        glDisableVertexAttribArray(0);        glDisableVertexAttribArray(1);        // 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 and shader    glDeleteBuffers(1, &vertexbuffer);    glDeleteBuffers(1, &colorbuffer);    glDeleteProgram(programID);    glDeleteVertexArrays(1, &VertexArrayID);    // Close OpenGL window and terminate GLFW    glfwTerminate();    return 0;}

 

 

 

2. common/shader.cpp

#include <stdio.h>#include <string>#include <vector>#include <iostream>#include <fstream>#include <algorithm>using namespace std;#include <stdlib.h>#include <string.h>#include <GL/glew.h>#include "shader.hpp"GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){    // Create the shaders    GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);    GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);    // Read the Vertex Shader code from the file    std::string VertexShaderCode;    std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);    if(VertexShaderStream.is_open()){        std::string Line = "";        while(getline(VertexShaderStream, Line))            VertexShaderCode += "\n" + Line;        VertexShaderStream.close();    }else{        printf("Impossible to open %s. Are you in the right directory ? Don‘t forget to read the FAQ !\n", vertex_file_path);        getchar();        return 0;    }    // Read the Fragment Shader code from the file    std::string FragmentShaderCode;    std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);    if(FragmentShaderStream.is_open()){        std::string Line = "";        while(getline(FragmentShaderStream, Line))            FragmentShaderCode += "\n" + Line;        FragmentShaderStream.close();    }    GLint Result = GL_FALSE;    int InfoLogLength;    // Compile Vertex Shader    printf("Compiling shader : %s\n", vertex_file_path);    char const * VertexSourcePointer = VertexShaderCode.c_str();    glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);    glCompileShader(VertexShaderID);    // Check Vertex Shader    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]);    }    // Compile Fragment Shader    printf("Compiling shader : %s\n", fragment_file_path);    char const * FragmentSourcePointer = FragmentShaderCode.c_str();    glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);    glCompileShader(FragmentShaderID);    // Check Fragment Shader    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]);    }    // Link the program    printf("Linking program\n");    GLuint ProgramID = glCreateProgram();    glAttachShader(ProgramID, VertexShaderID);    glAttachShader(ProgramID, FragmentShaderID);    glLinkProgram(ProgramID);    // Check the program    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;}

 

3.common/shader.hpp

#ifndef SHADER_HPP#define SHADER_HPPGLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path);#endif

 

4.shaders/TransformVertexShader.vertexshader

 

#version 330 core// Input vertex data, different for all executions of this shader.layout(location = 0) in vec3 vertexPosition_modelspace;layout(location = 1) in vec3 vertexColor;// Output data ; will be interpolated for each fragment.out vec3 fragmentColor;// Values that stay constant for the whole mesh.uniform mat4 MVP;void main(){        // Output position of the vertex, in clip space : MVP * position    gl_Position =  MVP * vec4(vertexPosition_modelspace,1);    // The color of each vertex will be interpolated    // to produce the color of each fragment    fragmentColor = vertexColor;}

 

5.shaders/ColorFragmentShader.fragmentshader

 

#version 330 core// Interpolated values from the vertex shadersin vec3 fragmentColor;// Ouput dataout vec3 color;void main(){    // Output color = color specified in the vertex shader,     // interpolated between all 3 surrounding vertices    color = fragmentColor;}

 

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OpenGL学习—04--彩色立方体