OpenGL 8th editon 3rd chapter source code errdata

 line  17: using namespace vmath;  -> // using namespace vmath; 
line  46: static const ShaderInfo shader_info[] = -> static ShaderInfo shader_info[] =
line 116: mat4 model_matrix; -> vmath::mat4 model_matrix;
line 137: glUniformMatrix4fv(render_model_matrix_loc, 4, GL_FALSE, model_matrix);  -> glUniformMatrix4fv(render_model_matrix_loc, 1, GL_FALSE, model_matrix);
line 142: same to 137
line 147: same to 137
line 152: same to 137 

 

 

/* $URL$
   $Rev$
   $Author$
   $Date$
   $Id$
 */

#include "vapp.h"
#include "vutils.h"

#include "vmath.h"

#include "LoadShaders.h"

#include <stdio.h>

using namespace vmath;

// Define USE_PRIMITIVE_RESTART to 0 to use two separate draw commands
#define USE_PRIMITIVE_RESTART 1

BEGIN_APP_DECLARATION(DrawCommandExample)
    // Override functions from base class
    virtual void Initialize(const char * title);
    virtual void Display(bool auto_redraw);
    virtual void Finalize(void);
    virtual void Reshape(int width, int height);

    // Member variables
    float aspect;
    GLuint render_prog;
    GLuint vao[1];
    GLuint vbo[1];
    GLuint ebo[1];

    GLint render_model_matrix_loc;
    GLint render_projection_matrix_loc;
END_APP_DECLARATION()

DEFINE_APP(DrawCommandExample, "Drawing Commands Example")

void DrawCommandExample::Initialize(const char * title)
{
    base::Initialize(title);

    static const ShaderInfo shader_info[] =
    {
        { GL_VERTEX_SHADER, "../../03/ch03_primitive_restart/primitive_restart.vs.glsl" },
        { GL_FRAGMENT_SHADER, "../../03/ch03_primitive_restart/primitive_restart.fs.glsl" },
        { GL_NONE, NULL }
    };

    render_prog = LoadShaders(shader_info);

    glUseProgram(render_prog);

    // "model_matrix" is actually an array of 4 matrices
    render_model_matrix_loc = glGetUniformLocation(render_prog, "model_matrix");
    render_projection_matrix_loc = glGetUniformLocation(render_prog, "projection_matrix");

    // A single triangle
    static const GLfloat vertex_positions[] =
    {
        -1.0f, -1.0f,  0.0f, 1.0f,
         1.0f, -1.0f,  0.0f, 1.0f,
        -1.0f,  1.0f,  0.0f, 1.0f,
        -1.0f, -1.0f,  0.0f, 1.0f,
    };

    // Color for each vertex
    static const GLfloat vertex_colors[] =
    {
        1.0f, 1.0f, 1.0f, 1.0f,
        1.0f, 1.0f, 0.0f, 1.0f,
        1.0f, 0.0f, 1.0f, 1.0f,
        0.0f, 1.0f, 1.0f, 1.0f
    };

    // Indices for the triangle strips
    static const GLushort vertex_indices[] =
    {
        0, 1, 2
    };

    // Set up the element array buffer
    glGenBuffers(1, ebo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo[0]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(vertex_indices), vertex_indices, GL_STATIC_DRAW);

    // Set up the vertex attributes
    glGenVertexArrays(1, vao);
    glBindVertexArray(vao[0]);

    glGenBuffers(1, vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_positions) + sizeof(vertex_colors), NULL, GL_STATIC_DRAW);
    glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_positions), vertex_positions);
    glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertex_positions), sizeof(vertex_colors), vertex_colors);

    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL);
    glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)sizeof(vertex_positions));
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}

void DrawCommandExample::Display(bool auto_redraw)
{
    float t = float(GetTickCount() & 0x1FFF) / float(0x1FFF);
    static float q = 0.0f;
    static const vmath::vec3 X(1.0f, 0.0f, 0.0f);
    static const vmath::vec3 Y(0.0f, 1.0f, 0.0f);
    static const vmath::vec3 Z(0.0f, 0.0f, 1.0f);

    mat4 model_matrix;

    // Setup
    glEnable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Activate simple shading program
    glUseProgram(render_prog);

    // Set up the model and projection matrix
    vmath::mat4 projection_matrix(vmath::frustum(-1.0f, 1.0f, -aspect, aspect, 1.0f, 500.0f));
    glUniformMatrix4fv(render_projection_matrix_loc, 1, GL_FALSE, projection_matrix);

    // Set up for a glDrawElements call
    glBindVertexArray(vao[0]);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo[0]);

    // Draw Arrays...
    model_matrix = vmath::translation(-3.0f, 0.0f, -5.0f);
    glUniformMatrix4fv(render_model_matrix_loc, 4, GL_FALSE, model_matrix);
    glDrawArrays(GL_TRIANGLES, 0, 3);

    // DrawElements
    model_matrix = vmath::translation(-1.0f, 0.0f, -5.0f);
    glUniformMatrix4fv(render_model_matrix_loc, 4, GL_FALSE, model_matrix);
    glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, NULL);

    // DrawElementsBaseVertex
    model_matrix = vmath::translation(1.0f, 0.0f, -5.0f);
    glUniformMatrix4fv(render_model_matrix_loc, 4, GL_FALSE, model_matrix);
    glDrawElementsBaseVertex(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, NULL, 1);

    // DrawArraysInstanced
    model_matrix = vmath::translation(3.0f, 0.0f, -5.0f);
    glUniformMatrix4fv(render_model_matrix_loc, 4, GL_FALSE, model_matrix);
    glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);

    base::Display();
}

void DrawCommandExample::Finalize(void)
{
    glUseProgram(0);
    glDeleteProgram(render_prog);
    glDeleteVertexArrays(1, vao);
    glDeleteBuffers(1, vbo);
}

void DrawCommandExample::Reshape(int width, int height)
{
    glViewport(0, 0 , width, height);

    aspect = float(height) / float(width);
}


 

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