OpenGL 入门基础教程 —— 彩色立方体

参考资料:http://www.opengl-tutorial.org/cn/beginners-tutorials/tutorial-4-a-colored-cube/


知识点1:顶点属性缓冲、色彩属性缓冲的创建流程


顶点属性缓冲首先给定数组:

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
	};

再进行定义、创建、绑定、填充缓冲

GLuint vertexbuffer;
	glGenBuffers(1, &vertexbuffer);
	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
	glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);


再在主循环中进行配置

glEnableVertexAttribArray(0); //启用0号顶点数组
		glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); //绑定缓冲
		glVertexAttribPointer(      //设置其中属性
			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
		);


颜色属性缓冲

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
	};

颜色缓冲的创建、绑定、填充

GLuint colorbuffer;
glGenBuffer(1,&colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER,colorbuffer);
glBufferData(GL_ARRAY_BUFFER,sizeof(g_color_buffer_data),g_color_buffer_data,GL_STATIC_DRAW);



属性配置

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
		);


知识点2:深度缓冲(Z-Buffer)

在缓冲中存储每个片段的深度(即”Z”值);并且每次绘制片段之前要比较当前与先前片段的深度值,看谁离摄像机更近。

您可以自己实现深度缓冲,但让硬件自动完成更简单:

// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);

在清除屏幕时,你还需要清除除了颜色以外每一帧(frame)的深度。

// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


知识点3:随机数的生成C++/C

头文件

#include<iostream>
#include<ctime>


两个函数

       函数一:int rand(void);
从srand (seed)中指定的seed开始,返回一个[seed, RAND_MAX(0x7fff))间的随机整数。
       函数二:void srand(unsigned seed);
参数seed是rand()的种子,用来初始化rand()的起始值。


       可以认为rand()在每次被调用的时候,它会查看:
1)如果用户在此之前调用过srand(seed),给seed指定了一个值,那么它会自动调用
      srand(seed)一次来初始化它的起始值。
2)如果用户在此之前没有调用过srand(seed),它会自动调用srand(1)一次。 


根据上面的第一点我们可以得出:
1)如果希望rand()在每次程序运行时产生的值都不一样,必须给srand(seed)中的seed一个变值,这个变值必须在每次程序运行时都不一样(比如到目前为止流逝的时间)。
2)否则,如果给seed指定的是一个定值,那么每次程序运行时rand()产生的值都会一样,虽然这个值会是[seed, RAND_MAX(0x7fff))之间的一个随机取得的值。
3)如果在调用rand()之前没有调用过srand(seed),效果将和调用了srand(1)再调用rand()一样(1也是一个定值)。


C++代码:

static GLfloat g_color_buffer_data[12*3*3];
	srand((unsigned)time(0));
	for (int i = 0; i < 12*3; i++)
	{
		g_color_buffer_data[3*i+0] = rand()/float(RAND_MAX);
		g_color_buffer_data[3*i+1] = rand()/float(RAND_MAX);
		g_color_buffer_data[3*i+2] = rand()/float(RAND_MAX);
	}


自己修改的代码的特殊之处

1:使用随机数生成颜色,每次运行生成的颜色皆不相同

2:使用不同的MVP,在不同位置画出立体

3:实现每一帧变化不同的颜色


// Include standard headers
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <ctime>

// 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>
#include <glm/gtx/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);


	/****深度缓冲 Z-BUFFER 保证离相机进的在上层****/
	// 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");

	// 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 rotate_model = glm::rotate(30.0f,glm::vec3(1.0f, 0.0f, 0.0f));
	glm::mat4 myMatrix = glm::translate(glm::vec3(2.5f, 0.0f, 0.0f));      //平移矩阵
	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
	glm::mat4 MVP1        = Projection * View * Model*myMatrix; // 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.

	//随机数方法,每次运行的颜色都不同
	static GLfloat g_color_buffer_data[12*3*3];
	srand((unsigned)time(0));
	for (int i = 0; i < 12*3; i++)
	{
		g_color_buffer_data[3*i+0] = rand()/float(RAND_MAX);
		g_color_buffer_data[3*i+1] = rand()/float(RAND_MAX);
		g_color_buffer_data[3*i+2] = rand()/float(RAND_MAX);
	}

// 	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
// 	};

	//缓冲的创建、绑定和填充方法
	GLuint vertexbuffer;
	glGenBuffers(1, &vertexbuffer);
	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
	glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);

	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]);

		// 1rst attribute buffer : vertices
		glEnableVertexAttribArray(0);
		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);
		glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_DYNAMIC_DRAW);
		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);

		//此处无需再交换帧数
		// Swap buffers
// 		glfwSwapBuffers(window);
// 		glfwPollEvents();


		//画出第二个立方体
		// Send our transformation to the currently bound shader, 
		// in the "MVP" uniform
		glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP1[0][0]);

		// 1rst attribute buffer : vertices
		glEnableVertexAttribArray(0);
		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);
		glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_DYNAMIC_DRAW);
		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);


		//此处将颜色生成矩阵加入,得到随帧数变化的结果
		srand((unsigned)time(0));
		for (int i = 0; i < 12*3; i++)
		{
			g_color_buffer_data[3*i+0] = rand()/float(RAND_MAX);
			g_color_buffer_data[3*i+1] = rand()/float(RAND_MAX);
			g_color_buffer_data[3*i+2] = rand()/float(RAND_MAX);
		}

		// 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;
}

  • 0
    点赞
  • 4
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

MISAYAONE

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值