此代码来自《OpenGL编程指南》,最近所写程序中需要使用到VBO与VAO,故将其在自己的机器上跑起来,并对此做了注释,方便日后查看
vbo.cpp
#include <stdlib.h>
#include <GL/glew.h>
#include <GL/glut.h>
#pragma comment( lib, "glew32.lib")
// 使用此宏来简化偏移量的表达形式
#define BUFFER_OFFSET(bytes) ((GLubyte*) NULL + (bytes))
#define VERTICES 0
#define INDICES 1
#define NUM_BUFFERS 2
GLuint buffers[NUM_BUFFERS];
GLfloat vertices[][3] = {
{-1.0f,-1.0f,-1.0f},
{1.0f,-1.0f,-1.0f},
{1.0f,1.0f,-1.0f},
{-1.0f,1.0f,-1.0f},
{-1.0f,-1.0f,1.0f},
{1.0f,-1.0f,1.0f},
{1.0f,1.0f,1.0f},
{-1.0f,1.0f,1.0f}
};
GLubyte indices[][4] = {
{0,1,2,3},
{4,7,6,5},
{0,4,5,1},
{3,2,6,7},
{0,3,7,4},
{1,5,6,2}
};
GLfloat* bdata;
void changeSize(int w, int h)
{
glViewport(0,0,(GLsizei)w,(GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0,(double)w/(double)h,0.01,30);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyDown(unsigned char key, int x, int y)
{
switch (key)
{
case 'b':
// 返回一个缓冲区对象的指针(指向与GL_ARRAY_BUFFER相关联的当前绑定缓冲区对象的数据存储),可以在这个缓冲区对象中写入新值,就像对数组赋值一样
// GL_READ_WRITE 表示可以对数据进行读写操作
bdata = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
for (int i = 0; i < 24; i++)
{
*(bdata + i) *=1.1f;
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glutPostRedisplay();
break;
case 's':
bdata = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
for (int i = 0; i < 24; i++)
{
*(bdata + i) *= 0.9f;
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glutPostRedisplay();
break;
}
}
void mouse(int button, int state, int x, int y)
{
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -5.0f);
glRotatef(45.0f, 1.0f, 1.0f, 0.0f);
// GL_QUADS 创建图元的类型
// 24 使用24个元素定义一个几何图元序列
// GL_UNSIGNED_BYTE 数组数据类型
// BUFFER_OFFSET(0) 偏移量
glDrawElements(GL_QUADS, 24, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
glutSwapBuffers();
}
void init(void)
{
glClearColor(0.0f,0.0f,0.0f,0.0f);
glShadeModel(GL_FLAT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glewInit();
// 创建2个缓冲区对象
glGenBuffers(NUM_BUFFERS, buffers);
glBindBuffer(GL_ARRAY_BUFFER, buffers[VERTICES]);
// GL_ARRAY_BUFFER 表示顶点数据
// sizeof(vertices) 表示存储相关数据所需要的内存数量
// vertices 指向数据所存储的内存的指针,用于初始化缓冲区对象
// GL_DYNAMIC_DRAW 提示数据在分配之后将如何进行读取和写入
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
// 指定了需要访问的空间坐标数据
// 3 表示每个顶点的坐标数量
// GL_FLOAT 指定数组中每个坐标的数据类型
// 0 跨距
// BUFFER_OFFSET(0) 是数组包含的第一个顶点的第一个坐标的内存地址
glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0));
// 启用数组
glEnableClientState(GL_VERTEX_ARRAY);
// GL_ELEMENT_ARRAY_BUFFER(表示索引数据),用索引数据初始化缓冲区对象
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[INDICES]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GL_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(600, 600);
glutCreateWindow("VBO");
glutReshapeFunc(changeSize);
glutMouseFunc(mouse);
glutKeyboardFunc(keyDown);
glutDisplayFunc(display);
init();
glutMainLoop();
return 0;
}
以下运行结果分别为未缩放,放大,缩小之后的截图
vao.cpp
#include <windows.h>
#include <GL/glew.h>
#include <GL/glut.h>
#include <math.h>
#include <iostream>
#include <stdio.h>
#pragma comment (lib, "glew32.lib")
using namespace std;
#define M_PI 3.1415926f
// 使用此宏来简化偏移量的表达形式
#define BUFFER_OFFSET(offset) ((GLvoid*)offset)
#define NumberOf(array) (sizeof(array)/sizeof(array[0])) //求数组大小
typedef struct {
GLfloat x, y, z;
} vec3;
typedef struct {
vec3 xlate; //glTranslatef参数
GLfloat angle;
vec3 axis; //glRotatef参数
} xform;
enum { Cube, Cone, NumVAOs }; //{0, 1, 2}
GLuint VAO[NumVAOs]; //顶点数组对象
GLenum primType[NumVAOs]; //图元类型
GLsizei numElements[NumVAOs]; //索引数据
xform xForm[NumVAOs] = {
{ { -3.0, 0.0, 0.0 }, 45.0, { 1.0, 1.0, 1.0 } },
{ { 0.0, 0.0, 3.0 }, 0.0, { 1.0, 1.0, 1.0 } }
};
GLfloat Angle = 0.0;
void init()
{
//初始化glew
GLenum err = glewInit();
if (GLEW_OK != err)
{
fprintf(stderr, "GLEW初始化失败!\n");
exit(EXIT_FAILURE);
}
enum { vertices, colors, elements, NumVBOs }; //{0, 1, 2, 3}
//缓冲区对象,包含顶点坐标,顶点颜色,顶点索引
GLuint buffers[NumVBOs];
//生成顶点数组对象,本代码中只画了两个图形
glGenVertexArrays(NumVAOs, VAO);
{
//顶点坐标
GLfloat cubeVerts[][3] = {
{ -1.0, -1.0, -1.0 },
{ -1.0, -1.0, 1.0 },
{ -1.0, 1.0, -1.0 },
{ -1.0, 1.0, 1.0 },
{ 1.0, -1.0, -1.0 },
{ 1.0, -1.0, 1.0 },
{ 1.0, 1.0, -1.0 },
{ 1.0, 1.0, 1.0 }
};
//顶点颜色
GLfloat cubeColors[][3] = {
{ 0.0, 0.0, 0.0 },
{ 0.0, 0.0, 1.0 },
{ 0.0, 1.0, 0.0 },
{ 0.0, 1.0, 1.0 },
{ 1.0, 0.0, 0.0 },
{ 1.0, 0.0, 1.0 },
{ 1.0, 1.0, 0.0 },
{ 1.0, 1.0, 1.0 }
};
//顶点索引
GLubyte cubeIndices[] = {
0, 1, 3, 2,
4, 6, 7, 5,
2, 3, 7, 6,
0, 4, 5, 1,
0, 2, 6, 4,
1, 5, 7, 3
};
//绑定激活第一个顶点数组对象
glBindVertexArray(VAO[Cube]);
//修改缓冲对象里的数据
glGenBuffers(NumVBOs, buffers);
glBindBuffer(GL_ARRAY_BUFFER, buffers[vertices]);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVerts), cubeVerts, GL_STATIC_DRAW);
glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0));
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, buffers[colors]);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeColors), cubeColors, GL_STATIC_DRAW);
glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0));
glEnableClientState(GL_COLOR_ARRAY);
// GL_ELEMENT_ARRAY_BUFFER(表示索引数据),用索引数据初始化缓冲区对象
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[elements]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cubeIndices), cubeIndices, GL_STATIC_DRAW);
primType[Cube] = GL_QUADS; //图元类型,4个点画一个矩形
numElements[Cube] = NumberOf(cubeIndices);
}
{
int i, index;
float dTheta;
#define NumConePoints 36 //圆锥底面有36个点
//增加一个顶点作为圆锥的尖端顶点(作为第一个顶点)
GLfloat coneVerts[NumConePoints+1][3] = {
{0.0, 0.0, 10.0} //相当于给数组赋了第一个顶点
};
GLfloat coneColors[NumConePoints+1][3] = {
{1.0, 1.0, 1.0} //第一个顶点的颜色
};
GLubyte coneIndices[NumConePoints+1]; //默认初始化0,即索引到第一个顶点
dTheta = 2*M_PI / (NumConePoints - 1); //所要绘制的三角形的夹角
index = 1;
for (i = 0; i < NumConePoints; ++i, ++index)
{
//这里的顶点坐标很好分析,画一个顶点在坐标原点的圆,36个顶点分别在圆上
float theta = i*dTheta;
coneVerts[index][0] = cos(theta);
coneVerts[index][1] = sin(theta);
coneVerts[index][2] = 0.0;
coneColors[index][0] = cos(theta);
coneColors[index][1] = sin(theta);
coneColors[index][2] = 0.0;
coneIndices[index] = index;
cout << "( " << coneVerts[index][0] << ", " << coneVerts[index][1] << ")" << endl;
}
//激活绑定第二个顶点数组对象
glBindVertexArray(VAO[Cone]);
glGenBuffers(NumVBOs, buffers);
glBindBuffer(GL_ARRAY_BUFFER, buffers[vertices]);
glBufferData(GL_ARRAY_BUFFER, sizeof(coneVerts), coneVerts, GL_STATIC_DRAW);
glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0));
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, buffers[colors]);
glBufferData(GL_ARRAY_BUFFER, sizeof(coneColors), coneColors, GL_STATIC_DRAW);
glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0));
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[elements]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(coneIndices), coneIndices, GL_STATIC_DRAW);
primType[Cone] = GL_TRIANGLE_FAN; //以圆锥顶点为公共顶点画三角形
numElements[Cone] = NumberOf(coneIndices);
}
glEnable(GL_DEPTH_TEST);
}
void display()
{
int i;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 0.0, 0.0);
glPushMatrix();
glRotatef(Angle, 0.0, 1.0, 0.0); //初始旋转角度以及旋转轴
gluLookAt(0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); //设置相机
for (i = 0; i < NumVAOs; ++i) {
glPushMatrix();
glTranslatef(xForm[i].xlate.x, xForm[i].xlate.y, xForm[i].xlate.z);
glRotatef(xForm[i].angle, xForm[i].axis.x, xForm[i].axis.y, xForm[i].axis.z);
glBindVertexArray(VAO[i]); //对相应的数组对象解引用
glDrawElements(primType[i], numElements[i], GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
glPopMatrix();
}
glPopMatrix();
glutSwapBuffers();
}
void reshape(GLsizei w, GLsizei h)
{
if(h == 0)
h = 1;
glViewport(0, 0, w, h);
GLfloat fAspect = (GLfloat)w / (GLfloat)h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//将当前的用户坐标系的原点移动到了屏幕中心,类似一个复位操作
gluPerspective(45.0f, fAspect, 1.0f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int args, char* argv[])
{
glutInit(&args, argv);
glutInitWindowPosition(200, 200);
glutInitWindowSize(600, 600);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
//glewInit();//此初始化函数在init()函数中进行了调用
glutCreateWindow("VAO");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
init();
glutMainLoop();
return 0;
}