坐标系统
我们总共会涉及到5个不同的坐标系统。
- 局部空间(Local Space,或者称为物体空间(Object Space))
- 世界空间(World Space)
- 观察空间(View Space,或者称为视觉空间(Eye Space))
- 裁剪空间(Clip Space)
- 屏幕空间(Screen Space)
我们的顶点坐标起始于局部空间(Local Space),在这里它称为局部坐标(Local Coordinate),它在之后会变为世界坐标(World Coordinate),观察坐标(View Coordinate),裁剪坐标(Clip Coordinate),并最后以屏幕坐标(Screen Coordinate)的形式结束。
- 局部坐标是对象相对于局部原点的坐标,也是物体起始的坐标。
- 下一步是将局部坐标变换为世界空间坐标( M m o d e l M_{model} Mmodel),世界空间坐标是处于一个更大的空间范围的。这些坐标相对于世界的全局原点,它们会和其它物体一起相对于世界的原点进行摆放。
- 接下来我们将世界坐标变换为观察空间(摄像机空间)坐标( M v i e w M_{view} Mview),使得每个坐标都是从摄像机或者说观察者的角度进行观察的。
- 坐标到达观察空间之后,我们需要将其投影到裁剪坐标( M p r o j e c t i o n M_{projection} Mprojection)。裁剪坐标会被处理至-1.0到1.0的范围内,并判断哪些顶点将会出现在屏幕上。
- 最后,我们将裁剪坐标变换为屏幕坐标,我们将使用一个叫做视口变换(Viewport Transform)的过程。视口变换将位于-1.0到1.0范围的坐标变换到由glViewport函数所定义的坐标范围内。最后变换出来的坐标将会送到光栅器,将其转化为片段。
物体从观察空间到裁剪空间的变换是通过投影变换完成的。投影变换对应一个观察箱,每个出现在观察箱的坐标都会最终出现在用户屏幕上,不在观察箱的坐标会被裁剪掉。获得了特定范围的坐标后,这个坐标会被转化到标准化的设备坐标。
做了上面的变换后我们便得到了物体坐标和屏幕坐标的对应关系,因此便能够在屏幕上绘制出相应的图像。
实际上, M m o d e l M_{model} Mmodel解决的是怎么摆的问题, M v i e w M_{view} Mview解决的是看哪里的问题, M p r o j e c t i o n M_{projection} Mprojection解决的是看到什么的问题。
正射投影
正射投影通过正射投影矩阵完成,其构造需要给出宽、高、近、远。
正射投影矩阵不会改变每个 w w w分量。
透视投影
透视投影通过透视投影矩阵完成。透视投影矩阵会将观察箱中的坐标映射到裁剪空间。同时,透视投影会改变每个顶点的 w w w值,使得离观察者越远的顶点坐标的 w w w分量越大(产生近大远小的效果)。被变换到裁剪空间的坐标都会在 − w -w −w到 w w w的范围之间(任何大于这个范围的坐标都会被裁剪掉)。OpenGL将会自动进行透视除法、裁剪和视口变换。
Z缓冲
z缓冲解决的是像素前后遮挡的问题。
OpenGL存储它的所有深度信息于一个Z缓冲(Z-buffer)中,也被称为深度缓冲(Depth Buffer)。GLFW会自动为你生成这样一个缓冲(就像它也有一个颜色缓冲来存储输出图像的颜色)。深度值存储在每个片段里面(作为片段的z值),当片段想要输出它的颜色时,OpenGL会将它的深度值和z缓冲进行比较,如果当前的片段在其它片段之后,它将会被丢弃,否则将会覆盖。这个过程称为深度测试(Depth Testing),它是由OpenGL自动完成的。
OpenGL的深度测试默认是关闭的。
因为我们使用了深度测试,我们也想要在每次渲染迭代之前清除深度缓冲(否则前一帧的深度信息仍然保存在缓冲中)。
code
MVP过程
#include "../env/glm/glm.hpp"
#include "../env/glm/gtc/matrix_transform.hpp"
#include "../env/glm/gtc/type_ptr.hpp"
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "../env/std_image.h"
#include "../env/glad.h"
#include "../env/glfw3.h"
#include <fstream>
#define WIDTH 800
#define HEIGHT 600
GLFWwindow *initialize(int width, int height);
GLuint complieVertexShader(const std::string &filename);
GLuint complieFragmentShader(const std::string &filename);
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader);
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string getShaderSource(const std::string &filename);
int main()
{
GLFWwindow *window = initialize(WIDTH, HEIGHT);
GLuint vertexShader = complieVertexShader("6-vertex.glsl");
GLuint fragmentShader = complieFragmentShader("6-fragment.glsl");
GLuint shaderProgram = getShaderProgram(vertexShader, fragmentShader);
GLuint myVAO;
glGenVertexArrays(1, &myVAO);
glBindVertexArray(myVAO);
float vertices[] = {
// ---- 位置 ---- ---- 颜色 ---- - 纹理坐标 -
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // 右上
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // 左下
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // 左上
};
GLuint indices[] = {
0, 1, 3,
2, 1, 3};
unsigned int myVBO;
glGenBuffers(1, &myVBO);
glBindBuffer(GL_ARRAY_BUFFER, myVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
GLuint myEBO;
glGenBuffers(1, &myEBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, myEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
int width, height, channel;
unsigned char *data = stbi_load("../images/container.jpg", &width, &height, &channel, 0);
GLuint texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
stbi_set_flip_vertically_on_load(true);
data = stbi_load("../images/awesomeface.png", &width, &height, &channel, 0);
GLuint texture2;
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
// 激活不同的纹理单元
glUseProgram(shaderProgram);
GLint texture1Location = glGetUniformLocation(shaderProgram, "texture1");
glUniform1i(texture1Location, 0);
GLint texture2Location = glGetUniformLocation(shaderProgram, "texture2");
glUniform1i(texture2Location, 1);
// 获取着色器中定义的变换矩阵的位置
GLint modelMatrixLocation = glGetUniformLocation(shaderProgram, "model");
GLint viewMatrixLocation = glGetUniformLocation(shaderProgram, "view");
GLint projectionMatrixLocation = glGetUniformLocation(shaderProgram, "projection");
while (!glfwWindowShouldClose(window))
{
glUseProgram(shaderProgram);
// 激活不同的纹理单元
// glm中的矩阵是列主序的
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(glm::radians(45.0f), 1.0f * WIDTH / HEIGHT, 0.1f, 100.0f);
glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, glm::value_ptr(projection));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glBindVertexArray(myVAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
processInput(window);
glfwSwapBuffers(window);
glfwPollEvents();
glClearColor(0.2, 0.3, 0.3, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
GLFWwindow *initialize(int width, int height)
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "2", nullptr, nullptr);
if (!window)
{
exit(-1);
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
exit(-1);
}
glViewport(0, 0, width, height);
glfwSetWindowSizeCallback(window, framebuffer_size_callback);
return window;
}
std::string getShaderSource(const std::string &filename)
{
std::ifstream in;
in.open(filename, std::ios::in);
if (!in.is_open())
{
exit(-1);
}
std::string ans, line;
while (!in.eof())
{
getline(in, line);
ans += line;
ans.push_back('\n');
}
return ans;
}
GLuint complieVertexShader(const std::string &filename)
{
const char *charPtr = nullptr;
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
std::string vertexShaderSource = getShaderSource(filename);
if (vertexShaderSource.empty())
exit(-1);
charPtr = vertexShaderSource.c_str();
// 把这个着色器源码附加到着色器对象上,然后编译
glShaderSource(vertexShader, 1, &charPtr, nullptr);
glCompileShader(vertexShader);
// 获取顶点着色器编译信息
int success;
char info[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, nullptr, info);
std::cout << "Complie vertex shader error: " << info << std::endl;
exit(-1);
}
return vertexShader;
}
GLuint complieFragmentShader(const std::string &filename)
{
const char *charPtr = nullptr;
// 编译片段着色器
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
std::string fragmentShaderSource = getShaderSource(filename);
if (fragmentShaderSource.empty())
{
exit(-1);
}
charPtr = fragmentShaderSource.c_str();
glShaderSource(fragmentShader, 1, &charPtr, nullptr);
glCompileShader(fragmentShader);
int success;
char info[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, nullptr, info);
std::cout << "Complie fragment shader error: " << info << std::endl;
exit(-1);
}
return fragmentShader;
}
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader)
{
// 创建着色器程序对象
GLuint shaderProgram;
shaderProgram = glCreateProgram();
// 链接着色器到程序对象
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec2 ourTexCoord;
void main() {
gl_Position = projection * view * model * vec4(aPos, 1.0f);
ourTexCoord = aTexCoord;
}
#version 330 core
in vec2 ourTexCoord;
out vec4 FragColor;
uniform sampler2D texture2;
uniform sampler2D texture1;
void main() {
FragColor = mix(texture(texture1, ourTexCoord), texture(texture2, ourTexCoord), 0.2);
}
Z缓冲
#include "../env/glm/glm.hpp"
#include "../env/glm/gtc/matrix_transform.hpp"
#include "../env/glm/gtc/type_ptr.hpp"
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "../env/std_image.h"
#include "../env/glad.h"
#include "../env/glfw3.h"
#include <fstream>
#define WIDTH 800
#define HEIGHT 600
GLFWwindow *initialize(int width, int height);
GLuint complieVertexShader(const std::string &filename);
GLuint complieFragmentShader(const std::string &filename);
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader);
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string getShaderSource(const std::string &filename);
int main()
{
GLFWwindow *window = initialize(WIDTH, HEIGHT);
GLuint vertexShader = complieVertexShader("6.1-vertex.glsl");
GLuint fragmentShader = complieFragmentShader("6.1-fragment.glsl");
GLuint shaderProgram = getShaderProgram(vertexShader, fragmentShader);
GLuint myVAO;
glGenVertexArrays(1, &myVAO);
glBindVertexArray(myVAO);
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
unsigned int myVBO;
glGenBuffers(1, &myVBO);
glBindBuffer(GL_ARRAY_BUFFER, myVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
int width, height, channel;
unsigned char *data = stbi_load("../images/container.jpg", &width, &height, &channel, 0);
GLuint texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
stbi_set_flip_vertically_on_load(true);
data = stbi_load("../images/awesomeface.png", &width, &height, &channel, 0);
GLuint texture2;
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
// 激活不同的纹理单元
glUseProgram(shaderProgram);
GLint texture1Location = glGetUniformLocation(shaderProgram, "texture1");
glUniform1i(texture1Location, 0);
GLint texture2Location = glGetUniformLocation(shaderProgram, "texture2");
glUniform1i(texture2Location, 1);
// 获取着色器中定义的变换矩阵的位置
GLint transformMatrixLocation = glGetUniformLocation(shaderProgram, "transform");
// 开启深度测试
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window))
{
glUseProgram(shaderProgram);
// 激活不同的纹理单元
// glm中的矩阵是列主序的
glm::mat4 transform = glm::mat4(1.0f);
// 旋转
transform = glm::rotate(transform, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
// 将矩阵发送到GPU
glUniformMatrix4fv(transformMatrixLocation, 1, GL_FALSE, glm::value_ptr(transform));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glBindVertexArray(myVAO);
// 画图
glDrawArrays(GL_TRIANGLES, 0, 36);
processInput(window);
glfwSwapBuffers(window);
glfwPollEvents();
glClearColor(0.2, 0.3, 0.3, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
GLFWwindow *initialize(int width, int height)
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "2", nullptr, nullptr);
if (!window)
{
exit(-1);
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
exit(-1);
}
glViewport(0, 0, width, height);
glfwSetWindowSizeCallback(window, framebuffer_size_callback);
return window;
}
std::string getShaderSource(const std::string &filename)
{
std::ifstream in;
in.open(filename, std::ios::in);
if (!in.is_open())
{
exit(-1);
}
std::string ans, line;
while (!in.eof())
{
getline(in, line);
ans += line;
ans.push_back('\n');
}
return ans;
}
GLuint complieVertexShader(const std::string &filename)
{
const char *charPtr = nullptr;
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
std::string vertexShaderSource = getShaderSource(filename);
if (vertexShaderSource.empty())
exit(-1);
charPtr = vertexShaderSource.c_str();
// 把这个着色器源码附加到着色器对象上,然后编译
glShaderSource(vertexShader, 1, &charPtr, nullptr);
glCompileShader(vertexShader);
// 获取顶点着色器编译信息
int success;
char info[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, nullptr, info);
std::cout << "Complie vertex shader error: " << info << std::endl;
exit(-1);
}
return vertexShader;
}
GLuint complieFragmentShader(const std::string &filename)
{
const char *charPtr = nullptr;
// 编译片段着色器
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
std::string fragmentShaderSource = getShaderSource(filename);
if (fragmentShaderSource.empty())
{
exit(-1);
}
charPtr = fragmentShaderSource.c_str();
glShaderSource(fragmentShader, 1, &charPtr, nullptr);
glCompileShader(fragmentShader);
int success;
char info[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, nullptr, info);
std::cout << "Complie fragment shader error: " << info << std::endl;
exit(-1);
}
return fragmentShader;
}
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader)
{
// 创建着色器程序对象
GLuint shaderProgram;
shaderProgram = glCreateProgram();
// 链接着色器到程序对象
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
uniform mat4 transform;
out vec2 ourTexCoord;
void main() {
gl_Position = transform * vec4(aPos, 1.0f);
ourTexCoord = aTexCoord;
}
#version 330 core
in vec2 ourTexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
out vec4 FragColor;
void main() {
FragColor = mix(texture(texture1, ourTexCoord), texture(texture2, ourTexCoord), 0.2);
}
多立方体
#include "../env/glm/glm.hpp"
#include "../env/glm/gtc/matrix_transform.hpp"
#include "../env/glm/gtc/type_ptr.hpp"
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "../env/std_image.h"
#include "../env/glad.h"
#include "../env/glfw3.h"
#include <fstream>
#define WIDTH 800
#define HEIGHT 600
GLFWwindow *initialize(int width, int height);
GLuint complieVertexShader(const std::string &filename);
GLuint complieFragmentShader(const std::string &filename);
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader);
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string getShaderSource(const std::string &filename);
int main()
{
GLFWwindow *window = initialize(WIDTH, HEIGHT);
GLuint vertexShader = complieVertexShader("6-vertex.glsl");
GLuint fragmentShader = complieFragmentShader("6-fragment.glsl");
GLuint shaderProgram = getShaderProgram(vertexShader, fragmentShader);
GLuint myVAO;
glGenVertexArrays(1, &myVAO);
glBindVertexArray(myVAO);
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f};
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)};
unsigned int myVBO;
glGenBuffers(1, &myVBO);
glBindBuffer(GL_ARRAY_BUFFER, myVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
int width, height, channel;
unsigned char *data = stbi_load("../images/container.jpg", &width, &height, &channel, 0);
GLuint texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
stbi_set_flip_vertically_on_load(true);
data = stbi_load("../images/awesomeface.png", &width, &height, &channel, 0);
GLuint texture2;
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
// 激活不同的纹理单元
glUseProgram(shaderProgram);
GLint texture1Location = glGetUniformLocation(shaderProgram, "texture1");
glUniform1i(texture1Location, 0);
GLint texture2Location = glGetUniformLocation(shaderProgram, "texture2");
glUniform1i(texture2Location, 1);
// 获取着色器中定义的变换矩阵的位置
GLint modelMatrixLocation = glGetUniformLocation(shaderProgram, "model");
GLint viewMatrixLocation = glGetUniformLocation(shaderProgram, "view");
GLint projectionMatrixLocation = glGetUniformLocation(shaderProgram, "projection");
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window))
{
glUseProgram(shaderProgram);
// 激活不同的纹理单元
// glm中的矩阵是列主序的
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(glm::radians(45.0f), 1.0f * WIDTH / HEIGHT, 0.1f, 100.0f);
glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, glm::value_ptr(projection));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glBindVertexArray(myVAO);
for (int i = 0; i < 10; ++i)
{
model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
model = glm::rotate(model, glm::radians(20.0f * i), glm::vec3(1.0f, 0.3f, 0.5f));
glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
processInput(window);
glfwSwapBuffers(window);
glfwPollEvents();
glClearColor(0.2, 0.3, 0.3, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
GLFWwindow *initialize(int width, int height)
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "2", nullptr, nullptr);
if (!window)
{
exit(-1);
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
exit(-1);
}
glViewport(0, 0, width, height);
glfwSetWindowSizeCallback(window, framebuffer_size_callback);
return window;
}
std::string getShaderSource(const std::string &filename)
{
std::ifstream in;
in.open(filename, std::ios::in);
if (!in.is_open())
{
exit(-1);
}
std::string ans, line;
while (!in.eof())
{
getline(in, line);
ans += line;
ans.push_back('\n');
}
return ans;
}
GLuint complieVertexShader(const std::string &filename)
{
const char *charPtr = nullptr;
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
std::string vertexShaderSource = getShaderSource(filename);
if (vertexShaderSource.empty())
exit(-1);
charPtr = vertexShaderSource.c_str();
// 把这个着色器源码附加到着色器对象上,然后编译
glShaderSource(vertexShader, 1, &charPtr, nullptr);
glCompileShader(vertexShader);
// 获取顶点着色器编译信息
int success;
char info[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, nullptr, info);
std::cout << "Complie vertex shader error: " << info << std::endl;
exit(-1);
}
return vertexShader;
}
GLuint complieFragmentShader(const std::string &filename)
{
const char *charPtr = nullptr;
// 编译片段着色器
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
std::string fragmentShaderSource = getShaderSource(filename);
if (fragmentShaderSource.empty())
{
exit(-1);
}
charPtr = fragmentShaderSource.c_str();
glShaderSource(fragmentShader, 1, &charPtr, nullptr);
glCompileShader(fragmentShader);
int success;
char info[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, nullptr, info);
std::cout << "Complie fragment shader error: " << info << std::endl;
exit(-1);
}
return fragmentShader;
}
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader)
{
// 创建着色器程序对象
GLuint shaderProgram;
shaderProgram = glCreateProgram();
// 链接着色器到程序对象
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
着色器同MVP过程。