1.3.3 练习

一、两个彼此相连的三角形

题目:添加更多顶点到数据中,使用glDrawArrays,尝试绘制两个彼此相连的三角形;

myopenglwidget.cpp中代码如下:

#include "myopenglwidget.h"
#include <QDebug>

//全局的顶点数组对象
unsigned int VAO;
//全局的着色器程序
unsigned int shaderProgram;

MyOpenGLWidget::MyOpenGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{

}

void MyOpenGLWidget::initializeGL()
{
    //初始化OpenGL函数
    initializeOpenGLFunctions();

    //1.创建VBO,并赋予ID
    unsigned int VBO;
    glGenBuffers(1, &VBO);
    //绑定VBO对象
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    //顶点数据
    float vertices[] = {
        // first triangle
        -0.9f, -0.5f, 0.0f,  // left
        -0.0f, -0.5f, 0.0f,  // right
        -0.45f, 0.5f, 0.0f,  // top
        // second triangle
         0.0f, -0.5f, 0.0f,  // left
         0.9f, -0.5f, 0.0f,  // right
         0.45f, 0.5f, 0.0f   // top
    };
    //把顶点数据复制到显存中
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    //2.创建VAO对象,并赋予ID
    glGenVertexArrays(1, &VAO);
    //绑定VAO对象
    glBindVertexArray(VAO);
    //告知显卡如何解析缓冲里的属性值
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    //开启VAO管理的第一个属性值
    glEnableVertexAttribArray(0);
    //解绑VBO
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    //解绑VAO
    glBindVertexArray(0);

    //3.创建顶点着色器并赋予ID
    unsigned int vertexShader;
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    //顶点着色器程序
    const char *vertexShaderSource = "#version 330 core\n"
                                     "layout (location = 0) in vec3 aPos;\n"
                                     "void main()\n"
                                     "{\n"
                                     "gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
                                     "}\n";
    //将着色器源码附加到着色器对象上,然后编译它
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    //如下代码检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息
    int  success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if(!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
    }

    //4.创建片段着色器并赋予ID
    unsigned int fragmentShader;
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    //片段着色器程序
    const char *fragmentShaderSource = "#version 330 core\n"
                                       "out vec4 FragColor;\n"
                                       "void main()\n"
                                       "{\n"
                                       "FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
                                       "}\n";
    //将着色器源码附加到着色器对象上,然后编译它
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    //检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息:
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if(!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog;
    }

    //5.创建一个程序对象,并分配ID;
    shaderProgram = glCreateProgram();
    //着色器附加到程序对象上,然后用glLinkProgram链接它们:
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    //检测链接着色器是否成功:
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if(!success)
    {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        qDebug() << "ERROR::PROGRAM::COMPILATION_FAILED\n" << infoLog;
    }

    //删除着色器对象
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
}

void MyOpenGLWidget::resizeGL(int w, int h)
{
    Q_UNUSED(w);
    Q_UNUSED(h);
}

void MyOpenGLWidget::paintGL()
{
    //设置墨绿色背景
    glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //状态设置
    glClear(GL_COLOR_BUFFER_BIT); //状态使用

    //6.绘制三角形
    glUseProgram(shaderProgram); //激活程序对象
    glBindVertexArray(VAO); //绑定VAO
    glDrawArrays(GL_TRIANGLES, 0, 6); //绘图
}

运行结果如下:

二、数据不同的VAO和VBO

题目:创建两个相同的三角形,但对他们的数据使用不同的VAO和VBO;

myopenglwidget.cpp中代码如下:

#include "myopenglwidget.h"
#include <QDebug>

//全局的顶点数组对象
unsigned int VAO[2];
//全局的着色器程序
unsigned int shaderProgram;

MyOpenGLWidget::MyOpenGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{

}

void MyOpenGLWidget::initializeGL()
{
    //初始化OpenGL函数
    initializeOpenGLFunctions();

    //1.创建VBO,并赋予ID
    unsigned int VBO[2];
    glGenBuffers(2, VBO);

    //2.创建VAO对象,并赋予ID
    glGenVertexArrays(2, VAO);

    //绑定VBO对象
    glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
    //顶点数据
    float firstVertices[] = {
        // first triangle
        -0.9f, -0.5f, 0.0f,  // left
        -0.0f, -0.5f, 0.0f,  // right
        -0.45f, 0.5f, 0.0f,  // top
     };
    //把顶点数据复制到显存中
    glBufferData(GL_ARRAY_BUFFER, sizeof(firstVertices), firstVertices, GL_STATIC_DRAW);
    //绑定VAO对象
    glBindVertexArray(VAO[0]);
    //告知显卡如何解析缓冲里的属性值
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    //开启VAO管理的第一个属性值
    glEnableVertexAttribArray(0);

    //绑定VBO对象
    glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
    float secondVertices[] = {
        // second triangle
        0.0f, -0.5f, 0.0f,  // left
        0.9f, -0.5f, 0.0f,  // right
        0.45f, 0.5f, 0.0f   // top
    };
    //把顶点数据复制到显存中
    glBufferData(GL_ARRAY_BUFFER, sizeof(secondVertices), secondVertices, GL_STATIC_DRAW);
    glBindVertexArray(VAO[1]);
    //告知显卡如何解析缓冲里的属性值
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    //开启VAO管理的第一个属性值
    glEnableVertexAttribArray(0);

    //解绑VBO
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    //解绑VAO
    glBindVertexArray(0);

    //3.创建顶点着色器并赋予ID
    unsigned int vertexShader;
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    //顶点着色器程序
    const char *vertexShaderSource = "#version 330 core\n"
                                     "layout (location = 0) in vec3 aPos;\n"
                                     "void main()\n"
                                     "{\n"
                                     "gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
                                     "}\n";
    //将着色器源码附加到着色器对象上,然后编译它
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    //如下代码检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息
    int  success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if(!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
    }

    //4.创建片段着色器并赋予ID
    unsigned int fragmentShader;
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    //片段着色器程序
    const char *fragmentShaderSource = "#version 330 core\n"
                                       "out vec4 FragColor;\n"
                                       "void main()\n"
                                       "{\n"
                                       "FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
                                       "}\n";
    //将着色器源码附加到着色器对象上,然后编译它
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    //检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息:
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if(!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog;
    }

    //5.创建一个程序对象,并分配ID;
    shaderProgram = glCreateProgram();
    //着色器附加到程序对象上,然后用glLinkProgram链接它们:
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    //检测链接着色器是否成功:
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if(!success)
    {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        qDebug() << "ERROR::PROGRAM::COMPILATION_FAILED\n" << infoLog;
    }

    //删除着色器对象
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
}

void MyOpenGLWidget::resizeGL(int w, int h)
{
    Q_UNUSED(w);
    Q_UNUSED(h);
}

void MyOpenGLWidget::paintGL()
{
    //设置墨绿色背景
    glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //状态设置
    glClear(GL_COLOR_BUFFER_BIT); //状态使用

    //6.绘制第一个三角形
    glUseProgram(shaderProgram); //激活程序对象
    glBindVertexArray(VAO[0]); //绑定VAO
    glDrawArrays(GL_TRIANGLES, 0, 3); //绘图

    //绘制第二个三角形
    glBindVertexArray(VAO[1]); //绑定VAO
    glDrawArrays(GL_TRIANGLES, 0, 3); //绘图
}

运行结果如下:

三、两个着色器程序

题目:创建两个着色器程序,第二个程序使用一个不同的片段着色器,输出黄色;再次绘制这两个三角形,让其中一个输出位黄色;

myopenglwidget.cpp中代码如下:

#include "myopenglwidget.h"
#include <QDebug>

//全局的顶点数组对象
unsigned int VAO[2];
//全局的着色器程序
unsigned int shaderProgram1;
unsigned int shaderProgram2;

MyOpenGLWidget::MyOpenGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{

}

void MyOpenGLWidget::initializeGL()
{
    //初始化OpenGL函数
    initializeOpenGLFunctions();

    //1.创建VBO,并赋予ID
    unsigned int VBO[2];
    glGenBuffers(2, VBO);

    //2.创建VAO对象,并赋予ID
    glGenVertexArrays(2, VAO);

    //绑定VBO对象
    glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
    //顶点数据
    float firstVertices[] = {
        // first triangle
        -0.9f, -0.5f, 0.0f,  // left
        -0.0f, -0.5f, 0.0f,  // right
        -0.45f, 0.5f, 0.0f,  // top
     };
    //把顶点数据复制到显存中
    glBufferData(GL_ARRAY_BUFFER, sizeof(firstVertices), firstVertices, GL_STATIC_DRAW);
    //绑定VAO对象
    glBindVertexArray(VAO[0]);
    //告知显卡如何解析缓冲里的属性值
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    //开启VAO管理的第一个属性值
    glEnableVertexAttribArray(0);

    //绑定VBO对象
    glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
    float secondVertices[] = {
        // second triangle
        0.0f, -0.5f, 0.0f,  // left
        0.9f, -0.5f, 0.0f,  // right
        0.45f, 0.5f, 0.0f   // top
    };
    //把顶点数据复制到显存中
    glBufferData(GL_ARRAY_BUFFER, sizeof(secondVertices), secondVertices, GL_STATIC_DRAW);
    glBindVertexArray(VAO[1]);
    //告知显卡如何解析缓冲里的属性值
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    //开启VAO管理的第一个属性值
    glEnableVertexAttribArray(0);

    //解绑VBO
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    //解绑VAO
    glBindVertexArray(0);

    //3.创建顶点着色器并赋予ID
    unsigned int vertexShader;
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    //顶点着色器程序
    const char *vertexShaderSource = "#version 330 core\n"
                                     "layout (location = 0) in vec3 aPos;\n"
                                     "void main()\n"
                                     "{\n"
                                     "gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
                                     "}\n";
    //将着色器源码附加到着色器对象上,然后编译它
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    //如下代码检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息
    int  success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if(!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
    }

    //4.创建片段着色器并赋予ID
    unsigned int fragmentShader1;
    fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
    //片段着色器程序
    const char *fragmentShaderSource1 = "#version 330 core\n"
                                       "out vec4 FragColor;\n"
                                       "void main()\n"
                                       "{\n"
                                       "FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
                                       "}\n";
    //将着色器源码附加到着色器对象上,然后编译它
    glShaderSource(fragmentShader1, 1, &fragmentShaderSource1, NULL);
    glCompileShader(fragmentShader1);
    //检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息:
    glGetShaderiv(fragmentShader1, GL_COMPILE_STATUS, &success);
    if(!success)
    {
        glGetShaderInfoLog(fragmentShader1, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog;
    }

    //创建片段着色器并赋予ID
    unsigned int fragmentShader2;
    fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
    //片段着色器程序
    const char *fragmentShaderSource2 = "#version 330 core\n"
                                       "out vec4 FragColor;\n"
                                       "void main()\n"
                                       "{\n"
                                       "FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
                                       "}\n";
    //将着色器源码附加到着色器对象上,然后编译它
    glShaderSource(fragmentShader2, 1, &fragmentShaderSource2, NULL);
    glCompileShader(fragmentShader2);
    //检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息:
    glGetShaderiv(fragmentShader2, GL_COMPILE_STATUS, &success);
    if(!success)
    {
        glGetShaderInfoLog(fragmentShader2, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog;
    }

    //5.创建一个程序对象,并分配ID;
    shaderProgram1 = glCreateProgram();
    //着色器附加到程序对象上,然后用glLinkProgram链接它们:
    glAttachShader(shaderProgram1, vertexShader);
    glAttachShader(shaderProgram1, fragmentShader1);
    glLinkProgram(shaderProgram1);
    //检测链接着色器是否成功:
    glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success);
    if(!success)
    {
        glGetProgramInfoLog(shaderProgram1, 512, NULL, infoLog);
        qDebug() << "ERROR::PROGRAM::COMPILATION_FAILED\n" << infoLog;
    }

    //创建一个程序对象,并分配ID;
    shaderProgram2 = glCreateProgram();
    //着色器附加到程序对象上,然后用glLinkProgram链接它们:
    glAttachShader(shaderProgram2, vertexShader);
    glAttachShader(shaderProgram2, fragmentShader2);
    glLinkProgram(shaderProgram2);
    //检测链接着色器是否成功:
    glGetProgramiv(shaderProgram2, GL_LINK_STATUS, &success);
    if(!success)
    {
        glGetProgramInfoLog(shaderProgram2, 512, NULL, infoLog);
        qDebug() << "ERROR::PROGRAM::COMPILATION_FAILED\n" << infoLog;
    }

    //删除着色器对象
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader1);
    glDeleteShader(fragmentShader2);
}

void MyOpenGLWidget::resizeGL(int w, int h)
{
    Q_UNUSED(w);
    Q_UNUSED(h);
}

void MyOpenGLWidget::paintGL()
{
    //设置墨绿色背景
    glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //状态设置
    glClear(GL_COLOR_BUFFER_BIT); //状态使用

    //6.绘制第一个三角形
    glUseProgram(shaderProgram1); //激活程序对象
    glBindVertexArray(VAO[0]); //绑定VAO
    glDrawArrays(GL_TRIANGLES, 0, 3); //绘图

    //绘制第二个三角形
    glUseProgram(shaderProgram2); //激活程序对象
    glBindVertexArray(VAO[1]); //绑定VAO
    glDrawArrays(GL_TRIANGLES, 0, 3); //绘图
}

运行结果如下:

注:观看OpenGL中文官网(https://learnopengl-cn.github.io/)和阿西拜的现代OpenGL入门(https://ke.qq.com/course/3999604#term_id=104150693)学习OpenGL

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