直接上完整代码:
#define GLEW_STATIC
#define STB_IMAGE_IMPLEMENTATION
#include<iostream>
#include<GL/glew.h>
#include<GLFW/glfw3.h>
#include"Shader.h"
#include "stb_image.h"
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>
//现在直接在顶点数据里加入颜色信息以及纹理u、v坐标
//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
//};
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 indices[] = {0,1,2,2,3,0};//按照顶点顺序绘制
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)
};
//定义一个键盘输入
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)//如果键盘输入为esc,则设置关闭功能为真
glfwSetWindowShouldClose(window, true);
}
int main() {
//读取文件
glfwInit();
//告诉版本号
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "My Opengl", NULL, NULL);
if (window == NULL)
{
printf("OPen Window failed");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);//通知GLFW将窗口的上下文设置为当前线程的主上下文了。
//init glew 得初始化glew 不然会出现异常问题
glewExperimental = true;
if (glewInit() != GLEW_OK)
{
printf("init glew failed");
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);//glViewport函数前两个参数控制 程序 (不是opengl的窗口)窗口左下角的位置。第三个和第四个参数控制渲染窗口的宽度和高度(像素)
//进行面的剔除
//glEnable(GL_CULL_FACE);//打开面剔除功能
//glCullFace(GL_BACK);//进行背面的剔除,(猜测:如果三角形的法向量是朝屏幕里面的 应该就是背面)
//线框模式绘制
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glEnable(GL_DEPTH_TEST);
Shader* testShader = new Shader("vertexSource.txt", "fragmentSource.txt");
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//顶点
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);//第一个参数是layout(location = 0)中的0,
glEnableVertexAttribArray(7);//layout(location = 0)中的0
颜色现有顶点无颜色信息
//glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
//glEnableVertexAttribArray(8);
//u、v坐标(纹理)
glVertexAttribPointer(9, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); //前面只有3顶点的信息
glEnableVertexAttribArray(9);
unsigned int TexBufferA;
glGenTextures(1, &TexBufferA);
glActiveTexture(GL_TEXTURE0);//0号槽位 共有16个槽位 0到15
glBindTexture(GL_TEXTURE_2D, TexBufferA);
stbi_set_flip_vertically_on_load(true);
//第一张图片
int width, height, nrChannel;
unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannel, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
printf("load image failed.");
}
stbi_image_free(data);
//第二张图片
unsigned int TexBufferB;
glGenTextures(1, &TexBufferB);
glActiveTexture(GL_TEXTURE3);//这里设置的是3号槽位,其他槽位也可以共有16个槽位 0到15
glBindTexture(GL_TEXTURE_2D, TexBufferB);
unsigned char *data2 = stbi_load("awesomeface.png", &width, &height, &nrChannel, 0);
if (data2)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
printf("load image failed.");
}
stbi_image_free(data2);
//矩阵变换
//变化的顺序:虽然定义的顺序为平移旋转和缩放,但执行的顺序为缩放旋转和平移
glm::mat4 trans;
// trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
//trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
// trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
// trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
glm::mat4 modelMat;
modelMat = glm::rotate(modelMat, (float)glfwGetTime() *glm::radians(-60.0f), glm::vec3(1.0f, 1.0f, 0.0f));
glm::mat4 viewMat;
viewMat = glm::translate(viewMat, glm::vec3(0.0f, 0.0f, -3.0f));
glm::mat4 projMat;
projMat = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
while (!glfwWindowShouldClose(window))
{
//输入
processInput(window);
//渲染部分
//设置opengl的窗口背景的颜色
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
//在前面定义时候已经绑定了一次,这里还需要绑定第二次
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TexBufferA);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, TexBufferB);
glBindVertexArray(VAO);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
for (size_t i = 0; i < 10; i++)
{
glm::mat4 modelMat2;
modelMat2 = glm::translate(modelMat2, cubePositions[i]);
float angle = 20.0f * i;
modelMat2 = glm::rotate(modelMat2, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
testShader->use();
glUniform1i(glGetUniformLocation(testShader->ID, "ourTexture"), 0);
glUniform1i(glGetUniformLocation(testShader->ID, "ourFace"), 3);
//glUniformMatrix4fv(glGetUniformLocation(testShader->ID, "transform"), 1, GL_FALSE, glm::value_ptr(trans));
glUniformMatrix4fv(glGetUniformLocation(testShader->ID, "modelMat"), 1, GL_FALSE, glm::value_ptr(modelMat2));
glUniformMatrix4fv(glGetUniformLocation(testShader->ID, "viewMat"), 1, GL_FALSE, glm::value_ptr(viewMat));
glUniformMatrix4fv(glGetUniformLocation(testShader->ID, "projMat"), 1, GL_FALSE, glm::value_ptr(projMat));
//最后一个参数是真正的矩阵数据,但是GLM并不是把它们的矩阵储存为OpenGL所希望接受的那种,因此要先用GLM的自带的函数value_ptr来变换这些数据
//使用glDrawArrays进行数组绘制立方体
glDrawArrays(GL_TRIANGLES, 0, 36);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
glfwSwapBuffers(window);//glfwWindowShouldClose函数在我们每次循环的开始前检查一次GLFW是否被要求退出,如果是的话该函数返回true然后渲染循环便结束了,之后为我们就可以关闭应用程序了
glfwPollEvents();//glfwPollEvents函数检查有没有触发什么事件(比如键盘输入、鼠标移动等)、更新窗口状态,并调用对应的回调函数
}
glfwTerminate();//清除释放分配的资源
return 0;
}
需要注意的地方:
- 开启z缓冲
glEnable(GL_DEPTH_TEST);
//开启之后 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),就像清除颜色缓冲一样,
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- 顶点属性的改变
//顶点
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);//第一个参数是layout(location = 0)中的0,
glEnableVertexAttribArray(7);//layout(location = 0)中的0
颜色现有顶点无颜色信息
//glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
//glEnableVertexAttribArray(8);
//u、v坐标(纹理)
glVertexAttribPointer(9, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); //前面只有3顶点的信息
glEnableVertexAttribArray(9);
- 重新定义一个旋转矩阵modelMat2并十次调用glDrawArrays ,
glUniformMatrix4fv(glGetUniformLocation(testShader->ID, "modelMat"), 1, GL_FALSE, glm::value_ptr(modelMat));
改成glUniformMatrix4fv(glGetUniformLocation(testShader->ID, "modelMat"), 1, GL_FALSE, glm::value_ptr(modelMat2));
for (size_t i = 0; i < 10; i++)
{
glm::mat4 modelMat2;
modelMat2 = glm::translate(modelMat2, cubePositions[i]);
float angle = 20.0f * i;
modelMat2 = glm::rotate(modelMat2, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
testShader->use();
glUniform1i(glGetUniformLocation(testShader->ID, "ourTexture"), 0);
glUniform1i(glGetUniformLocation(testShader->ID, "ourFace"), 3);
//glUniformMatrix4fv(glGetUniformLocation(testShader->ID, "transform"), 1, GL_FALSE, glm::value_ptr(trans));
glUniformMatrix4fv(glGetUniformLocation(testShader->ID, "modelMat"), 1, GL_FALSE, glm::value_ptr(modelMat2));
glUniformMatrix4fv(glGetUniformLocation(testShader->ID, "viewMat"), 1, GL_FALSE, glm::value_ptr(viewMat));
glUniformMatrix4fv(glGetUniformLocation(testShader->ID, "projMat"), 1, GL_FALSE, glm::value_ptr(projMat));
//最后一个参数是真正的矩阵数据,但是GLM并不是把它们的矩阵储存为OpenGL所希望接受的那种,因此要先用GLM的自带的函数value_ptr来变换这些数据
//使用glDrawArrays进行数组绘制立方体
glDrawArrays(GL_TRIANGLES, 0, 36);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
结果: