OpenGL(8)- 坐标系统 2(立方体绘制)

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:

在这里插入图片描述

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