C++ OpenGL绘制三维立体skybox场景obj模型AABB碰撞检测旋转动画界面

程序示例精选
C++ OpenGL绘制三维立体skybox场景obj模型AABB碰撞检测旋转动画界面
如需安装运行环境或远程调试,见文章底部个人QQ名片,由专业技术人员远程协助!

前言

这篇博客针对《C++ OpenGL绘制三维立体skybox场景obj模型AABB碰撞检测旋转动画界面》编写代码,代码整洁,规则,易读。 学习与应用推荐首选。


运行结果


文章目录

一、所需工具软件
二、使用步骤
       1. 主要代码
       2. 运行结果
三、在线协助

一、所需工具软件

       1. VS2019,
       2. C++

二、使用步骤

代码如下(示例):
void Scene::genDepthMap(GLuint*& depthMapFBO, GLuint*& depthMap, GLuint SHADOW_WIDTH, GLuint SHADOW_HEIGHT)
{
	glGenFramebuffers(1, depthMapFBO);

	glGenTextures(1, depthMap);
	glBindTexture(GL_TEXTURE_2D, *depthMap);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
		SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
//	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);


	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

	glBindFramebuffer(GL_FRAMEBUFFER, *depthMapFBO);
	//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, *depthMap, 0);
	//设置不适用任何颜色
	glDrawBuffer(GL_NONE);
	glReadBuffer(GL_NONE);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Scene::RenderShadow()
{
	glViewport(0, 0, 1024, 1024);
	glBindFramebuffer(GL_FRAMEBUFFER, *depthMapFBO);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, *depthMap, 0);
	glDrawBuffer(GL_NONE);
	glEnable(GL_DEPTH_TEST);
	glClear(GL_DEPTH_BUFFER_BIT);
	glUseProgram(DepthShader);
	GLint loc = glGetUniformLocation(DepthShader, "lightMVP");
	assert(loc >= 0);
	mat4 MatInfo1 = light.PhysicalInfo.getPerspective() * light.PhysicalInfo.getView();
	glUniformMatrix4fv(loc, 1, GL_FALSE, &MatInfo1[0][0]);

	for (unsigned i = 0; i < Objects.size(); i++)
	{
		Objects[i].DepthFrameDraw(DepthShader);
	}
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Scene::RenderObjects()
{

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glClearColor(.8f, .8f, .8f, 1.f);



	glUseProgram(Shader);
	glDrawBuffer(GL_FRONT);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, *depthMap);
	GLint loc = glGetUniformLocation(Shader, "shadowMap");
	assert(loc >= 0);
	glUniform1i(loc, 0);

	
	
	float iResolution[2];
	iResolution[0] = glutGet(GLUT_WINDOW_WIDTH);
	iResolution[1] = glutGet(GLUT_WINDOW_HEIGHT);
	glViewport(0, 0, iResolution[0], iResolution[1]);

	

	loc = glGetUniformLocation(Shader, "IntensityAmbient");
	assert(loc >= 0);
	glUniform1f(loc, light.IntensityAmbient);
	loc = glGetUniformLocation(Shader, "Intensity");
	assert(loc >= 0);
	glUniform1f(loc, light.Intensity);
	loc = glGetUniformLocation(Shader, "LightPos");
	assert(loc >= 0);
	vec3 lightPos = light.PhysicalInfo.getCameroPos();
	glUniform3f(loc, lightPos[0], lightPos[1], lightPos[2]);
	loc = glGetUniformLocation(Shader, "lightMVP");
	assert(loc >= 0);
	mat4 MatInfo = light.PhysicalInfo.getPerspective() * light.PhysicalInfo.getView();;
	glUniformMatrix4fv(loc, 1, GL_FALSE, &MatInfo[0][0]);

	loc = glGetUniformLocation(Shader, "LightKa");
	assert(loc >= 0);
	glUniform3f(loc, light.Ka[0], light.Ka[1], light.Ka[2]);
	loc = glGetUniformLocation(Shader, "LightKd");
	assert(loc >= 0);
	glUniform3f(loc, light.Kd[0], light.Kd[1], light.Kd[2]);
	loc = glGetUniformLocation(Shader, "LightKs");
	assert(loc >= 0);
	glUniform3f(loc, light.Ks[0], light.Ks[1], light.Ks[2]);


	loc = glGetUniformLocation(Shader, "CameroPos");
	assert(loc >= 0);
	vec3 CameroPos = Cam.getCameroPos();
	glUniform3f(loc, CameroPos[0], CameroPos[1], CameroPos[2]);
	loc = glGetUniformLocation(Shader, "View");
	assert(loc >= 0);
	mat4 MatV = Cam.getView();
	glUniformMatrix4fv(loc, 1, GL_FALSE, &MatV[0][0]);
	loc = glGetUniformLocation(Shader, "Perspective");
	assert(loc >= 0);
	mat4 MatP = Cam.getPerspective();
	glUniformMatrix4fv(loc, 1, GL_FALSE, &MatP[0][0]);

	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	for (unsigned i = 0; i < Objects.size(); i++)
	{
		Objects[i].Draw(Shader);
	}
	glBindFramebuffer(GL_FRAMEBUFFER, 0);






}
void Scene::RenderSkyBox()
{
	skybox.Draw(Cam.getView(),Cam.getPerspective(), light.IntensityAmbient);
}

void Scene::drive(int data)
{
	glutTimerFunc(20, drive, 1);
	glutPostRedisplay();
}
void Scene::display()
{



	//cout << "Pos(" << Cam.getCameroPos()[0] << "," << Cam.getCameroPos()[1] << "," << Cam.getCameroPos()[2] << endl;// "," <<

	float iTime = glutGet(GLUT_ELAPSED_TIME) / 10; 
	const float R = 20.f;  
	// const float T = 120.f; 
	const float T = 30.f; 
	float theta = iTime * 0.05f * PI / T; 
	theta = glm::mod((double)theta, 2.f * PI); 
	vec3 pos; 

	if (theta < PI)
	{
		pos = vec3(cos(theta) * R, sin(theta) * R, 0);  
		light.PhysicalInfo.setCameroPos(pos);
		float iResolution[2];
		iResolution[0] = glutGet(GLUT_WINDOW_WIDTH);
		iResolution[1] = glutGet(GLUT_WINDOW_HEIGHT);
		light.PhysicalInfo.setPerspective(150, iResolution[0] / iResolution[1], 0.1, 80); 
		light.PhysicalInfo.setView(vec3(0, 0, 1), vec3(0, 0, 0) - pos);  
		light.Intensity = glm::max(0.5f * dot(vec3(0, 1, 0), normalize(pos)), 0.5f); 
		light.IntensityAmbient = light.Intensity + 0.2f;  // 计
		light.Kd = vec3(1); 

	}
	else
	{
		pos = vec3(10.806, 5.25367, 10.0413); 
		light.PhysicalInfo.setCameroPos(pos);
		light.PhysicalInfo.setView(vec3(1, 0, 0), vec3(0, -1, 0));  
		light.PhysicalInfo.setPerspective(90, 1, 0.1, 10);  // 
		light.Intensity = 0.7;  
		light.IntensityAmbient = 0.7f;  
		light.Kd = vec3(0.8, 0.8, 0.5); 

	}
	
	RenderShadow();
	RenderObjects();
	RenderSkyBox();
	glutSwapBuffers();
	
}
void Scene::init()
{

	//glEnable(GL_CULL_FACE);
	
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_TEXTURE_2D);


	glEnable(GL_MULTISAMPLE);
	glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);

	// detect current settings
	GLint iMultiSample = 0;
	GLint iNumSamples = 0;
	glGetIntegerv(GL_SAMPLE_BUFFERS, &iMultiSample);
	glGetIntegerv(GL_SAMPLES, &iNumSamples);
	printf("MSAA on, GL_SAMPLE_BUFFERS = %d, GL_SAMPLES = %d\n", iMultiSample, iNumSamples);
	string VertShader, FragShader;

	VertShader = "shaders/Shader.vert";
	FragShader = "shaders/Shader.frag";

	ShaderInfo shaders[] = {
		{ GL_VERTEX_SHADER, VertShader.c_str()},
		{ GL_FRAGMENT_SHADER, FragShader.c_str()},
		{ GL_NONE, NULL }
	};
	Shader = LoadShaders(shaders);
	VertShader = "shaders/depthShader.vert";
	FragShader = "shaders/depthShader.frag";
	ShaderInfo Depthshaders[] = {
		{ GL_VERTEX_SHADER, VertShader.c_str()},
		{ GL_FRAGMENT_SHADER, FragShader.c_str()},
		{ GL_NONE, NULL }
	};
	DepthShader = LoadShaders(Depthshaders);
	depthMapFBO = new GLuint;
	depthMap = new GLuint;
	genDepthMap(depthMapFBO, depthMap, 1024, 1024);
	for (unsigned i = 0; i < Objects.size(); i++)
		Objects[i].Init(false,Shader);
	for (unsigned i = 0; i < Objects.size(); i++)
		Objects[i].Init(true, DepthShader);
	skybox.init();


	vector<Material> materials = Material::loadMate("texture", "your_material_file.mtl");


	if (Man2Index < Objects.size()) {
		cout << "testMan2Index" << endl;
		Material man2Material = Material(vec3(0.1f, 0.1f, 0.1f),  // Ka
			vec3(0.7f, 0.7f, 0.7f),  // Kd
			vec3(1.0f, 1.0f, 1.0f),  // Ks
			32.0f,                   // Ns
			"man2Material");       

		man2Material.Ka = vec3(0.1, 0.1, 0.1);  
		man2Material.Kd = vec3(0.7, 0.7, 0.7);  
		man2Material.Ks = vec3(1.0, 1.0, 1.0); 
		man2Material.Ns = 2000.0;  

		
	}
}

运行结果


在这里插入图片描述

三、在线协助:

如需安装运行环境或远程调试,见文章底部个人 QQ 名片,由专业技术人员远程协助!

1)远程安装运行环境,代码调试
2)Visual Studio, Qt, C++, Python编程语言入门指导
3)界面美化
4)软件制作
5)云服务器申请
6)网站制作

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