opengl绘制立方体(二)

使用opengl绘制两个颜色不一样的立方体


#include "stdio.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <soil/SOIL.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <iostream>
#include "wrapperWindow.h"
#include "wrapperShader.h"
#include "data.h"

const int design_w = 800;
const int design_h = 600;

int main()
{
	GLFWwindow *window = wrapperWindow(design_w, design_h).getWindow();

	auto m_shader = wrapperShader::createWithFilePath("triangle.vsh", "triangle.fsh");
	auto m_lightShader = wrapperShader::createWithFilePath("triangle.vsh", "light.fsh");
	int arr_group_nun = 5;

	GLuint vao, vbo;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);
	glGenBuffers(1, &vbo);
	glBindBuffer(GL_ARRAY_BUFFER,vbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(cubeArr), cubeArr, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, arr_group_nun* sizeof(GLfloat), (GLvoid *)0);
	glEnableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);

	GLuint lightVao;
	glGenVertexArrays(1, &lightVao);
	glBindVertexArray(lightVao);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, arr_group_nun* sizeof(GLfloat), (GLvoid *)0);
	glEnableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
	///
	/*
	int w, h;
	unsigned char * img = SOIL_load_image("container.jpg", &w, &h, 0, SOIL_LOAD_RGB);
	GLuint tex;
	glGenTextures(1, &tex);
	glBindTexture(GL_TEXTURE_2D, tex);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
	glGenerateMipmap(GL_TEXTURE_2D);

	SOIL_free_image_data(img);
	glBindTexture(GL_TEXTURE_2D, 0);
	*/
	//-----------
	//启用深度测试
	glEnable(GL_DEPTH_TEST);
	while (!glfwWindowShouldClose(window))
	{
		glfwPollEvents();

		glClearColor(0.f, 0.5f, 0.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		
		m_shader.useShaderProgram();

		m_shader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
		m_shader.setVec3("tmpColor", 1.0f, 1.0f, 1.0f);

		unsigned int transformLoc = glGetUniformLocation(m_shader.getId(), "view");
		glm::mat4 view;
		view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(view));

		glm::mat4 projection;
		projection = glm::perspective(glm::radians(45.0f), (float)(design_w*1.0 / design_h), 0.1f, 100.0f);
		transformLoc = glGetUniformLocation(m_shader.getId(), "projection");
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(projection));

		glm::mat4 model;
		model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
		transformLoc = glGetUniformLocation(m_shader.getId(), "model");
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(model));
		
		glBindVertexArray(vao);
		//glBindTexture(GL_TEXTURE_2D,tex);
		glDrawArrays(GL_TRIANGLES, 0, 36);
		glBindVertexArray(0);
		
		m_lightShader.useShaderProgram();

		transformLoc = glGetUniformLocation(m_lightShader.getId(), "view");
		view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(view));

		projection = glm::perspective(glm::radians(45.0f), (float)(design_w*1.0 / design_h), 0.1f, 100.0f);
		transformLoc = glGetUniformLocation(m_lightShader.getId(), "projection");
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(projection));

		glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
		model = glm::mat4();
		model = glm::translate(model, lightPos);
		model = glm::scale(model, glm::vec3(0.2f));
		transformLoc = glGetUniformLocation(m_lightShader.getId(), "model");
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(model));

		glBindVertexArray(lightVao);
		glDrawArrays(GL_TRIANGLES, 0, 36);
		glBindVertexArray(0);

		glfwSwapBuffers(window);
	}
	
	glfwTerminate();
	return 0;
}

效果图:

相关资源:https://pan.baidu.com/s/1K41z2vksel7yTdIMnwhG-Q

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