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: