Learn OpenGL - 三角形规则运动

根据uuniform 进行运动

const char *vertexShaderSource = "#version 330 core\n"
		"layout (location = 0) in vec3 aPos;\n"
		"layout (location = 1) in vec3 aColor;\n"
		"uniform vec3 deltaPos;\n"
		"out vec4 vertexColor;\n"
		"void main()\n"
		"{\n"
		"   gl_Position = vec4(aPos.x + deltaPos.x, aPos.y+deltaPos.y, aPos.z+deltaPos.y, 1.0);\n"
		"	vertexColor = vec4(aColor, 1.0f);\n"
		"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
	"uniform vec4 deltaColor;\n"
	"in vec4 vertexColor;\n"
	"out vec4 FragColor;\n"
	"void main()\n"
	"{\n"
	"   FragColor = vertexColor+deltaColor;\n"
	"}\n\0";

传递uniform参数

float timeValue = glfwGetTime();

glUseProgram(shaderProgram);
float r = sin(timeValue) + 0.1f;
float g = cos(timeValue) + 0.1f;
float b = tan(timeValue) + 0.1f;
float a = 1.0f;
int timeRateLocation = glGetUniformLocation(shaderProgram, "deltaColor");
glUniform4f(timeRateLocation, r, g, b, a);
float x = sin(start_time - timeValue);// 左右运动
float y = cos(start_time - timeValue); // 上下运动
float z = 0.0f;
int deltaPosLocation = glGetUniformLocation(shaderProgram, "deltaPos");
glUniform3f(deltaPosLocation, x, y, z);

glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);

完整代码

#include <iostream>
#include <cmath>

// GLEW
#include <GL/glew.h>

// GLFW
#include <GLFW/glfw3.h>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

int main(void)
{

	std::cout << "start" << std::endl;
	GLFWwindow* window;

	if (!glfwInit())
		return -1;

	window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
	if (!window)
	{
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);

	glewExperimental = GL_TRUE;
	if (glewInit() != GLEW_OK)
		std::cout << "Error!" << std::endl;
	
	const char *vertexShaderSource = "#version 330 core\n"
		"layout (location = 0) in vec3 aPos;\n"
		"layout (location = 1) in vec3 aColor;\n"
		"uniform vec3 deltaPos;\n"
		"out vec4 vertexColor;\n"
		"void main()\n"
		"{\n"
		"   gl_Position = vec4(aPos.x + deltaPos.x, aPos.y+deltaPos.y, aPos.z+deltaPos.y, 1.0);\n"
		"	vertexColor = vec4(aColor, 1.0f);\n"
		"}\0";
	const char *fragmentShaderSource = "#version 330 core\n"
		"uniform vec4 deltaColor;\n"
		"in vec4 vertexColor;\n"
		"out vec4 FragColor;\n"
		"void main()\n"
		"{\n"
		"   FragColor = vertexColor+deltaColor;\n"
		"}\n\0";

	// vertex shader
	unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	// check for shader compile errors
	int success;
	char infoLog[512];
	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
	}

	// fragment shader1
	unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	// check for shader compile errors
	glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
	}

	// link shaders1
	unsigned int shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);
	// check for linking errors
	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
	}


	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);

	// set up vertex data (and buffer(s)) and configure vertex attributes
	// ------------------------------------------------------------------
	float triangle[] = {
		// positions         // colors
		 0.5f, -0.5f, 0.0f,  1.0f, 0.0f, 0.0f,  // bottom right
		-0.5f, -0.5f, 0.0f,  0.0f, 1.0f, 0.0f,  // bottom left
		 0.0f,  0.5f, 0.0f,  0.0f, 0.0f, 1.0f   // top
	};

	unsigned int VBO, VAO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(triangle), triangle, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
	glEnableVertexAttribArray(1);

	// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
	//glBindBuffer(GL_ARRAY_BUFFER, 0);

	// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
	// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
	//glBindVertexArray(0);


	// uncomment this call to draw in wireframe polygons.
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	// render loop
	// -----------
	float start_time = glfwGetTime();;
	while (!glfwWindowShouldClose(window))
	{
		// input
		// -----
		processInput(window);

		// render
		// ------
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		float timeValue = glfwGetTime();

		glUseProgram(shaderProgram);
		float r = sin(timeValue) + 0.1f;
		float g = cos(timeValue) + 0.1f;
		float b = tan(timeValue) + 0.1f;
		float a = 1.0f;
		int timeRateLocation = glGetUniformLocation(shaderProgram, "deltaColor");
		glUniform4f(timeRateLocation, r, g, b, a);
		float x = sin(start_time - timeValue);// 左右运动
		float y = cos(start_time - timeValue); // 上下运动
		float z = 0.0f;
		int deltaPosLocation = glGetUniformLocation(shaderProgram, "deltaPos");
		glUniform3f(deltaPosLocation, x, y, z);

		glBindVertexArray(VAO);
		glDrawArrays(GL_TRIANGLES, 0, 3);

		// glBindVertexArray(0); // no need to unbind it every time 

		// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
		// -------------------------------------------------------------------------------
		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	//glDeleteVertexArrays(1, VAO);
	//glDeleteBuffers(1, VBO);
	glDeleteProgram(shaderProgram);
	glfwTerminate();
	return 0;
}

void processInput(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
}


void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, width, height);
}



效果图,三角形会动态围绕中心旋转。我的gif 好像只能播放一次,如果你看不到动图,可以尝试刷新页面。
在这里插入图片描述

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