完整代码如下:
#include "Angel.h"
#include <string>
const glm::vec3 WHITE(1.0, 1.0, 1.0);
const glm::vec3 BLACK(0.0, 0.0, 0.0);
const glm::vec3 RED(1.0, 0.0, 0.0);
const glm::vec3 GREEN(0.0, 1.0, 0.0);
const glm::vec3 BLUE(0.0, 0.0, 1.0);
const int CIRCLE_NUM_POINTS = 100;
const int ELLIPSE_NUM_POINTS = 100;
const int TRIANGLE_NUM_POINTS = 3;
const int SQUARE_NUM = 6;
const int SQUARE_NUM_POINTS = 4 * SQUARE_NUM;
const int LINE_NUM_POINTS = 2;
// 每当窗口改变大小,GLFW会调用这个函数并填充相应的参数
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
// 根据角度生成颜色
float generateAngleColor(double angle)
{
return 1.0 / (2 * M_PI) * angle;
}
// 获得三角形的每个角度
double getTriangleAngle(int point)
{
return 2 * M_PI / 3 * point;
}
// 获得正方形的每个角度
double getSquareAngle(int point)
{
return M_PI / 4 + (M_PI / 2 * point);
}
// 计算椭圆/圆上的点
glm::vec2 getEllipseVertex(glm::vec2 center, double scale, double verticalScale, double angle)
{
glm::vec2 vertex(sin(angle), cos(angle));
vertex *= scale;
vertex.y *= verticalScale;
vertex += center;
return vertex;
}
// 获得椭圆/圆的每个顶点
void generateEllipsePoints(glm::vec2 vertices[], glm::vec3 colors[], int startVertexIndex, int numPoints,
glm::vec2 center, double scale, double verticalScale)
{
double angleIncrement = (2 * M_PI) / numPoints;//增量
double currentAngle = M_PI / 2;//当前角度
for (int i = startVertexIndex; i < startVertexIndex + numPoints; ++i) {
vertices[i] = getEllipseVertex(center, scale, verticalScale, currentAngle);
if (verticalScale == 1.0) {//圆形的颜色
colors[i] = glm::vec3(generateAngleColor(currentAngle), 0.0, 0.0);
} else {//椭圆的颜色
colors[i] = glm::vec3(generateAngleColor(currentAngle), 0.0, 0.0);
}
currentAngle += angleIncrement;
}
}
// 获得三角形的每个顶点
void generateTrianglePoints(glm::vec2 vertices[], glm::vec3 colors[], int startVertexIndex)
{
glm::vec2 scale(0.25, 0.25);
glm::vec2 center(0.0, 0.70);
for (int i = 0; i < 3; ++i) {
double currentAngle = getTriangleAngle(i);
vertices[startVertexIndex + i] = glm::vec2(sin(currentAngle), cos(currentAngle)) * scale + center;
}
colors[startVertexIndex] = RED;
colors[startVertexIndex + 1] = GREEN;
colors[startVertexIndex + 2] = BLUE;
}
// 获得正方形的每个顶点
void generateSquarePoints(glm::vec2 vertices[], glm::vec3 colors[], int squareNumber, int startVertexIndex)
{
glm::vec2 scale(0.90, 0.90);
double scaleDecrease = 0.15;
glm::vec2 center(0.0, -0.25);
int vertexIndex = startVertexIndex;
for (int i = 0; i < squareNumber; ++i) {
glm::vec3 currentColor;
currentColor = (i % 2) ? BLACK : WHITE;
for (int j = 0; j < 4; ++j) {
double currentAngle = getSquareAngle(j);
vertices[vertexIndex] = glm::vec2(sin(currentAngle), cos(currentAngle)) * scale + center;
colors[vertexIndex] = currentColor;
vertexIndex++;
}
scale -= scaleDecrease;
}
}
void generateLinePoints(glm::vec2 vertices[], glm::vec3 colors[], int startVertexIndex)
{
vertices[startVertexIndex] = glm::vec2(-1.0, -1.0);
vertices[startVertexIndex + 1] = glm::vec2(1.0, 1.0);
colors[startVertexIndex] = WHITE;
colors[startVertexIndex + 1] = BLUE;
}
//GLuint vao[3], program;
GLuint vao[5], program;
void init()
{
// 定义三角形的点
glm::vec2 triangle_vertices[TRIANGLE_NUM_POINTS];
glm::vec3 triangle_colors[TRIANGLE_NUM_POINTS];
// 定义矩形的点
glm::vec2 square_vertices[SQUARE_NUM_POINTS];
glm::vec3 square_colors[SQUARE_NUM_POINTS];
// 定义线的点
glm::vec2 line_vertices[LINE_NUM_POINTS];
glm::vec3 line_colors[LINE_NUM_POINTS];
@TODO: 生成圆形和椭圆上的点和颜色
glm::vec2 circle_vertices[CIRCLE_NUM_POINTS];
glm::vec3 circle_colors[CIRCLE_NUM_POINTS];
glm::vec2 ellipse_vertices[ELLIPSE_NUM_POINTS];
glm::vec3 ellipse_colors[ELLIPSE_NUM_POINTS];
glm::vec2 circle_center(0.6, 0.70);
generateEllipsePoints(circle_vertices, circle_colors, 0, CIRCLE_NUM_POINTS, circle_center, 0.20, 1.0);
glm::vec2 ellipse_center(-0.6, 0.70);
generateEllipsePoints(ellipse_vertices, ellipse_colors, 0, ELLIPSE_NUM_POINTS, ellipse_center, 0.20, 0.60);
// 调用生成形状顶点位置的函数
generateTrianglePoints(triangle_vertices, triangle_colors, 0);
generateSquarePoints(square_vertices, square_colors, SQUARE_NUM, 0);
generateLinePoints(line_vertices, line_colors, 0);
// 读取着色器并使用
std::string vshader, fshader;
vshader = "shaders/vshader.glsl";
fshader = "shaders/fshader.glsl";
program = InitShader(vshader.c_str(), fshader.c_str());
glUseProgram(program);
// 创建顶点缓存对象,vbo[2]是因为我们将要使用两个缓存对象
GLuint vbo[2];
/*
* 初始化三角形的数据
*/
glGenVertexArrays(1, &vao[0]);
glBindVertexArray(vao[0]);
glGenBuffers(1, &vbo[0]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_vertices), triangle_vertices, GL_STATIC_DRAW);
GLuint location = glGetAttribLocation(program, "vPosition");
glEnableVertexAttribArray(location);
glVertexAttribPointer(
location,
2,
GL_FLOAT,
GL_FALSE,
sizeof(glm::vec2),
BUFFER_OFFSET(0));
glGenBuffers(1, &vbo[1]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_colors), triangle_colors, GL_STATIC_DRAW);
GLuint cLocation = glGetAttribLocation(program, "vColor");
glEnableVertexAttribArray(cLocation);
glVertexAttribPointer(
cLocation,
3,
GL_FLOAT,
GL_FALSE,
sizeof(glm::vec3),
BUFFER_OFFSET(0));
/*
* 初始化正方形的数据
*/
glGenVertexArrays(1, &vao[1]);
glBindVertexArray(vao[1]);
glGenBuffers(1, &vbo[0]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(square_vertices), square_vertices, GL_STATIC_DRAW);
location = glGetAttribLocation(program, "vPosition");
glEnableVertexAttribArray(location);
glVertexAttribPointer(
location,
2,
GL_FLOAT,
GL_FALSE,
sizeof(glm::vec2),
BUFFER_OFFSET(0));
glGenBuffers(1, &vbo[1]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(square_colors), square_colors, GL_STATIC_DRAW);
cLocation = glGetAttribLocation(program, "vColor");
glEnableVertexAttribArray(cLocation);
glVertexAttribPointer(
cLocation,
3,
GL_FLOAT,
GL_FALSE,
sizeof(glm::vec3),
BUFFER_OFFSET(0));
/*
* 初始化线的数据
*/
glGenVertexArrays(1, &vao[2]);
glBindVertexArray(vao[2]);
glGenBuffers(1, &vbo[0]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), line_vertices, GL_STATIC_DRAW);
location = glGetAttribLocation(program, "vPosition");
glEnableVertexAttribArray(location);
glVertexAttribPointer(
location,
2,
GL_FLOAT,
GL_FALSE,
sizeof(glm::vec2),
BUFFER_OFFSET(0));
glGenBuffers(1, &vbo[1]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(line_colors), line_colors, GL_STATIC_DRAW);
cLocation = glGetAttribLocation(program, "vColor");
glEnableVertexAttribArray(cLocation);
glVertexAttribPointer(
cLocation,
3,
GL_FLOAT,
GL_FALSE,
sizeof(glm::vec3),
BUFFER_OFFSET(0));
//初始化圆
glGenVertexArrays(1, &vao[3]);
glBindVertexArray(vao[3]);
glGenBuffers(1, &vbo[0]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(circle_vertices), circle_vertices, GL_STATIC_DRAW);
location = glGetAttribLocation(program, "vPosition");
glEnableVertexAttribArray(location);
glVertexAttribPointer(
location,
2,
GL_FLOAT,
GL_FALSE,
sizeof(glm::vec2),
BUFFER_OFFSET(0));
glGenBuffers(1, &vbo[1]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(circle_colors), circle_colors, GL_STATIC_DRAW);
cLocation = glGetAttribLocation(program, "vColor");
glEnableVertexAttribArray(cLocation);
glVertexAttribPointer(
cLocation,
3,
GL_FLOAT,
GL_FALSE,
sizeof(glm::vec3),
BUFFER_OFFSET(0));
//初始化椭圆
glGenVertexArrays(1, &vao[4]);
glBindVertexArray(vao[4]);
glGenBuffers(1, &vbo[0]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(ellipse_vertices), ellipse_vertices, GL_STATIC_DRAW);
location = glGetAttribLocation(program, "vPosition");
glEnableVertexAttribArray(location);
glVertexAttribPointer(
location,
2,
GL_FLOAT,
GL_FALSE,
sizeof(glm::vec2),
BUFFER_OFFSET(0));
glGenBuffers(1, &vbo[1]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(ellipse_colors), ellipse_colors, GL_STATIC_DRAW);
cLocation = glGetAttribLocation(program, "vColor");
glEnableVertexAttribArray(cLocation);
glVertexAttribPointer(
cLocation,
3,
GL_FLOAT,
GL_FALSE,
sizeof(glm::vec3),
BUFFER_OFFSET(0));
glClearColor(0.0, 0.0, 0.0, 1.0);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vao[0]);
glDrawArrays(GL_TRIANGLES, 0, TRIANGLE_NUM_POINTS);
glBindVertexArray(vao[1]);
for (int i = 0; i < SQUARE_NUM; ++i) {
glDrawArrays(GL_TRIANGLE_FAN, (i * 4), 4);
}
glBindVertexArray(vao[2]);
glDrawArrays(GL_LINES, 0, LINE_NUM_POINTS);
// @TODO: 绘制圆
glBindVertexArray(vao[3]);
glDrawArrays(GL_TRIANGLE_FAN,0 , CIRCLE_NUM_POINTS);
// @TODO: 绘制椭圆
glBindVertexArray(vao[4]);
glDrawArrays(GL_TRIANGLE_FAN, 0, ELLIPSE_NUM_POINTS);
glFlush();
}
int main(int argc, char **argv)
{
// 初始化GLFW库
glfwInit();
// 配置GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// 配置窗口属性
GLFWwindow* window = glfwCreateWindow(512, 512, "学号_姓名_实验一", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// 调用任何OpenGL的函数之前初始化GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
init();
std::cout << "OpenGL Vendor: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "OpenGL Renderer: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "Supported GLSL version is: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
while (!glfwWindowShouldClose(window))
{
display();
// 交换颜色缓冲 以及 检查有没有触发什么事件(比如键盘输入、鼠标移动等)
glfwSwapBuffers(window);
glfwPollEvents();
}
return 0;
}
效果图:
记得在 配置窗口属性那里写自己的名字和学号