参考资料:http://www.opengl-tutorial.org/cn/beginners-tutorials/tutorial-4-a-colored-cube/
知识点1:顶点属性缓冲、色彩属性缓冲的创建流程:
顶点属性缓冲:首先给定数组:
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f
};
再进行定义、创建、绑定、填充缓冲:
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
再在主循环中进行配置:
glEnableVertexAttribArray(0); //启用0号顶点数组
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); //绑定缓冲
glVertexAttribPointer( //设置其中属性
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
颜色属性缓冲:
static const GLfloat g_color_buffer_data[] = {
0.583f, 0.771f, 0.014f,
0.609f, 0.115f, 0.436f,
0.327f, 0.483f, 0.844f,
0.822f, 0.569f, 0.201f,
0.435f, 0.602f, 0.223f,
0.310f, 0.747f, 0.185f,
0.597f, 0.770f, 0.761f,
0.559f, 0.436f, 0.730f,
0.359f, 0.583f, 0.152f,
0.483f, 0.596f, 0.789f,
0.559f, 0.861f, 0.639f,
0.195f, 0.548f, 0.859f,
0.014f, 0.184f, 0.576f,
0.771f, 0.328f, 0.970f,
0.406f, 0.615f, 0.116f,
0.676f, 0.977f, 0.133f,
0.971f, 0.572f, 0.833f,
0.140f, 0.616f, 0.489f,
0.997f, 0.513f, 0.064f,
0.945f, 0.719f, 0.592f,
0.543f, 0.021f, 0.978f,
0.279f, 0.317f, 0.505f,
0.167f, 0.620f, 0.077f,
0.347f, 0.857f, 0.137f,
0.055f, 0.953f, 0.042f,
0.714f, 0.505f, 0.345f,
0.783f, 0.290f, 0.734f,
0.722f, 0.645f, 0.174f,
0.302f, 0.455f, 0.848f,
0.225f, 0.587f, 0.040f,
0.517f, 0.713f, 0.338f,
0.053f, 0.959f, 0.120f,
0.393f, 0.621f, 0.362f,
0.673f, 0.211f, 0.457f,
0.820f, 0.883f, 0.371f,
0.982f, 0.099f, 0.879f
};
颜色缓冲的创建、绑定、填充:
GLuint colorbuffer;
glGenBuffer(1,&colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER,colorbuffer);
glBufferData(GL_ARRAY_BUFFER,sizeof(g_color_buffer_data),g_color_buffer_data,GL_STATIC_DRAW);
属性配置:
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
知识点2:深度缓冲(Z-Buffer)
在缓冲中存储每个片段的深度(即”Z”值);并且每次绘制片段之前要比较当前与先前片段的深度值,看谁离摄像机更近。
您可以自己实现深度缓冲,但让硬件自动完成更简单:
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
在清除屏幕时,你还需要清除除了颜色以外每一帧(frame)的深度。
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
知识点3:随机数的生成C++/C
头文件:
#include<iostream>
#include<ctime>
两个函数:
函数一:int rand(void);
从srand (seed)中指定的seed开始,返回一个[seed, RAND_MAX(0x7fff))间的随机整数。
函数二:void srand(unsigned seed);
参数seed是rand()的种子,用来初始化rand()的起始值。
可以认为rand()在每次被调用的时候,它会查看:
1)如果用户在此之前调用过srand(seed),给seed指定了一个值,那么它会自动调用
srand(seed)一次来初始化它的起始值。
2)如果用户在此之前没有调用过srand(seed),它会自动调用srand(1)一次。
根据上面的第一点我们可以得出:
1)如果希望rand()在每次程序运行时产生的值都不一样,必须给srand(seed)中的seed一个变值,这个变值必须在每次程序运行时都不一样(比如到目前为止流逝的时间)。
2)否则,如果给seed指定的是一个定值,那么每次程序运行时rand()产生的值都会一样,虽然这个值会是[seed, RAND_MAX(0x7fff))之间的一个随机取得的值。
3)如果在调用rand()之前没有调用过srand(seed),效果将和调用了srand(1)再调用rand()一样(1也是一个定值)。
C++代码:
static GLfloat g_color_buffer_data[12*3*3];
srand((unsigned)time(0));
for (int i = 0; i < 12*3; i++)
{
g_color_buffer_data[3*i+0] = rand()/float(RAND_MAX);
g_color_buffer_data[3*i+1] = rand()/float(RAND_MAX);
g_color_buffer_data[3*i+2] = rand()/float(RAND_MAX);
}
自己修改的代码的特殊之处:
1:使用随机数生成颜色,每次运行生成的颜色皆不相同
2:使用不同的MVP,在不同位置画出立体
3:实现每一帧变化不同的颜色
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <ctime>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <glfw3.h>
GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
using namespace glm;
#include <common/shader.hpp>
int main( void )
{
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow( 1024, 768, "Tutorial 04 - Colored Cube", NULL, NULL);
if( window == NULL ){
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
/****深度缓冲 Z-BUFFER 保证离相机进的在上层****/
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders( "TransformVertexShader.vertexshader", "ColorFragmentShader.fragmentshader" );
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
// Projection matrix : 45?Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
// Camera matrix
glm::mat4 View = glm::lookAt(
glm::vec3(4,3,-3), // Camera is at (4,3,-3), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
// Model matrix : an identity matrix (model will be at the origin)
glm:mat4 rotate_model = glm::rotate(30.0f,glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 myMatrix = glm::translate(glm::vec3(2.5f, 0.0f, 0.0f)); //平移矩阵
glm::mat4 Model = glm::mat4(1.0f);
// Our ModelViewProjection : multiplication of our 3 matrices
glm::mat4 MVP = Projection * View * Model; // Remember, matrix multiplication is the other way around
glm::mat4 MVP1 = Projection * View * Model*myMatrix; // Remember, matrix multiplication is the other way around
// Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f
};
// One color for each vertex. They were generated randomly.
//随机数方法,每次运行的颜色都不同
static GLfloat g_color_buffer_data[12*3*3];
srand((unsigned)time(0));
for (int i = 0; i < 12*3; i++)
{
g_color_buffer_data[3*i+0] = rand()/float(RAND_MAX);
g_color_buffer_data[3*i+1] = rand()/float(RAND_MAX);
g_color_buffer_data[3*i+2] = rand()/float(RAND_MAX);
}
// static const GLfloat g_color_buffer_data[] = {
// 0.583f, 0.771f, 0.014f,
// 0.609f, 0.115f, 0.436f,
// 0.327f, 0.483f, 0.844f,
// 0.822f, 0.569f, 0.201f,
// 0.435f, 0.602f, 0.223f,
// 0.310f, 0.747f, 0.185f,
// 0.597f, 0.770f, 0.761f,
// 0.559f, 0.436f, 0.730f,
// 0.359f, 0.583f, 0.152f,
// 0.483f, 0.596f, 0.789f,
// 0.559f, 0.861f, 0.639f,
// 0.195f, 0.548f, 0.859f,
// 0.014f, 0.184f, 0.576f,
// 0.771f, 0.328f, 0.970f,
// 0.406f, 0.615f, 0.116f,
// 0.676f, 0.977f, 0.133f,
// 0.971f, 0.572f, 0.833f,
// 0.140f, 0.616f, 0.489f,
// 0.997f, 0.513f, 0.064f,
// 0.945f, 0.719f, 0.592f,
// 0.543f, 0.021f, 0.978f,
// 0.279f, 0.317f, 0.505f,
// 0.167f, 0.620f, 0.077f,
// 0.347f, 0.857f, 0.137f,
// 0.055f, 0.953f, 0.042f,
// 0.714f, 0.505f, 0.345f,
// 0.783f, 0.290f, 0.734f,
// 0.722f, 0.645f, 0.174f,
// 0.302f, 0.455f, 0.848f,
// 0.225f, 0.587f, 0.040f,
// 0.517f, 0.713f, 0.338f,
// 0.053f, 0.959f, 0.120f,
// 0.393f, 0.621f, 0.362f,
// 0.673f, 0.211f, 0.457f,
// 0.820f, 0.883f, 0.371f,
// 0.982f, 0.099f, 0.879f
// };
//缓冲的创建、绑定和填充方法
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
GLuint colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
do{
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : colors
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_DYNAMIC_DRAW);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
//此处无需再交换帧数
// Swap buffers
// glfwSwapBuffers(window);
// glfwPollEvents();
//画出第二个立方体
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP1[0][0]);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : colors
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_DYNAMIC_DRAW);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
//此处将颜色生成矩阵加入,得到随帧数变化的结果
srand((unsigned)time(0));
for (int i = 0; i < 12*3; i++)
{
g_color_buffer_data[3*i+0] = rand()/float(RAND_MAX);
g_color_buffer_data[3*i+1] = rand()/float(RAND_MAX);
g_color_buffer_data[3*i+2] = rand()/float(RAND_MAX);
}
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
// Cleanup VBO and shader
glDeleteBuffers(1, &vertexbuffer);
glDeleteBuffers(1, &colorbuffer);
glDeleteProgram(programID);
glDeleteVertexArrays(1, &VertexArrayID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}