南邮图形学第一次课堂测试 - 3D魔方转动

南邮图形学第一次课堂测试 - 3D魔方转动


效果图:

右侧(键盘方向→键)旋转:

在这里插入图片描述
右侧(键盘方向↑键)旋转:
在这里插入图片描述
基本思路:

3 × 3 的 魔 方 , 实 现 上 、 下 层 , 左 、 右 层 转 动 , 那 么 最 方 便 的 想 法 应 该 是 创 建 27 个 小 的 立 方 体 对 象 。 3×3的魔方,实现上、下层,左、右层转动,那么最方便的想法应该是创建27个小的立方体对象。 3×3便27

接 着 通 过 数 组 索 引 , 模 拟 给 这 27 个 立 方 体 的 顶 点 标 号 、 分 层 。 确 定 旋 转 轴 和 旋 转 的 小 立 方 体 编 号 即 可 。 接着通过数组索引,模拟给这27个立方体的顶点标号、分层。确定旋转轴和旋转的小立方体编号即可。 27


代码:

main.cpp

#define GLEW_STATIC
#include <iostream>
#include <glew.h>
#include  "Camera.h"
#include <glfw3.h>
#include "Shader.h"
#include "SOIL2/SOIL2.h"  
#include "SOIL2/stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>  
#include <glm/gtc/type_ptr.hpp>

const GLint WIDTH = 800, HEIGHT = 600;  //新建窗口

void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mode);
void MouseCallback(GLFWwindow* window, double xPos, double yPos);
void ScrollCallback(GLFWwindow* window, double xOffset, double yOffset);
void DoMovement();
bool keys[1024];		//记录按键
GLfloat lastX = 0.0f, lastY = 0.0f;

Camera camera(glm::vec3(0.0f, 0.0f, 2.0f));
GLfloat deltaTime = 0.0f;
GLfloat lastTime = 0.0f;
bool firstMouse = true;
int l = 3;	//魔方层级,0:顶层, 1:底层, 2:左侧, 3:右侧

int main()
{
	glfwInit();
	//OpenGL 版本
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	//窗口设置
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);  //改为 GL_TRUE,改变窗口,纵横比会变
	GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "B18090114", nullptr,
		nullptr);  

	if (nullptr == window)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}

	// next two lines are for mac retina display
	int screenWidth, screenHeight;
	glfwGetFramebufferSize(window, &screenWidth, &screenHeight);  //获取窗口大小

	glfwMakeContextCurrent(window);  //可以新建很多 window

	glfwSetKeyCallback(window, KeyCallback);
	//glfwSetCursorPosCallback(window, MouseCallback);
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
	glfwSetScrollCallback(window, ScrollCallback);

	glewExperimental = GL_TRUE;
	if (GLEW_OK != glewInit())
	{
		std::cout << "Failed to initialise GLEW" << std::endl;
		return -1;
	}

	//后片元处理
	glEnable(GL_BLEND);//透明度
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	//允许深度测试,深度测试方程, z坐标小的能覆盖之前的
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LESS);

	glViewport(0, 0, screenWidth, screenHeight);  //从(0,0)开始画点,直到 WIDTH 和 HEIGHT

	Shader shader1 = Shader("res/Shader/core.vs", "res/Shader/core.fs");
	Shader shader[30];
	for (int i = 1; i <= 27; i++) shader[i] = shader1;

	GLfloat positions[30][3] =
	{
		{-0.9,0.9,0.67},
		//front 1-9
		{-0.9,0.9,0.67},
		{0.0,0.9,0.67},
		{0.9,0.9,0.67},

		{-0.9,0.0,0.67},
		{0.0,0.0,0.67},
		{0.9,0.0,0.67},

		{-0.9,-0.9,0.67},
		{0.0,-0.9,0.67},
		{0.9,-0.9,0.67},

		//back 10-18
		{-0.9,0.9,-0.67},
		{0.0,0.9,-0.67},
		{0.9,0.9,-0.67},

		{-0.9,0.0,-0.67},
		{0.0,0.0,-0.67},
		{0.9,0.0,-0.67},

		{-0.9,-0.9,-0.67},
		{0.0,-0.9,-0.67},
		{0.9,-0.9,-0.67},

		//mid 19-27
		{-0.9,0.9,0.0},
		{0.0,0.9,0.0},
		{0.9,0.9,0.0},

		{-0.9,0.0,0.0},
		{0.0,0.0,0.0},
		{0.9,0.0,0.0},

		{-0.9,-0.9,0.0},
		{0.0,-0.9,0.0},
		{0.9,-0.9,0.0},
	};

	int level[10][10] =
	{
		{0,1,2,3,10,11,12,19,20,21},	//up
		{0,7,8,9,16,17,18,25,26,27},	//buttom
		{0,1,4,7,10,13,16,19,22,25},	//left
		{0,3,6,9,12,15,18,21,24,27}		//right
	};

	int vec[2][3] = { {0.0,1.0,0.0},{1.0,0.0,0.0} };

	//now the verte information comes below
	GLfloat vertices[] = {
			//back             //color
								//红色
		-0.5f,-0.5f,-0.5f,      1.0f,0.0f,0.0f,
		0.5f,-0.5f,-0.5f,       1.0f,0.0f,0.0f,
		0.5f,0.5f,-0.5f,        1.0f,0.0f,0.0f,
		0.5f,0.5f,-0.5f,        1.0f,0.0f,0.0f,
		-0.5,0.5f,-0.5f,        1.0f,0.0f,0.0f,
		-0.5,-0.5f,-0.5f,       1.0f,0.0f,0.0f,

		//front
		-0.5f,-0.5f,0.5f,      0.0f,1.0f,0.0f,
		0.5f,-0.5f,0.5f,       0.0f,1.0f,0.0f,
		0.5f,0.5f,0.5f,        0.0f,1.0f,0.0f,
		0.5f,0.5f,0.5f,        0.0f,1.0f,0.0f,
		-0.5,0.5f,0.5f,        0.0f,1.0f,0.0f,
		-0.5,-0.5f,0.5f,       0.0f,1.0f,0.0f,
	
		//left
		-0.5f,0.5f,0.5f,       0.0f,0.0f,1.0f,
		-0.5f,0.5f,-0.5f,      0.0f,0.0f,1.0f,
		-0.5f,-0.5f,-0.5f,     0.0f,0.0f,1.0f,
		-0.5f,-0.5f,-0.5f,     0.0f,0.0f,1.0f,
		-0.5,-0.5f,0.5f,       0.0f,0.0f,1.0f,
		-0.5,0.5f,0.5f,        0.0f,0.0f,1.0f,

		//right
		0.5f,0.5f,0.5f,        0.0f,1.0f,1.0f,
		0.5f,0.5f,-0.5f,       0.0f,1.0f,1.0f,
		0.5f,-0.5f,-0.5f,      0.0f,1.0f,1.0f,
		0.5f,-0.5f,-0.5f,      0.0f,1.0f,1.0f,
		0.5,-0.5f,0.5f,        0.0f,1.0f,1.0f,
		0.5,0.5f,0.5f,         0.0f,1.0f,1.0f,

		//bottom
		-0.5f,-0.5f,-0.5f,     1.0f,0.0f,1.0f,
		0.5f,-0.5f,-0.5f,      1.0f,0.0f,1.0f,
		0.5f,-0.5f,0.5f,       1.0f,0.0f,1.0f,
		0.5f,-0.5f,0.5f,       1.0f,0.0f,1.0f,
		-0.5f,-0.5f,0.5f,      1.0f,0.0f,1.0f,
		-0.5f,-0.5f,-0.5f,     1.0f,0.0f,1.0f,

		//up
		-0.5f,0.5f,-0.5f,      1.0f,1.0f,0.0f,
		0.5f,0.5f,-0.5f,	   1.0f,1.0f,0.0f,
		0.5f,0.5f,0.5f,		   1.0f,1.0f,0.0f,
		0.5f,0.5f,0.5f,		   1.0f,1.0f,0.0f,
		-0.5f,0.5f,0.5f,	   1.0f,1.0f,0.0f,
		-0.5f,0.5f,-0.5f,	   1.0f,1.0f,0.0f,
	};

	//the date should be transfered to the memory on the Graphics Card,传到显存
	GLuint VAO, VBO;  //VAO:Vertex Array Object   VBO:Vertex Buffer Object传数据
	glGenVertexArrays(1, &VAO);  //创建 VAO
	glGenBuffers(1, &VBO);
	glBindVertexArray(VAO);  //设当前直线
	glBindBuffer(GL_ARRAY_BUFFER, VBO);  //VAO 和 VBO 成对出现
	// transfer the data:传数据
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);  //静态访问,几乎不修改
	// set the attribute
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);  
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));  
	glEnableVertexAttribArray(1);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);

	GLuint VAO1, VBO1;
	glGenVertexArrays(1, &VAO1);
	glGenBuffers(1, &VBO1);
	glBindVertexArray(VAO1);
	glBindBuffer(GL_ARRAY_BUFFER, VBO1);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
	//通道选择(core.vs中的location)  取几个浮点型 隔几个浮点型取下一个参数  起始位置
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(0);
	//解绑定
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);

	//画图
	while (!glfwWindowShouldClose(window))
	{
		GLfloat currentTime = glfwGetTime();
		deltaTime = currentTime - lastTime;
		lastTime = currentTime;
		glViewport(0, 0, screenWidth, screenHeight);
		glfwPollEvents();  //把所有事件系统都取过来:键盘/鼠标等操作
		DoMovement();
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);  //窗口背景颜色,RGB,最后一个是透明度

		glEnable(GL_DEPTH_TEST);  //深度测试
		glDepthFunc(GL_LESS);  //深度信息小于当期信息,就把进行测试
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		//glm 从 0.9.9 版本起,默认会将矩阵类型初始化为一个零矩阵(所有元素均为 0)
		glm::mat4 view = camera.GetViewMatrix();
		glm::mat4 projection = glm::perspective(glm::radians(camera.GetZoom()),
			static_cast<GLfloat>(screenWidth) / static_cast<GLfloat>(screenHeight), 0.1f, 100.0f);
		glm::mat4 transform = glm::mat4(1.0f);
		GLuint transLoc = glGetUniformLocation(shader1.Program, "transform");
		GLuint viewLoc = glGetUniformLocation(shader1.Program, "view");
		GLuint proLoc = glGetUniformLocation(shader1.Program, "projection");

		for (int i = 1; i <= 27; i++)
		{
			shader[i].Use();
			transform = glm::mat4(1.0f);

			//if(i<=9) 
			for(int j=1;j<=9;j++)
				if (i == level[l][j])
				{
					int k = l / 2;
					transform = glm::rotate(transform, glm::radians(500.0f) * static_cast<GLfloat>(glfwGetTime()), glm::vec3(vec[k][0], vec[k][1], vec[k][2]));//旋转
					break;
				}

			transform = glm::scale(transform, glm::vec3(0.1f, 0.1f, 0.1f));//缩放
			transform = glm::translate(transform, glm::vec3(positions[i][0], positions[i][1], positions[i][2]));//平移

			transLoc = glGetUniformLocation(shader[i].Program, "transform");
			glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(transform));

			viewLoc = glGetUniformLocation(shader[i].Program, "view");
			glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));

			proLoc = glGetUniformLocation(shader[i].Program, "projection");
			glUniformMatrix4fv(proLoc, 1, GL_FALSE, glm::value_ptr(projection));

			glBindVertexArray(VAO);
			glDrawArrays(GL_TRIANGLES, 0, 36);		//n个点
			glBindVertexArray(0);
		}

		glfwSwapBuffers(window);
	}
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);

	glfwTerminate();
	return 0;
}

void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mode) {
	if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
		glfwSetWindowShouldClose(window, GL_TRUE);

	if (key == GLFW_KEY_UP) l = 0;
	if (key == GLFW_KEY_DOWN) l = 1;
	if (key == GLFW_KEY_LEFT) l = 2;
	if (key == GLFW_KEY_RIGHT) l = 3;
}

void MouseCallback(GLFWwindow* window, double xPos, double yPos) {
	if (firstMouse) {
		lastX = xPos;
		lastY = yPos;
		firstMouse = false;
	}
	GLfloat xOffset = xPos - lastX;
	GLfloat yOffset = lastY - yPos;
	lastX = xPos;
	lastY = yPos;
	camera.ProcessMouseMovement(xOffset, yOffset);
}

void DoMovement() {
	if (keys[GLFW_KEY_W] || keys[GLFW_KEY_UP]) {
		camera.ProcessKeyboard(FOWARD, deltaTime);
	}
	if (keys[GLFW_KEY_S] || keys[GLFW_KEY_DOWN]) {
		camera.ProcessKeyboard(BACKWARD, deltaTime);
	}
	if (keys[GLFW_KEY_A] || keys[GLFW_KEY_LEFT]) {
		camera.ProcessKeyboard(LEFT, deltaTime);
	}
	if (keys[GLFW_KEY_D] || keys[GLFW_KEY_RIGHT]) {
		camera.ProcessKeyboard(RIGHT, deltaTime);
	}

}

void ScrollCallback(GLFWwindow* window, double xOffset, double yOffset) {
	camera.ProcessScroll(yOffset);
}

shader.h

#pragma once

#include<string>
#include<fstream>  //可以打开文件
#include<sstream>
#include<iostream>
#include<glew.h>

class Shader {
	GLuint vertex, fragment;
public:
	GLuint Program;
	Shader() {}
;	Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
	{
		std::string vertexCode;
		std::string fragmentCode;
		std::ifstream vShaderFile;
		std::ifstream fShaderFile;
		vShaderFile.exceptions(std::ifstream::badbit);
		fShaderFile.exceptions(std::ifstream::badbit);

		try {
			vShaderFile.open(vertexPath);
			fShaderFile.open(fragmentPath);

			std::stringstream vShaderStream, fShaderStream;

			vShaderStream << vShaderFile.rdbuf();
			fShaderStream << fShaderFile.rdbuf();

			//文件关闭顺序,先 v 再 f
			vShaderFile.close();
			fShaderFile.close();

			vertexCode = vShaderStream.str();
			fragmentCode = fShaderStream.str();
		}
		catch (std::ifstream::failure a) {
			std::cout <<
				"ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ"
				<< std::endl;
		}
		//类型转换
		const GLchar* vShaderCode = vertexCode.c_str();
		const GLchar* fShaderCode = fragmentCode.c_str();

		//import and compile the shader
		vertex = glCreateShader(GL_VERTEX_SHADER);  //不用重新定义
		glShaderSource(vertex, 1, &vShaderCode, NULL);
		glCompileShader(vertex);  //编译

		GLint success;
		GLchar infoLog[512];
		glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);  //编译是否完成的位置
		if (!success) {
			glGetShaderInfoLog(vertex, 512, NULL, infoLog);
			std::cout <<
				"ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
				<< infoLog << std::endl;
		}

		//边缘调色器
		fragment = glCreateShader(GL_FRAGMENT_SHADER);
		glShaderSource(fragment, 1, &fShaderCode, NULL);
		glCompileShader(fragment);  //编译

		glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);  //编译是否完成的位置
		if (!success) {
			glGetShaderInfoLog(fragment, 512, NULL, infoLog);
			std::cout <<
				"ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
				<< infoLog << std::endl;
		}

		//create the program and link the program
		this->Program = glCreateProgram();  //创建着色器程序
		glAttachShader(this->Program, vertex);
		glAttachShader(this->Program, fragment);
		glLinkProgram(this->Program);  //链接

		glValidateProgram(this->Program);  //可省略
		glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
		if (!success) {
			glGetProgramInfoLog(this->Program, 512, NULL, infoLog);  //获取链接情况
			std::cout <<
				"ERROR::SHADER::PROGRAM::LINKING_FAILED\n" <<
				infoLog << std::endl;
		}
	}

	~Shader() {
		glDetachShader(this->Program, vertex);
		glDetachShader(this->Program, fragment);
		glDeleteShader(vertex);
		glDeleteShader(fragment);
		glDeleteProgram(this->Program);
	}
	void Use() {
		glUseProgram(this->Program);
	}
};


Camera.h

#pragma once
#include<vector>
#define GLEW_STATIC
#include<glew.h>
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>

enum Camera_Movement {
	FOWARD,
	BACKWARD,
	LEFT,
	RIGHT
};

const GLfloat YAW = -90.0f;
const GLfloat PITCH = 0.0f;
const GLfloat SPEED = 6.0f;
const GLfloat SENSITIVITY = 0.25f;
const GLfloat ZOOM = 45.0f;

class Camera {
public:
	Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), GLfloat yaw = YAW,
		GLfloat pitch = PITCH) :front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED),
		mouseSensitivity(SENSITIVITY), zoom(ZOOM) {
		this->position = position;
		this->worldUp = up;
		this->yaw = yaw;
		this->pitch = pitch;
		this->updateCameraVectors();
	}
	Camera(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw = YAW,
		GLfloat pitch = PITCH) :front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED),
		mouseSensitivity(SENSITIVITY), zoom(ZOOM) {
		this->position = glm::vec3(posX, posY, posZ);
		this->worldUp = glm::vec3(upX, upY, upZ);
		this->yaw = yaw;
		this->pitch = pitch;
		this->updateCameraVectors();
	}
	void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime) {
		GLfloat velocity = this->movementSpeed * deltaTime;

		if (direction == FOWARD) {
			this->position += this->front * velocity;
		}
		if (direction == BACKWARD) {
			this->position -= this->front * velocity;
		}
		if (direction == LEFT) {
			this->position -= this->right * velocity;
		}
		if (direction == RIGHT) {
			this->position += this->right * velocity;
		}
	}
	void ProcessMouseMovement(GLfloat xOffset, GLfloat yOffset) {
		xOffset *= this->mouseSensitivity;
		yOffset *= this->mouseSensitivity;
		this->yaw += xOffset;
		this->pitch += yOffset;
		this->updateCameraVectors();
	}
	void ProcessScroll(GLfloat yOffset) {
		this->zoom += yOffset;
	}
	GLfloat GetZoom() {
		return this->zoom;
	}
	glm::mat4  GetViewMatrix() {
		return glm::lookAt(this->position, this->position + this->front, this->up);
	}
private:
	GLfloat yaw;
	GLfloat pitch;
	GLfloat movementSpeed;
	GLfloat mouseSensitivity;
	GLfloat zoom;

	glm::vec3 position;
	glm::vec3 front;
	glm::vec3 up;
	glm::vec3 right;
	glm::vec3 worldUp;
	void updateCameraVectors() {
		glm::vec3 front;
		front.x = cos(glm::radians(this->pitch)) * cos(glm::radians(this->yaw));
		front.y = sin(glm::radians(this->pitch));
		front.z = cos(glm::radians(this->pitch)) * sin(glm::radians(this->yaw));

		this->front = glm::normalize(front);
		this->right =
			glm::normalize(glm::cross(this->front, this->worldUp));
		this->up = glm::normalize(glm::cross(this->right, this->front));

	}

};

顶点着色器:
core.vs

//顶点着色器
#version 330 core
layout(location = 0) in vec3 position;
layout (location = 1) in vec3 color;
out vec3 ourColor;
uniform mat4 transform;
uniform mat4 view;
uniform mat4 projection;

void main()
{
	gl_Position = projection * view * transform * vec4(position, 1.0f);
	ourColor = color;
}

片元着色器:
core.fs

#version 330 core
in vec3 ourColor;
out vec4 color;
void main()
{
	color = vec4(ourColor, 1.0f);
}

light.fs

//片元着色器
#version 330 core
in vec3 ourColor;
out vec4 color;
void main()
{
	color = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}

light.vs

#version 330 core
layout(location = 0) in vec3 position;
layout (location = 1) in vec3 color;
out vec3 ourColor;
uniform mat4 transform;
uniform mat4 view;
uniform mat4 projection;

void main()
{
	gl_Position = projection * view * transform * vec4(position, 1.0f);
	ourColor = color;
}
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