OpenGL学习之第一个3D模型demo

直接上代码
1.main.cpp
//
//  main.cpp
//  GL_First3Ddemo
//
//

#include <iostream>

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

#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>

#include "ShaderAdmin.hpp"
#include "TextureAdmin.hpp"

#define WIDTH 800
#define HEIGHT 600
#define TITLE "OpenGL"

using namespace std;

GLuint VAO,VBO,EBO;
void initGLForOSX();
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void renderRectangle();

int main(int argc, const char * argv[])
{

    initGLForOSX();
    GLFWwindow *window = glfwCreateWindow(WIDTH,HEIGHT,TITLE, nullptr, nullptr);
    if (!window)
    {
        cout << "创建视窗失败" << endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetKeyCallback(window, key_callback);

    glewExperimental = GL_TRUE;
    if (glewInit() != GLEW_OK)
    {
        printf("Failed to initialize GLEW!\n");
        return -1;
    }

    int width , height;
    glfwGetFramebufferSize(window, &width, &height);
    glViewport(0, 0, width, height);
    //开启深度测试
    glEnable(GL_DEPTH_TEST);


    //创建shader
    ShaderAdmin shader("Shaders/vShader.vsh","Shaders/fShader.fsh");

    renderRectangle();

    TextureAdmin texture("Image/container.jpg");
    TextureAdmin texture2("Image/awesomeface.png");

    glm::vec3 cubePositions[] = {
        glm::vec3( 0.0f,  0.0f,  0.0f),
        glm::vec3( 2.0f,  5.0f, -15.0f),
        glm::vec3(-1.5f, -2.2f, -2.5f),
        glm::vec3(-3.8f, -2.0f, -12.3f),
        glm::vec3( 2.4f, -0.4f, -3.5f),
        glm::vec3(-1.7f,  3.0f, -7.5f),
        glm::vec3( 1.3f, -2.0f, -2.5f),
        glm::vec3( 1.5f,  2.0f, -2.5f),
        glm::vec3( 1.5f,  0.2f, -1.5f),
        glm::vec3(-1.3f,  1.0f, -1.5f)
    };

    while (!glfwWindowShouldClose(window))
    {
        glfwPollEvents();
        glClearColor(0.2, 0.3, 0.3, 1.0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        //激活纹理单元
        glActiveTexture(GL_TEXTURE0);
        texture.BindTexture();
        glUniform1i(glGetUniformLocation(shader.m_program,"ourTexture"),0);

        glActiveTexture(GL_TEXTURE1);
        texture2.BindTexture();
        glUniform1i(glGetUniformLocation(shader.m_program,"ourTexture2"),1);
        //使用用着色器渲染
        shader.Use();

        //创建观察矩阵
        glm::mat4 view;
        view = glm::translate(view, glm::vec3(0.0f,0.0f,-3.0f));
        GLuint gl_view = glGetUniformLocation(shader.m_program,"view");
        glUniformMatrix4fv(gl_view,1,GL_FALSE,glm::value_ptr(view));
        //定义投影矩阵
        glm::mat4 projection;
        projection = glm::perspective(45.0f, (GLfloat)WIDTH/(GLfloat)HEIGHT, 0.1f, 100.0f);
        GLuint gl_projection = glGetUniformLocation(shader.m_program,"projection");
        glUniformMatrix4fv(gl_projection,1,GL_FALSE,glm::value_ptr(projection));

        glBindVertexArray(VAO);
        //创建模型矩阵
        GLuint gl_model = glGetUniformLocation(shader.m_program,"model");
        for(GLuint i = 0; i < 10; i++)
        {
            glm::mat4 model;
            model = glm::translate(model, cubePositions[0]);
            GLfloat angle = 20.0f * i;
//        GLfloat angle = (GLfloat)glfwGetTime();
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            glUniformMatrix4fv(gl_model, 1, GL_FALSE, glm::value_ptr(model));

            glDrawArrays(GL_TRIANGLES, 0, 36);
        }
        glBindVertexArray(0);
        glfwSwapBuffers(window);
    }

    return 0;
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
    {
        glfwSetWindowShouldClose(window, GL_TRUE);
    }
}

void initGLForOSX()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE);
}
void renderRectangle()
{
    GLfloat vertices[] = {
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
        0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
        0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

        0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
        0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

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

    glGenVertexArrays(1,&VAO);
    glGenBuffers(1,&VBO);

    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER,VBO);
    glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
    //位置属性
    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,5 * sizeof(GLfloat),(GLvoid *)0);
    glEnableVertexAttribArray(0);

    //纹理坐标
    glVertexAttribPointer(2,2,GL_FLOAT,GL_FALSE,5 * sizeof(GLfloat),(GLvoid *)(3*sizeof(GLfloat)));
    glEnableVertexAttribArray(2);

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

}

这里写图片描述
工程文件

  • 2
    点赞
  • 14
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值