openGL编程学习(2):显示一个三角形并且进行旋转操作

fragShader.glsl

out vec4 color;
void main(void)
{
	color = vec4(0.0, 0.0, 1.0, 1.0);
}

vertShader.glsl

void main(void)
{ if (gl_VertexID == 0) gl_Position = vec4(0.25,-0.25, 0.0, 1.0);
  else if (gl_VertexID == 1) gl_Position = vec4(-0.25,-0.25, 0.0, 1.0);
  else gl_Position = vec4(0.25, 0.25, 0.0, 1.0);
}

Utils.h

#include <GL\glew.h>
#include <GLFW\glfw3.h>
#include <SOIL2\SOIL2.h>
#include <string>
#include <iostream>
#include <fstream>
#include <cmath>
#include <vector>
#include <glm\glm.hpp>
#include <glm\gtc\type_ptr.hpp>
#include <glm\gtc\matrix_transform.hpp>

class Utils
{
private:
	static std::string readShaderFile(const char *filePath);
	static void printShaderLog(GLuint shader);
	static void printProgramLog(int prog);
	static GLuint prepareShader(int shaderTYPE, const char *shaderPath);
	static int finalizeShaderProgram(GLuint sprogram);

public:
	Utils();
	static bool checkOpenGLError();
	static GLuint createShaderProgram(const char *vp, const char *fp);
	static GLuint createShaderProgram(const char *vp, const char *gp, const char *fp);
	static GLuint createShaderProgram(const char *vp, const char *tCS, const char* tES, const char *fp);
	static GLuint createShaderProgram(const char *vp, const char *tCS, const char* tES, char *gp, const char *fp);
	static GLuint loadTexture(const char *texImagePath);
	static GLuint loadCubeMap(const char *mapDir);

	static float* goldAmbient();
	static float* goldDiffuse();
	static float* goldSpecular();
	static float goldShininess();

	static float* silverAmbient();
	static float* silverDiffuse();
	static float* silverSpecular();
	static float silverShininess();

	static float* bronzeAmbient();
	static float* bronzeDiffuse();
	static float* bronzeSpecular();
	static float bronzeShininess();
};

Utils.cpp

#include <GL\glew.h>
#include <GLFW\glfw3.h>
#include <SOIL2\SOIL2.h>
#include <string>
#include <iostream>
#include <fstream>
#include <cmath>
#include <glm\glm.hpp>
#include <glm\gtc\type_ptr.hpp> // glm::value_ptr
#include <glm\gtc\matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
#include "Utils.h"
using namespace std;

Utils::Utils() {}

string Utils::readShaderFile(const char *filePath) {
	string content;
	ifstream fileStream(filePath, ios::in);
	string line = "";
	while (getline(fileStream, line)) {
		content.append(line + "\n");
	}
	fileStream.close();
	return content;
}

bool Utils::checkOpenGLError() {
	bool foundError = false;
	int glErr = glGetError();
	while (glErr != GL_NO_ERROR) {
		cout << "glError: " << glErr << endl;
		foundError = true;
		glErr = glGetError();
	}
	return foundError;
}

void Utils::printShaderLog(GLuint shader) {
	int len = 0;
	int chWrittn = 0;
	char *log;
	glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
	if (len > 0) {
		log = (char *)malloc(len);
		glGetShaderInfoLog(shader, len, &chWrittn, log);
		cout << "Shader Info Log: " << log << endl;
		free(log);
	}
}

GLuint Utils::prepareShader(int shaderTYPE, const char *shaderPath)
{
	GLint shaderCompiled;
	string shaderStr = readShaderFile(shaderPath);
	const char *shaderSrc = shaderStr.c_str();
	GLuint shaderRef = glCreateShader(shaderTYPE);
	glShaderSource(shaderRef, 1, &shaderSrc, NULL);
	glCompileShader(shaderRef);
	checkOpenGLError();
	glGetShaderiv(shaderRef, GL_COMPILE_STATUS, &shaderCompiled);
	if (shaderCompiled != 1)
	{
		if (shaderTYPE == 35633) cout << "Vertex ";
		if (shaderTYPE == 36488) cout << "Tess Control ";
		if (shaderTYPE == 36487) cout << "Tess Eval ";
		if (shaderTYPE == 36313) cout << "Geometry ";
		if (shaderTYPE == 35632) cout << "Fragment ";
		cout << "shader compilation error." << endl;
		printShaderLog(shaderRef);
	}
	return shaderRef;
}

void Utils::printProgramLog(int prog) {
	int len = 0;
	int chWrittn = 0;
	char *log;
	glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
	if (len > 0) {
		log = (char *)malloc(len);
		glGetProgramInfoLog(prog, len, &chWrittn, log);
		cout << "Program Info Log: " << log << endl;
		free(log);
	}
}

int Utils::finalizeShaderProgram(GLuint sprogram)
{
	GLint linked;
	glLinkProgram(sprogram);
	checkOpenGLError();
	glGetProgramiv(sprogram, GL_LINK_STATUS, &linked);
	if (linked != 1)
	{
		cout << "linking failed" << endl;
		printProgramLog(sprogram);
	}
	return sprogram;
}

GLuint Utils::createShaderProgram(const char *vp, const char *fp) {
	GLuint vShader = prepareShader(GL_VERTEX_SHADER, vp);
	GLuint fShader = prepareShader(GL_FRAGMENT_SHADER, fp);
	GLuint vfprogram = glCreateProgram();
	glAttachShader(vfprogram, vShader);
	glAttachShader(vfprogram, fShader);
	finalizeShaderProgram(vfprogram);
	return vfprogram;
}

GLuint Utils::createShaderProgram(const char *vp, const char *gp, const char *fp) {
	GLuint vShader = prepareShader(GL_VERTEX_SHADER, vp);
	GLuint gShader = prepareShader(GL_GEOMETRY_SHADER, gp);
	GLuint fShader = prepareShader(GL_FRAGMENT_SHADER, fp);
	GLuint vgfprogram = glCreateProgram();
	glAttachShader(vgfprogram, vShader);
	glAttachShader(vgfprogram, gShader);
	glAttachShader(vgfprogram, fShader);
	finalizeShaderProgram(vgfprogram);
	return vgfprogram;
}

GLuint Utils::createShaderProgram(const char *vp, const char *tCS, const char* tES, const char *fp) {
	GLuint vShader = prepareShader(GL_VERTEX_SHADER, vp);
	GLuint tcShader = prepareShader(GL_TESS_CONTROL_SHADER, tCS);
	GLuint teShader = prepareShader(GL_TESS_EVALUATION_SHADER, tES);
	GLuint fShader = prepareShader(GL_FRAGMENT_SHADER, fp);
	GLuint vtfprogram = glCreateProgram();
	glAttachShader(vtfprogram, vShader);
	glAttachShader(vtfprogram, tcShader);
	glAttachShader(vtfprogram, teShader);
	glAttachShader(vtfprogram, fShader);
	finalizeShaderProgram(vtfprogram);
	return vtfprogram;
}

GLuint Utils::createShaderProgram(const char *vp, const char *tCS, const char* tES, char *gp, const char *fp) {
	GLuint vShader = prepareShader(GL_VERTEX_SHADER, vp);
	GLuint tcShader = prepareShader(GL_TESS_CONTROL_SHADER, tCS);
	GLuint teShader = prepareShader(GL_TESS_EVALUATION_SHADER, tES);
	GLuint gShader = prepareShader(GL_GEOMETRY_SHADER, gp);
	GLuint fShader = prepareShader(GL_FRAGMENT_SHADER, fp);
	GLuint vtgfprogram = glCreateProgram();
	glAttachShader(vtgfprogram, vShader);
	glAttachShader(vtgfprogram, tcShader);
	glAttachShader(vtgfprogram, teShader);
	glAttachShader(vtgfprogram, gShader);
	glAttachShader(vtgfprogram, fShader);
	finalizeShaderProgram(vtgfprogram);
	return vtgfprogram;
}

GLuint Utils::loadCubeMap(const char *mapDir) {
	GLuint textureRef;
	string xp = mapDir; xp = xp + "/xp.jpg";
	string xn = mapDir; xn = xn + "/xn.jpg";
	string yp = mapDir; yp = yp + "/yp.jpg";
	string yn = mapDir; yn = yn + "/yn.jpg";
	string zp = mapDir; zp = zp + "/zp.jpg";
	string zn = mapDir; zn = zn + "/zn.jpg";
	textureRef = SOIL_load_OGL_cubemap(xp.c_str(), xn.c_str(), yp.c_str(), yn.c_str(), zp.c_str(), zn.c_str(),
		SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS);
	if (textureRef == 0) cout << "didnt find cube map image file" << endl;
	//	glBindTexture(GL_TEXTURE_CUBE_MAP, textureRef);
	// reduce seams
	//	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	//	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	//	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
	return textureRef;
}

GLuint Utils::loadTexture(const char *texImagePath)
{
	GLuint textureRef;
	textureRef = SOIL_load_OGL_texture(texImagePath, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
	if (textureRef == 0) cout << "didnt find texture file " << texImagePath << endl;
	// ----- mipmap/anisotropic section
	glBindTexture(GL_TEXTURE_2D, textureRef);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glGenerateMipmap(GL_TEXTURE_2D);
	if (glewIsSupported("GL_EXT_texture_filter_anisotropic")) {
		GLfloat anisoset = 0.0f;
		glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisoset);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoset);
	}
	// ----- end of mipmap/anisotropic section
	return textureRef;
}

// GOLD material - ambient, diffuse, specular, and shininess
float* Utils::goldAmbient() { static float a[4] = { 0.2473f, 0.1995f, 0.0745f, 1 }; return (float*)a; }
float* Utils::goldDiffuse() { static float a[4] = { 0.7516f, 0.6065f, 0.2265f, 1 }; return (float*)a; }
float* Utils::goldSpecular() { static float a[4] = { 0.6283f, 0.5559f, 0.3661f, 1 }; return (float*)a; }
float Utils::goldShininess() { return 51.2f; }

// SILVER material - ambient, diffuse, specular, and shininess
float* Utils::silverAmbient() { static float a[4] = { 0.1923f, 0.1923f, 0.1923f, 1 }; return (float*)a; }
float* Utils::silverDiffuse() { static float a[4] = { 0.5075f, 0.5075f, 0.5075f, 1 }; return (float*)a; }
float* Utils::silverSpecular() { static float a[4] = { 0.5083f, 0.5083f, 0.5083f, 1 }; return (float*)a; }
float Utils::silverShininess() { return 51.2f; }

// BRONZE material - ambient, diffuse, specular, and shininess
float* Utils::bronzeAmbient() { static float a[4] = { 0.2125f, 0.1275f, 0.0540f, 1 }; return (float*)a; }
float* Utils::bronzeDiffuse() { static float a[4] = { 0.7140f, 0.4284f, 0.1814f, 1 }; return (float*)a; }
float* Utils::bronzeSpecular() { static float a[4] = { 0.3936f, 0.2719f, 0.1667f, 1 }; return (float*)a; }
float Utils::bronzeShininess() { return 25.6f; }

main.cpp

#include <GL\glew.h>
#include <GLFW\glfw3.h>
#include <iostream>
#include <string>
#include <iostream>
#include <fstream>
#include "Utils.h"
using namespace std;

#define numVAOs 1

GLuint renderingProgram;
GLuint vao[numVAOs];

void init(GLFWwindow* window) {
	renderingProgram = Utils::createShaderProgram("vertShader.glsl", "fragShader.glsl");
	glGenVertexArrays(numVAOs, vao);
	glBindVertexArray(vao[0]);
}

void display(GLFWwindow* window, double currentTime) {
	glUseProgram(renderingProgram);
	glDrawArrays(GL_TRIANGLES, 0, 3);
}

int main(void) {
	if (!glfwInit()) { exit(EXIT_FAILURE); }
	GLFWwindow* window = glfwCreateWindow(600, 600, "Chapter 2 - program 5", NULL, NULL);
	glfwMakeContextCurrent(window);
	if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
	glfwSwapInterval(1);

	init(window);

	while (!glfwWindowShouldClose(window)) {
		display(window, glfwGetTime());
		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	glfwDestroyWindow(window);
	glfwTerminate();
	exit(EXIT_SUCCESS);
}

运行结果:
三角形
对三角形进行旋转操作,将vertShader.glsl修改成如下:

#version 430
void main(void)
{ 
	mat4 buildRotateZ(float rad);
	float rad = 3.14 * 45 / 180;
	if (gl_VertexID == 0) gl_Position = buildRotateZ(rad)*vec4(0.25,-0.25, 0.0, 1.0);
	else if (gl_VertexID == 1) gl_Position =  buildRotateZ(rad)*vec4(-0.25,-0.25, 0.0, 1.0);
	else gl_Position =  buildRotateZ(rad)*vec4(0.25, 0.25, 0.0, 1.0);
}

//  rotation around the Z axis
mat4 buildRotateZ(float rad)
{	mat4 zrot = mat4(	cos(rad), sin(rad), 0.0, 0.0,
		-sin(rad), cos(rad), 0.0, 0.0,
		0.0, 0.0, 1.0, 0.0,
		0.0, 0.0, 0.0, 1.0 );
	return zrot;
}

运行结果:
旋转后的三角形

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