以线框模式画一个球,可由鼠标键盘控制
ball.cpp
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
//glm
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "glm/gtx/rotate_vector.hpp" //直接对点进行操作
//头文件
#include "Shader.h"
#include "Camera.h"
//SOIL
#include "SOIL2/SOIL2.h"
#include "SOIL2/stb_image.h"
const GLint WIDTH = 600, HEIGHT = 600;
void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mode);
void MouseCallback(GLFWwindow* window, double xPos, double yPos);
void DoMovement();
void DoMovement_Model();
//void ScrollCallback(GLFWwindow* window, double xPos, double yPos);
void ScrollCallback(GLFWwindow* window, double xOffset, double yOffset);
bool keys[1024]; //记录所有按键信息
//计算鼠标自上一帧的偏移量。我们必须先在程序中储存上一帧的鼠标位置,
//我们把它的初始值设置为屏幕的中心(屏幕的尺寸是800x600);
GLfloat lastX = WIDTH / 2.0f;
GLfloat lastY = HEIGHT / 2.0f;
bool firstMouse = true;
Camera camera(glm::vec3(0.0f, 0.0f, 2.0f));
GLfloat deltaTime = 0.0f;
GLfloat lastTime = 0.0f;
//glm::vec3 lightPos = glm::vec3(0.0f, 0.0f, 0.0f);
const GLfloat PI = 3.14159265358979323846f;
//将球横纵划分成50*50的网格
const int Y_SEGMENTS = 50;
const int X_SEGMENTS = 50;
float Model_front = 0.0f;
float Model_right = 0.0f;
float Model_height = 0.0f;
float temp = 0.0f;
int main()
{
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);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "ball", nullptr, nullptr);
// retina display
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
if (window == nullptr) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, KeyCallback); //接收键盘传来的信息
glfwSetCursorPosCallback(window, MouseCallback);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cout << "Failed to initialize GLEW" << std::endl;
glfwTerminate();
return -1;
}
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // tell GLFW to capture our mouse
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST); //开启深度测试,深度信息小的可以覆盖深度信息大的,也就是说,符合人体观察事物的透视特征,前面的将覆盖后面的
glDepthFunc(GL_LESS);
glfwSetScrollCallback(window, ScrollCallback);
Shader shader = Shader("res/shaders/core.vs", "res/shaders/core.fs");
//Sphere
std::vector<float> sphereVertices;
std::vector<int> sphereIndices;
//计算球体的顶点
//生成顶点
for (int y = 0; y <= Y_SEGMENTS; y++) {
for (int x = 0; x <= X_SEGMENTS; x++) {
float xSegment = (float)x / (float)X_SEGMENTS;
float ySegment = (float)y / (float)Y_SEGMENTS;
float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
float yPos = std::cos(ySegment * PI);
float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
sphereVertices.push_back(xPos);
sphereVertices.push_back(yPos);
sphereVertices.push_back(zPos);
}
}
//生成球体的Indices
for (int i = 0; i < Y_SEGMENTS; i++) {
for (int j = 0; j < X_SEGMENTS; j++) {
sphereIndices.push_back(i * (X_SEGMENTS + 1) + j);
sphereIndices.push_back((i + 1) * (X_SEGMENTS + 1) + j);
sphereIndices.push_back((i + 1) * (X_SEGMENTS + 1) + j + 1);
sphereIndices.push_back(i * (X_SEGMENTS + 1) + j);
sphereIndices.push_back((i + 1) * (X_SEGMENTS + 1) + j + 1);
sphereIndices.push_back(i * (X_SEGMENTS + 1) + j + 1);
}
}
//------------------------------------------------------------------
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sphereVertices.size() * sizeof(float), &sphereVertices[0], GL_STATIC_DRAW);
GLuint element_buffer_object; //EBO
glGenBuffers(1, &element_buffer_object);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer_object);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sphereIndices.size() * sizeof(int), &sphereIndices[0], GL_STATIC_DRAW);
// 设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// 解绑VAO和VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//------------------------------------------------------------------
while (!glfwWindowShouldClose(window)) {
GLfloat currentTime = glfwGetTime();
deltaTime = currentTime - lastTime;
lastTime = currentTime;
glViewport(0, 0, screenWidth, screenHeight);
glfwPollEvents(); //接收所有得到的信息
DoMovement(); //接收到信息后做运动
DoMovement_Model();
//render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.Use();
//activate shader
//绘制球
//开启面剔除(只需要展示一个面,否则会有重合)
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glBindVertexArray(VAO);
//使用线框模式绘制
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawElements(GL_TRIANGLES, X_SEGMENTS * Y_SEGMENTS * 6, GL_UNSIGNED_INT, 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);
//后生成
shader.Use();
glm::mat4 transform = glm::mat4(1.0f); //生成矩阵
//GLfloat currentTime_rn = currentTime;
transform = glm::translate(transform, glm::vec3(Model_right, Model_height, Model_front));//平移
if (keys[GLFW_KEY_SPACE]) {
Model_height = temp;//回到原来的位置
}
transform = glm::scale(transform, glm::vec3(0.5f, 0.5f, 0.5f)); //缩放
GLuint transLoc = glGetUniformLocation(shader.Program, "transform");
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(transform));
GLuint viewLoc = glGetUniformLocation(shader.Program, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
GLuint proLoc = glGetUniformLocation(shader.Program, "projection");
glUniformMatrix4fv(proLoc, 1, GL_FALSE, glm::value_ptr(projection));
//glUniform3f(glGetUniformLocation(shader.Program, "LightPos"),
// lightPos.x, lightPos.y, lightPos.z);
glUniform3f(glGetUniformLocation(shader.Program, "ViewPos"),
camera.GetPosition().x, camera.GetPosition().y, camera.GetPosition().z);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &element_buffer_object);
glfwTerminate();
return 0;
}
//------------------------------------------------------------------
void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key >= 0 && key < 1024) {
if (action == GLFW_PRESS) {
keys[key] = true;
}
else if (action == GLFW_RELEASE)
{
keys[key] = false;
}
}
}
void MouseCallback(GLFWwindow* window, double xPos, double yPos)
{
if (firstMouse) { //只有第一次才把鼠标的初始位置更新为 xPos 和 yPos 值
lastX = xPos;
lastY = yPos;
firstMouse = false;
}
GLfloat xOffset = xPos - lastX;
GLfloat yOffset = lastY - yPos;
lastX = xPos;
lastY = yPos;
//Do something
camera.ProcessMouseMovement(xOffset, yOffset);
}
void DoMovement()
{
if (keys[GLFW_KEY_W]) {
//up
//printf("w");
camera.ProcessKeyboard(FOWARD, deltaTime);
}
if (keys[GLFW_KEY_S]) {
//down
camera.ProcessKeyboard(BACKWARD, deltaTime);
}
if (keys[GLFW_KEY_A]) {
//left
camera.ProcessKeyboard(LEFT, deltaTime);
}
if (keys[GLFW_KEY_D]) {
//right
camera.ProcessKeyboard(RIGHT, deltaTime);
}
}
void DoMovement_Model() {
if (keys[GLFW_KEY_UP])
//Model_height += deltaTime;
Model_height += 0.001;
if (keys[GLFW_KEY_DOWN])
//Model_height -= deltaTime;
Model_height -= 0.001;
if (keys[GLFW_KEY_LEFT])
Model_right -= 0.001;
if (keys[GLFW_KEY_RIGHT])
Model_right += 0.001;
if (keys[GLFW_KEY_SPACE]) {
temp = Model_height;
Model_height += 0.5;
}
}
void ScrollCallback(GLFWwindow* window, double xOffset, double yOffset) {
camera.ProcessScroll(yOffset);
}
Shader.h
#pragma once
#include <string.h>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
class Shader
{
GLuint vertex, fragment;
public:
GLuint Program;
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();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* fShaderCode = fragmentCode.c_str();
//compile Shaders
GLint success;
GLchar infoLog[512];
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
<< infoLog << std::endl;
}
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
<< infoLog << std::endl;
}
this ->Program = glCreateProgram();
glAttachShader(this->Program, vertex);
glAttachShader(this->Program, fragment);
glLinkProgram(this->Program);
glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINK_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<GL/glew.h>
#include"glm/glm.hpp"
#include"glm/gtc/matrix_transform.hpp"
enum Camera_Movement //定义四个方向
{
FOWARD,
BACKWARD,
LEFT,
RIGHT
};
const GLfloat YAW = -90.0f;
const GLfloat PITCH = 0.0f;
const GLfloat SPEED = 6.0f;
const GLfloat SENSITIVITY = 0.1f;
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) //键盘控制向前移动
{
this->position += this->front * velocity;
}
if (direction == BACKWARD) //键盘控制向后移动
{
this->position -= this->front * velocity;
}
if (direction == LEFT) //键盘控制向左移动
{
this->position -= this->right * velocity;
}
if (direction == RIGHT) //键盘控制向右移动
{
this->position += this->right * velocity;
}
}
void ProcessMouseMovement(GLfloat xOffset, GLfloat yOffset)
{
xOffset *= this->mouseSensitivity; //计算鼠标偏移量
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);
}
glm::vec3 GetPosition()
{
return this->position;
}
private:
GLfloat yaw;
GLfloat pitch;
GLfloat movementSpeed;
GLfloat mouseSensitivity;
GLfloat zoom;
glm::vec3 position; //相机位置
//相机朝向,三个朝向可以设置相机坐标系
glm::vec3 front;
glm::vec3 up;
glm::vec3 right;
glm::vec3 worldUp;
void updateCameraVectors() //更新相机视角
{
glm::vec3 front;
front.x = cos(glm::radians(this->pitch)) * cos(glm::radians(this->yaw)); //x为两个cos相乘
front.y = sin(glm::radians(this->pitch)); //y用sin算
front.z = cos(glm::radians(this->pitch)) * sin(glm::radians(this->yaw)); //z为两个cos相乘
//构建坐标系
this->front = glm::normalize(front);
this->right = glm::normalize(glm::cross(this->front, this->worldUp)); //normalize为标准化,cross为叉乘
this->up = glm::normalize(glm::cross(this->right, this->front));
}
};
core.vs
#version 330 core
layout(location = 0) in vec3 position;
//layout(location = 1) in vec3 color;
//layout(location = 2) in vec3 normal;
uniform mat4 transform;
uniform mat4 view;
uniform mat4 projection;
//out vec3 ourColor;
//varying vec3 Normal;
//varying vec3 FragPos;
void main(){
//从右向左乘:先乘 transform,最后乘 projection,这是重点中的重点,因为是矩阵相乘,交换律不成立!!!
gl_Position = projection * view * transform * vec4(position, 1.0f);
}
core.fs
#version 330 core
//in vec3 ourColor;
out vec4 color;
void main(){
color = vec4(1.0f, 0.635f, 0.345f, 1.0f);
}
运行结果
![在这里插入图片描述](https://img-blog.csdnimg.cn/20201128152604457.png?x-oss-process=image/watermark,type_ZmFuZ3poZW5naGVpdGk,shadow_10,text_aHR0cHM6Ly9ibG9nLmNzZG4ubmV0L3FxXzQ0MDE4NzYw,size_16,color_FFFFFF,t_70)