OpenGL南邮计算机图形学实验报告一——图形两种颜色的渐变(红黄绿)
计算机图形学的新题目要求
OpenGL配置参考:
南邮老前辈wonz哥的OpenGL配置、(Shader.h始终不用改)
学习网站:LearnOpenGL CN
思路:
1.由于要实现颜色的渐变,则设置颜色为uniform
变量,并由时间来控制,调用glfwGetTime()
函数。
通过glUniform4f()
函数返回红绿蓝的值,(最后一个参数为透明度)。
2.要实现红黄绿的渐变,观察到红色rgb(redgreenblue)为(1,0,0)绿色rgb为(0,1,0)。则设置redvalue
+greenvalue
=1即可。
注:有个问题是黄色rbg为(1,1,0),即通过我上述方法无法得到纯正的黄色,是那种深黄色,欢迎大家找出好的办法!
话不多说直接上代码:
main.cpp
#include<iostream>
//GLEW
#define GLEW_STATIC
#include<GL/glew.h>
//GLFW
#include<GLFW/glfw3.h>
#include"shader.h"
const GLint WIDTH = 800, HEIGTH = 600;
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, HEIGTH, "Learn OpenGL", nullptr, nullptr);
if (nullptr == window)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit())
{
std::cout << "Failed to initialise GLEW" << std::endl;
return -1;
}
glViewport(0, 0, screenWidth, screenHeight);
Shader ourShader = Shader("res/shaders/core.vs", "res/shaders/core.fs");
GLfloat vertices[] =
{ //postion //color
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
};
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ourShader.Use();
// 更新uniform颜色
GLfloat timeValue = glfwGetTime();//获取时间
GLfloat greenValue = sin(timeValue) / 2.0f + 0.5f;//设置颜色值范围0-1
GLfloat redValue = 1.0f-greenValue;
GLint vertexColorLocation = glGetUniformLocation(ourShader.Program, "ourColor");//获取uniform的位置索引
glUniform4f(vertexColorLocation, redValue, greenValue, 0.0f, 1.0f);//该位置的像素设置颜色
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
ourShader.~Shader();
glfwTerminate();
return 0;
}
core.vs
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
out vec3 ourColor;
void main()
{
gl_Position = vec4(position,1.0f);
ourColor=color;
}
core.fs
#version 330 core
out vec4 color;
uniform vec4 ourColor;
void main()
{
color = ourColor;
}