OpenGL-05-02练习题
一、使用应用在箱子上的最后一个变换,尝试将其改变为先旋转,后位移。看看发生了什么,试着想想为什么会发生这样的事情
glm::mat4 trans;
trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0));
trans = glm::translate(trans, glm::vec3(1, 0, 0));
ourShader.setMatrix("transform",trans);
这里我把对于uniform mat4
的传递操作封装到了着色器类里,正常写应该是这样
unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
这样做,会出现箱子绕着中心旋转的效果,因为是先位移在旋转。如果是先旋转在位移的话,那就是在位移之后的位置原地旋转了,注意变化的叠加顺序,这非常重要
二、尝试再次调用glDrawElements画出第二个箱子,只使用变换将其摆放在不同的位置。让这个箱子被摆放在窗口的左上角,并且会不断的缩放(而不是旋转)。(sin
函数在这里会很有用,不过注意使用sin
函数时应用负值会导致物体被翻转)
渲染指令
ourShader.use();
glm::mat4 trans;
float timeValue=sin(glfwGetTime())/2+0.5f;
trans = glm::translate(trans, glm::vec3(0.6, 0, 0));
trans = glm::scale(trans,glm::vec3(timeValue,timeValue,timeValue));
ourShader.setMatrix("transform",trans);
scale=virtualInput(window,scale);
ourShader.setFloat("mixScale",scale);
glBindVertexArray(VAO);
//真正渲染
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT,0);
//
trans=glm::mat4(1.0f);
trans = glm::translate(trans, glm::vec3(-0.6, 0.6, 0));
trans = glm::scale(trans,glm::vec3(timeValue,timeValue,timeValue));
ourShader.setMatrix("transform",trans);
glBindVertexArray(VAO);
//真正渲染
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT,0);
完整代码
//顶点
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
uniform mat4 transform;
void main()
{
gl_Position = transform*vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
//片段
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
// texture sampler
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float mixScale;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), mixScale);
}
#pragma once
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <myShader.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
float virtualInput(GLFWwindow *window,float value);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
int main()
{
#pragma region glfw
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
#pragma endregion
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("path/to/shaders/shader.vs", "path/to/shaders/shader.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// positions // colors // texture1 coords
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture1 coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
// load and create a texture1
// -------------------------
//创建纹理ID
unsigned int texture1;
//生成纹理对象,并存储在texture中
glGenTextures(1, &texture1);
//绑定当前的纹理
glBindTexture(GL_TEXTURE_2D,texture1); // all upcoming GL_TEXTURE_2D operations now have effect on this texture1 object
// 为当前绑定的纹理对象设置环绕、过滤方式
// set the texture1 wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // set texture1 wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// 为当前绑定的纹理对象设置环绕、过滤方式
// set texture1 filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture1 and generate mipmaps
int width, height, nrChannels;
// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
unsigned char *data = stbi_load("Texture/container.jpeg", &width, &height, &nrChannels, 0);
if (data)
{
//生成纹理
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
//这会为当前绑定的纹理自动生成所有需要的多级渐远纹理。
// glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture1" << std::endl;
}
//释放图像内存
stbi_image_free(data);
stbi_set_flip_vertically_on_load(true);
// load and create a texture1
// -------------------------
//创建纹理ID
unsigned int texture2;
//生成纹理对象,并存储在texture中
glGenTextures(1, &texture2);
//绑定当前的纹理
glBindTexture(GL_TEXTURE_2D,texture2); // all upcoming GL_TEXTURE_2D operations now have effect on this texture1 object
// 为当前绑定的纹理对象设置环绕、过滤方式
// set the texture1 wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); // set texture1 wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
// 为当前绑定的纹理对象设置环绕、过滤方式
// set texture1 filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture1 and generate mipmaps
// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
data = stbi_load("Texture/awesomeface.png", &width, &height, &nrChannels, 0);
if (data)
{
//生成纹理.注意awesomeface.png有透明度和alpha通道,所以一定要告诉OpenGL的数据类型是GL_RGBA
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
//这会为当前绑定的纹理自动生成所有需要的多级渐远纹理。
// glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture1" << std::endl;
}
//释放图像内存
stbi_image_free(data);
// tell opengl for each sampler to which texture1 unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
// either set it manually like so:
ourShader.setInt("texture1",0);
// or set it via the texture1 class
ourShader.setInt("texture2", 1);
ourShader.setFloat("mixScale",1);
float scale=1.0f;
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
stbi_set_flip_vertically_on_load(true);
// bind Texture
// bind textures on corresponding texture1 units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,texture2);
// render container
ourShader.use();
glm::mat4 trans;
float timeValue=sin(glfwGetTime())/2+0.5f;
trans = glm::translate(trans, glm::vec3(0.6, 0, 0));
trans = glm::scale(trans,glm::vec3(timeValue,timeValue,timeValue));
ourShader.setMatrix("transform",trans);
scale=virtualInput(window,scale);
ourShader.setFloat("mixScale",scale);
glBindVertexArray(VAO);
//真正渲染
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT,0);
//
trans=glm::mat4(1.0f);
trans = glm::translate(trans, glm::vec3(-0.6, 0.6, 0));
trans = glm::scale(trans,glm::vec3(timeValue,timeValue,timeValue));
ourShader.setMatrix("transform",trans);
glBindVertexArray(VAO);
//真正渲染
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT,0);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
float virtualInput(GLFWwindow *window,float value){
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS){
value=value+0.1f;
if(value>1) value=1;
}else if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS){
value=value-0.1f;
if(value<0) value=0;
}
return value;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}