OpenGL--用一个立方体实例化为10万个立方体

在这里插入图片描述

为了 使用 实例 化 来 重复 我们 以前 的 翻滚 立方体 示例, 我们 需要 将 构建 不同 模型 矩阵 的 计算[ 先前 在 display() 中的 循环 内 实现] 移动 到顶 点 着色 器 中。 由于 GLSL 不提 供 平移 或 旋转 函数, 并且 我们 无法 从 着色 器 内部 调用 GLM, 因此 我们 需要 使用 工具 函数。 我们 还需 要将 C++/ OpenGL 应用 程序 中的“ 时间 因子” 通过 统一 变量 传递 给 顶点 着色 器。 我们 还需 要将 模型 和 视图 矩阵 传递 到 单独 的 统一 变量 中, 因为 对 每个 立方体 的 模型 矩阵 都 需要 进行 旋转 计算。

#include <GL\glew.h>
#include <GLFW\glfw3.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;

#define numVAOs 1
#define numVBOs 2

Utils util = Utils();
float cameraX, cameraY, cameraZ;
float cubeLocX, cubeLocY, cubeLocZ;
GLuint renderingProgram;
GLuint vao[numVAOs];
GLuint vbo[numVBOs];

// 分配在display()函数中使用的变量空间,这样它们就不必在渲染过程中分配
GLuint mLoc,vLoc, projLoc,tfLoc;
int width, height;
float aspect, timeFactor;
glm::mat4 pMat, vMat, mMat, mvMat;

void setupVertices(void) {  //36个顶点,12个三角形,组成了放置在原点处的2×2×2立方体
	float vertexPositions[108] = {
		-1.0f,  1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
		1.0f, -1.0f, -1.0f, 1.0f,  1.0f, -1.0f, -1.0f,  1.0f, -1.0f,
		1.0f, -1.0f, -1.0f, 1.0f, -1.0f,  1.0f, 1.0f,  1.0f, -1.0f,
		1.0f, -1.0f,  1.0f, 1.0f,  1.0f,  1.0f, 1.0f,  1.0f, -1.0f,
		1.0f, -1.0f,  1.0f, -1.0f, -1.0f,  1.0f, 1.0f,  1.0f,  1.0f,
		-1.0f, -1.0f,  1.0f, -1.0f,  1.0f,  1.0f, 1.0f,  1.0f,  1.0f,
		-1.0f, -1.0f,  1.0f, -1.0f, -1.0f, -1.0f, -1.0f,  1.0f,  1.0f,
		-1.0f, -1.0f, -1.0f, -1.0f,  1.0f, -1.0f, -1.0f,  1.0f,  1.0f,
		-1.0f, -1.0f,  1.0f,  1.0f, -1.0f,  1.0f,  1.0f, -1.0f, -1.0f,
		1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f,  1.0f,
		-1.0f,  1.0f, -1.0f, 1.0f,  1.0f, -1.0f, 1.0f,  1.0f,  1.0f,
		1.0f,  1.0f,  1.0f, -1.0f,  1.0f,  1.0f, -1.0f,  1.0f, -1.0f
	};

	glGenVertexArrays(1, vao);//创建顶点数组对象VAO,      //数据集发送给管线时,是以缓冲区形式发送的
	glBindVertexArray(vao[0]);//将指定的VAO标记为活跃,生成的缓冲区和这个VAO关联
	glGenBuffers(numVBOs, vbo);//创建VBO.//参数1,创建多少个ID,参数2,保存返回的ID的数组
	glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);//将缓冲区【0】标记为活跃
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, GL_STATIC_DRAW);//将包含顶点数据的数组复制进活跃缓冲区
}

//init()函数负责执行只需要一次的任务
void init(GLFWwindow* window) {
	renderingProgram = Utils::createShaderProgram("vertShader.glsl", "fragShader.glsl");//获取GL程序的ID,该程序创建着色器
	glfwGetFramebufferSize(window, &width, &height);
	aspect = (float)width / (float)height;//屏幕纵横比.透视矩阵需要的参数
	//构建透视矩阵//根据所需的视锥提供3D效果,这里放在了init里,因为只需要构建一次
	pMat = glm::perspective(1.0472f, aspect, 0.1f, 1000.0f);//构建透视矩阵//参数 1. 指定视场角(这里是60°,对应弧度是1.0472)
															//,2. 屏幕纵横比 ,3.近裁剪平面,4.远裁剪平面
	cameraX = 0.0f; cameraY = 0.0f; cameraZ = 420.0f;//相机放在z轴的下方,z=32对应24个实例,420对应100000个实例
	setupVertices();//将顶点数据复制进缓冲区
}

//调用display函数的速率被称为帧率
void display(GLFWwindow* window, double currentTime) {	
	//清除深度缓冲区
	glClear(GL_DEPTH_BUFFER_BIT);//隐藏面消除需要同时用到颜色缓冲区和深度缓冲区
	glClearColor(0.0, 0.0, 0.0, 1.0);						//这里只清楚了深度缓冲区,不然可能会导致黑屏
	glClear(GL_COLOR_BUFFER_BIT);
	//启用着色器
	glUseProgram(renderingProgram);//将含有两个已编译着色器的程序载入OpenGL管线阶段(在GPU上!)
								   //glUseProgram没有运行着色器,它只是将着色器加载进硬件
	//着色器需要视图矩阵的统一变量
	//获取V矩阵和投影矩阵的统一变量// m/模型矩阵在世界坐标空间中表示对象的位置和朝向
	vLoc = glGetUniformLocation(renderingProgram, "v_matrix");//获取着色器程序中V矩阵统一变量的位置
	//mLoc = glGetUniformLocation(renderingProgram, "m_matrix");
	projLoc = glGetUniformLocation(renderingProgram, "proj_matrix");//获取着色器程序中投影矩阵统一变量的位置


	//构建MV矩阵 其中,mMat的计算被移动到顶点着色器中去了
	//在C++应用程序中不再需要构建MV矩阵
	vMat = glm::translate(glm::mat4(1.0f), glm::vec3(-cameraX, -cameraY, -cameraZ));//v,视图,相机,变换矩阵

	//将矩阵和时间因子复制给相应的统一变量
	glUniformMatrix4fv(vLoc, 1, GL_FALSE, glm::value_ptr(vMat));//将矩阵数据发送到统一变量中,value_ptr返回的是对矩阵数据的引用
	glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(pMat));

	timeFactor = ((float)currentTime);//为了获得时间因子信息
	tfLoc = glGetUniformLocation(renderingProgram, "tf");//获取着色器中时间因子的同一变量
	glUniform1f(tfLoc, (float)timeFactor);

	//将VBO关联给顶点着色器中相应的顶点属性
	glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
	glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
	glEnableVertexAttribArray(0);

	//调整OpenGL设置,绘制模型
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);

	glDrawArraysInstanced(GL_TRIANGLES, 0, 36,100000);//0,36,24/100000

}
void window_size_callback(GLFWwindow* win, int newWidth, int newHeight) {
	aspect = (float)newWidth / (float)newHeight;
	glViewport(0, 0, newWidth, newHeight);
	pMat = glm::perspective(1.0472f, aspect, 0.1f, 1000.0f);
}
int main(void) {
	if (!glfwInit()) { exit(EXIT_FAILURE); }
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	GLFWwindow* window = glfwCreateWindow(600, 600, "Chapter 4 - program 2", NULL, NULL);
	glfwMakeContextCurrent(window);
	if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
	glfwSwapInterval(1);
	glfwSetWindowSizeCallback(window, window_size_callback);
	init(window);

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

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

```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 (!fileStream.eof()) {
		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();//获取着色器信息的字符串
	GLuint shaderRef = glCreateShader(shaderTYPE);//创建着色器
	glShaderSource(shaderRef, 1, &shaderSrc, NULL);//将字符串复制进着色器中
	glCompileShader(shaderRef);//编译着色器
	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;//返回程序的ID
}

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); //请求GLSL编译器确保他们的兼容性
	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);//获取编译着色器后得到的着色器对象
	GLuint fShader = prepareShader(GL_FRAGMENT_SHADER, fp);
	GLuint vfprogram = glCreateProgram();//创建程序对象
	glAttachShader(vfprogram, vShader);//将着色器对象载入程序对象中
	glAttachShader(vfprogram, fShader);
	finalizeShaderProgram(vfprogram); //请求GLSL编译器确保他们的兼容性
	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; }

vertShader.glsl

#version 430

layout (location=0) in vec3 position;

uniform mat4 v_matrix;
uniform mat4 proj_matrix;
uniform float tf;//用于动画和放置立方体的时间因子

out vec4 varyingColor;

mat4 buildRotateX(float rad);//矩阵变换工具函数的声明
mat4 buildRotateY(float rad);//glsl要求函数先声明后调用
mat4 buildRotateZ(float rad);
mat4 buildTranslate(float x,float y,float z);

void main(void)
{
	float i=gl_InstanceID+tf; //取值基于时间因子,但是对每个立方体示例也都不同的。

	//float a=sin(0.35*i)*8.0; //这些是用来平移的x,y,z分量,24个的时候
	//float b=sin(0.52*i)*8.0;
	//float c=sin(0.70*i)*8.0;

	float a=sin(203.0*i/8000.0)*403.0; //这些是用来平移的x,y,z分量
	float b=sin(301.0*i/4001.0)*401.0;
	float c=sin(400.0*i/6003.0)*405.0;

	//构建旋转和平移矩阵,将会应用于当前立方体的模型矩阵
	mat4 localRotX=buildRotateX(0.1*i);
	mat4 localRotY=buildRotateY(0.1*i);
	mat4 localRotZ=buildRotateZ(0.1*i);
	mat4 localTrans=buildTranslate(a,b,c);

	//构建模型矩阵,然后是模型-视图矩阵
	mat4 newM_matrix=localTrans*localRotX*localRotY*localRotZ;
	mat4 mv_matrix=v_matrix*newM_matrix;
	gl_Position = proj_matrix * mv_matrix * vec4(position,1.0);
	varyingColor = vec4(position,1.0)*0.5+vec4(0.5,0.5,0.5,0.5);
} 

//构建平移矩阵的工具函数(来自第三章)
mat4 buildTranslate(float x,float y,float z)
{
	mat4 trans=mat4(1.0,0.0,0.0,0.0,
	0.0,1.0,0.0,0.0,
	0.0,0.0,1.0,0.0,
	x,y,z,1.0);
	return trans;
}
//用来绕x,y,z轴旋转的类似函数
mat4 buildRotateX(float rad)
{
	mat4 trans=mat4(
	1.0,0.0,0.0,0.0,
	0.0,cos(rad),-sin(rad),0.0,
	0.0,sin(rad),cos(rad),0.0,
	0.0,0.0,0.0,1.0);
	return trans;
}
mat4 buildRotateY(float rad)
{
	mat4 trans=mat4(
	cos(rad),0.0,sin(rad),0.0,
	0.0,1.0,0.0,0.0,
	-sin(rad),0.0,cos(rad),0.0,
	0.0,0.0,0.0,1.0);
	return trans;
}
mat4 buildRotateZ(float rad)
{
	mat4 trans=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 trans;
}

fragShader.glsl

#version 430

in vec4 varyingColor;
out vec4 color;

uniform mat4 mv_matrix;
uniform mat4 proj_matrix;

void main(void)
{	color = varyingColor;
}

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