Application.cpp
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <string>
#include <iostream>
#include <fstream>
#include "Utils.h"
#include <cmath>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace std;
#define numVAOs 1
#define numVBOs 2
float cameraX, cameraY, cameraZ;//相机的空间位置
float cubeLocX, cubeLocY, cubeLocZ;
GLuint renderingProgram;
GLuint vao[numVAOs];//顶点数组对象
GLuint vbo[numVBOs];//顶点缓冲对象
//GLuint offsetLoc;
float x = 0.0f; // 三角形在x轴的位置
float inc = 0.01f; // 移动三角形的偏移量
//分配在display()函数中使用的变量空间,这样他们就不必在渲染过程中分配
GLuint mvLoc, projLoc;
int width, height;
float aspect;
glm::mat4 pMat, vMat, mMat, mvMat;//透视矩阵、视图矩阵、模型矩阵和MV矩阵
glm::mat4 tMat, rMat;//平移矩阵、旋转矩阵
void setupVertices(void) { //36个顶点,12个三角形,组成了放置在原点的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
glBindVertexArray(vao[0]);//将vao标记为“活跃”
glGenBuffers(numVBOs, vbo);//创建顶点缓冲对象
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
//将包含顶点数据的数组复制进活跃缓冲区
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, GL_STATIC_DRAW);
}
void init(GLFWwindow* window) {
renderingProgram = Utils::createShaderProgram("vertShader.glsl", "fragShader.glsl");
glfwGetFramebufferSize(window, &width, &height);
aspect = (float)width / (float)height;
pMat = glm::perspective(1.0472f, aspect, 0.1f, 1000.0f);
cameraX = 0.0f; cameraY = 0.0f; cameraZ = 8.0f;
//cubeLocX = 0.0f; cubeLocY = -2.0f; cubeLocZ = 0.0f;
setupVertices();
}
void display(GLFWwindow* window, double currentTime) {
glClear(GL_DEPTH_BUFFER_BIT);//清除缓冲区
glClear(GL_COLOR_BUFFER_BIT);//清除颜色
glUseProgram(renderingProgram);
//获取MV矩阵和投影矩阵的统一变量
mvLoc = glGetUniformLocation(renderingProgram, "mv_matrix");
projLoc = glGetUniformLocation(renderingProgram, "proj_matrix");
//构建视图矩阵
vMat = glm::translate(glm::mat4(1.0f), glm::vec3(-cameraX, -cameraY, -cameraZ));
//使用当前时间来计算x轴,y轴,z轴坐标的不同变换
tMat = glm::translate(glm::mat4(1.0f),
glm::vec3(sin(0.35f * currentTime) * 2.0f,
cos(0.52f * currentTime) * 2.0f, sin(0.7f * currentTime) * 2.0f));
//用1.75来调整旋转速度
rMat = glm::rotate(glm::mat4(1.0f), 1.75f * (float)currentTime, glm::vec3(0.0f, 1.0f, 0.0f));
rMat = glm::rotate(rMat, 1.75f * (float)currentTime, glm::vec3(1.0f, 0.0f, 0.0f));
rMat = glm::rotate(rMat, 1.75f * (float)currentTime, glm::vec3(0.0f, 0.0f, 1.0f));
//顺序决定先旋转再平移
mMat = tMat * rMat;
//mMat = rMat * tMat;
mvMat = vMat * mMat;
//将透视矩阵和MV矩阵复制给相应的统一变量
glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvMat));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(pMat));
//将VBO关联给顶点着色器中相应的顶点属性
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);//标记第0个缓冲区为“活跃”
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);//将第0个属性关联到缓冲区
glEnableVertexAttribArray(0);//启用第0个顶点属性
//调整OpenGL设置,绘制模型
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
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, "翻滚正方形", NULL, NULL);
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
glfwSwapInterval(1);
//该函数设置指定窗口的大小回调,当窗口调整大小时调用该回调。回调提供了窗口内容区域的大小(以屏幕坐标表示)
glfwSetWindowSizeCallback(window, window_size_callback);
init(window);
while (!glfwWindowShouldClose(window)) {
display(window, glfwGetTime());
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
Utils.cpp和Utils.h
见这个链接
fragShader.glsl 文件内容:
#version 430
//输入顶点着色器中的颜色
in vec4 varyingColor;
//输出片段颜色
out vec4 color;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
void main(void)
{ color = varyingColor;
}
vertShader.glsl 文件内容:
#version 430
layout (location=0) in vec3 position;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
out vec4 varyingColor;
void main(void)
{
gl_Position = proj_matrix * mv_matrix * vec4(position,1.0);
//根据顶点的位置赋予颜色
varyingColor = vec4(position,1.0) * 0.5 + vec4(0.5,0.5,0.5,0.5);
}