OpenGL学习-立方体
开发环境搭建参考:https://lexiaoyuan.blog.csdn.net/article/details/120059213
通用配置步骤
- Visual Studio,创建一个新的空项目
- 复制glad.c文件到你的工程中
- 选中项目,右键选择属性–> C/C++目录–> 常规–> 包含目录:加上头文件存放的目录
- 选中项目,右键选择属性–> C/C++目录–> 常规–> 库目录:加上lib文件存放的目录
- 选中项目,右键选择属性–> 链接器–> 输入–> 附加依赖项:加入
opengl32.lib;glfw3.lib;
- 选中项目,右键选择属性–> C/C++目录–> 预处理器–> 与处理器定义:加上
_CRT_SECURE_NO_WARNINGS
代码
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// 视口的回调函数
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
// 输入控制
void processInput(GLFWwindow* window);
// 设置
const unsigned int SCR_WIDTH = 600;
const unsigned int SCR_HEIGHT = 600;
// 定义顶点着色器
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec3 ourColor;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main()\n"
"{\n"
" gl_Position = projection * view * model * vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"
"}\0";
// 定义片段着色器
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;"
"void main()\n"
"{\n"
" FragColor = vec4(ourColor, 1.0);\n"
"}\0";
int main()
{
// 实例化GLFW窗口
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// 创建窗口对象
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "lexiaoyuuan", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// 初始化glad
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 启用深度测试
glEnable(GL_DEPTH_TEST);
// 定义立方体顶点坐标
float vertices[] = {
// 位置 // 颜色
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // A
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // B
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // C
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, // D
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, // E
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // F
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, // G
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f // H
};
// 定义立方体顶点索引
unsigned int indices[] = { // 注意索引从0开始!
0, 1, 3, 1, 2, 3, // 下 ABCD
1, 2, 5, 2, 6, 5, // 右 BCGF
4, 5, 7, 5, 6, 7, // 上 EFGH
0, 3, 4, 3, 7, 4, // 左 ADHE
0, 1, 5, 5, 4, 0, // 前 ABFE
3, 2, 6, 6, 7, 3 // 后 DCGH
};
// 定义顶点缓冲对象
unsigned int VBO;
glGenBuffers(1, &VBO);
// 定义顶点数组对象
unsigned int VAO;
glGenVertexArrays(1, &VAO);
// 定义索引缓冲对象
unsigned int EBO;
glGenBuffers(1, &EBO);
// 绑定顶点缓冲对象
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// 复制顶点数据到缓冲内存
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 绑定顶点数组对象
glBindVertexArray(VAO);
// 绑定索引缓冲对象
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// 创建顶点着色器对象
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
// 附加顶点着色器代码到顶点着色器对象
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
// 编译顶点着色器
glCompileShader(vertexShader);
// 确定编译着色器是否成功
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 创建片段着色器对象
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// 附加片段着色器代码到片段着色器对象
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
// 编译片段着色器
glCompileShader(fragmentShader);
// 创建一个着色器程序对象
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
// 把着色器对象附加到程序上
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
// 链接着色器程序
glLinkProgram(shaderProgram);
// 确定链接程序是否成功
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// 着色器对象链接成功后可以删掉了
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
解析顶点数据
//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
启用顶点属性
//glEnableVertexAttribArray(0);
// 位置属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// 颜色属性
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// 定义视口
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// 注册回调函数
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// 渲染循环
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 激活着色器程序对象
glUseProgram(shaderProgram);
绑定顶点数组
//glBindVertexArray(VAO);
绘制图元
//glDrawArrays(GL_TRIANGLES, 0, 3);
// 绑定索引缓冲对象
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
// 使用线框模式
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// 使用填充模式(默认)
// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// 定义模型矩阵
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
// 定义观察矩阵
glm::mat4 view = glm::mat4(1.0f);
// 注意,我们将矩阵向我们要进行移动场景的反方向移动。
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
// 定义投影矩阵
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// 检索矩阵的统一位置
unsigned int modelLoc = glGetUniformLocation(shaderProgram, "model");
unsigned int viewLoc = glGetUniformLocation(shaderProgram, "view");
unsigned int projectionLoc = glGetUniformLocation(shaderProgram, "projection");
// 将它们传递给着色器
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, &projection[0][0]);
// 更新uniform的值
/*float timeValue = glfwGetTime();
float greenValue = (sin(timeValue) / 2.0f) + 0.5f;
int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);*/
// 绘制
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
//glDrawArrays(GL_TRIANGLES, 0, 36);
glfwSwapBuffers(window);
glfwPollEvents();
}
// 释放资源
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
// 释放之前分配的资源
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
运行
创作不易,喜欢的话加个关注点个赞,❤谢谢谢谢❤