七、畫一個 3D 的彩色的立方體
阿新 • • 發佈:2018-11-10
畫完會動的 3D 矩形,現在玩點高階的,畫一個會動的 3D 彩色的立方體。
一、程式碼
- main.cpp
#include <iostream>
//GLEW
#define GLEW_STATIC
#include <GL/glew.h>
//GLFW
#include <GLFW/glfw3.h>
//Shader
#include "Shader.h"
// SOIL2
//Linux 用的是 \, 但是 / 都可以用
#include "SOIL2/SOIL2.h"
#include "SOIL2/stb_image.h"
//glm
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> //需要什麼變換,就匯入什麼檔案,具體可以去官網看
#include <glm/gtc/type_ptr.hpp>
const GLint WIDTH = 800, HEIGHT = 600; //新建視窗
int main()
{
glfwInit();
//OpenGL 版本
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
//視窗設定
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //用的是新版的 OpenGL 3.3
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // must for Mac
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); //改為 GL_TRUE,改變視窗,縱橫比會變
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "Learn OpenGL B16112011" , nullptr,
nullptr); //視窗名字改成自己的學號
if (nullptr == window)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
// next two lines are for mac retina display
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight); //獲取視窗大小
glfwMakeContextCurrent(window); //可以新建很多 window
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit())
{
std::cout << "Failed to initialise GLEW" << std::endl;
return -1;
}
glViewport(0, 0, screenWidth, screenHeight); //從(0,0)開始畫點,直到 WIDTH 和 HEIGHT
//glEnable(GL_CULL_FACE); //只顯示一半
//glEnable(GL_DEPTH_TEST); //深度測試
//glDepthFunc(GL_LESS); //深度資訊小於當期資訊,就把進行測試
/*
//啟動透明度混合,固定不能改,alpha 線性混合:設定當前為 α ,其他就為 1- α
glEnable(GL_BLEND);
//表示把渲染的影象融合到目標區域。也就是說源的每一個畫素的alpha都等於自己的alpha,
//目標的每一個畫素的alpha等於1減去該位置源畫素的alpha。因此不論疊加多少次,亮度是不變的。
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
*/
//vs 是頂點調色器,frag 是邊緣調色器
Shader ourShader = Shader("core1.vs", "core1.frag"); //檔案相對路徑
//now the verte information comes below
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
//the date should be transfered to the memory on the Graphics Card,傳到視訊記憶體
GLuint VAO, VBO; //VAO:Vertex Array Object VBO:Vertex Buffer Object傳資料
glGenVertexArrays(1, &VAO); //建立 VAO
glGenBuffers(1, &VBO);
glBindVertexArray(VAO); //設當前直線
glBindBuffer(GL_ARRAY_BUFFER, VBO); //VAO 和 VBO 成對出現
// transfer the data:傳資料
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //靜態訪問,幾乎不修改
//set the attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
6 * sizeof(GLfloat), (GLvoid *)0); //0:對應調色器裡 location 的值;3:對應 vec3 三個量;GL_FLOAT:浮點型;GL_FALSE:;5*sizeof(GLfloat):對應 Buffer 裡傳的資料;(GLvoid*)0:從第 0 個位置開始
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
6 * sizeof(GLfloat), (GLvoid *)(3 * sizeof(GLfloat))); //0:對應調色器裡 location 的值;3:對應 vec3 三個量;GL_FLOAT:浮點型;GL_FALSE:;5*sizeof(GLfloat):對應 Buffer 裡傳的資料;(GLvoid*)0:從第 0 個位置開始
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//畫圖
while (!glfwWindowShouldClose(window))
{
glfwPollEvents(); //把所有事件系統都取過來:鍵盤/滑鼠等操作
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //視窗背景顏色,RGB,最後一個是透明度
glClear(GL_COLOR_BUFFER_BIT);
//Bind the shader
//glUseProgram(shaderProgram); //使用調色器,不註釋
ourShader.Use();
//glm 從 0.9.9 版本起,預設會將矩陣型別初始化為一個零矩陣(所有元素均為 0)
glm::mat4 transform = glm::mat4(1.0f); //初始化 4 * 4 單位矩陣
//旋轉
//GLM 希望它的角度是弧度制,radians 將角度轉化為弧度制
//glfwGetTime():讓圖形一直變換,做一個型別轉換,用 static_cast<GLfloat>,設為 GLfloat 型
//glm::vec3(1.0f, 1.0f, 1.0f),分別繞 x 軸、y 軸、z 軸進行旋轉,如果都為 1.0f,就是繞和向量 (1,1,1) 轉
transform = glm::rotate(transform, glm::radians(20.0f) * static_cast<GLfloat>(glfwGetTime()), glm::vec3(1.0f, 1.0f, 1.0f));
//縮放,x、y、z 都縮放到原來的 0.5 倍
transform = glm::scale(transform, glm::vec3(0.5f, 0.5f, 0.5f));
//平移
//transform =
GLuint transLoc = glGetUniformLocation(ourShader.Program, "transform"); //到 vs 找到那個 transform 變數
//Matrix4fv:4維矩陣,fv:浮點型別
//transLoc:變數 uniform 的位置
//1:代表只傳入一個矩陣
//GL_FALSE:不對矩陣進行置換,即不交換矩陣的行和列。GLM 的預設佈局就是列主序,所以並不需要置換矩陣
//最後:直接給出 transform 矩陣陣列,這裡我們要把矩陣轉換成陣列的格式傳遞。
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(transform)); //glUniformMatrix4fv:四個座標 glUniform4fv:三個座標
//Draw the triangle
glBindVertexArray(VAO); //使用 VAO,直接繫結
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawArrays(GL_TRIANGLES, 0, 36); //畫三角形,從第 0 個數據開始畫,到最後一個數據(第 3 個)結束
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //解繫結
glBindVertexArray(0);
glfwSwapBuffers(window); //呼叫雙面進行畫,顯示一個,另一個在畫,畫面更流暢
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
//lDeleteBuffers(1, &EBO);
glfwTerminate();
return 0;
}
- Shader.h
#pragma once
//#ifndef shader_hpp
//#define shader_hpp
//#endif /* shader_hpp */
#include<string>
#include<fstream> //可以開啟檔案
#include<sstream>
#include<iostream>
#include<GL/glew.h>
class Shader {
GLuint vertex, fragment;
public:
GLuint Program;
Shader(const GLchar * vertexPath, const GLchar * fragmentPath)
{
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
//檔案關閉順序,先 v 再 f
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure a) {
std::cout <<
"ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ"
<< std::endl;
}
//型別轉換
const GLchar *vShaderCode = vertexCode.c_str();
const GLchar *fShaderCode = fragmentCode.c_str();
//import and compile the shader
vertex = glCreateShader(GL_VERTEX_SHADER); //不用重新定義
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex); //編譯
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); //編譯是否完成的位置
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout <<
"ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
<< infoLog << std::endl;
}
//邊緣調色器
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment); //編譯
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); //編譯是否完成的位置
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout <<
"ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
<< infoLog << std::endl;
}
//create the program and link the program
this->Program = glCreateProgram(); //建立著色器程式
glAttachShader(this->Program, vertex);
glAttachShader(this->Program, fragment);
glLinkProgram(this->Program); //連結
glValidateProgram(this->Program); //可省略
glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(this->Program, 512, NULL, infoLog); //獲取連結情況
std::cout <<
"ERROR::SHADER::PROGRAM::LINKING_FAILED\n" <<
infoLog << std::endl;
}
}
~Shader() {
glDetachShader(this->Program, vertex);
glDetachShader(this->Program, fragment);
glDeleteShader(vertex);
glDeleteShader(fragment);
glDeleteProgram(this->Program);
}
void Use() {
glUseProgram(this->Program);
}
};
- core1.vs
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
out vec3 Color;
uniform mat4 transform;
void main(){
gl_Position = transform * vec4(position, 1.0f);
Color = color;
}
- core1.frag
#version 330 core
in vec3 Color;
out vec4 color;
void main(){
color = vec4(Color, 0.8f);
}
程式正常執行,應該能出現一個 3D 彩色動態的立方體在轉。
其實這個立方體是繞著(1,1,1)在轉動的。
二、講解
設定頂點屬性指標。
//set the attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
6 * sizeof(GLfloat), (GLvoid *)0); //0:對應調色器裡 location 的值;3:對應 vec3 三個量;GL_FLOAT:浮點型;GL_FALSE:;5*sizeof(GLfloat):對應 Buffer 裡傳的資料;(GLvoid*)0:從第 0 個位置開始
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
6 * sizeof(GLfloat), (GLvoid *)(