opengl繪製立方體(二)
阿新 • • 發佈:2019-02-05
使用opengl繪製兩個顏色不一樣的立方體
#include "stdio.h" #include <GL/glew.h> #include <GLFW/glfw3.h> #include <soil/SOIL.h> #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> #include <iostream> #include "wrapperWindow.h" #include "wrapperShader.h" #include "data.h" const int design_w = 800; const int design_h = 600; int main() { GLFWwindow *window = wrapperWindow(design_w, design_h).getWindow(); auto m_shader = wrapperShader::createWithFilePath("triangle.vsh", "triangle.fsh"); auto m_lightShader = wrapperShader::createWithFilePath("triangle.vsh", "light.fsh"); int arr_group_nun = 5; GLuint vao, vbo; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER,vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(cubeArr), cubeArr, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, arr_group_nun* sizeof(GLfloat), (GLvoid *)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); GLuint lightVao; glGenVertexArrays(1, &lightVao); glBindVertexArray(lightVao); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, arr_group_nun* sizeof(GLfloat), (GLvoid *)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); /// /* int w, h; unsigned char * img = SOIL_load_image("container.jpg", &w, &h, 0, SOIL_LOAD_RGB); GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, img); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(img); glBindTexture(GL_TEXTURE_2D, 0); */ //----------- //啟用深度測試 glEnable(GL_DEPTH_TEST); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glClearColor(0.f, 0.5f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_shader.useShaderProgram(); m_shader.setVec3("objectColor", 1.0f, 0.5f, 0.31f); m_shader.setVec3("tmpColor", 1.0f, 1.0f, 1.0f); unsigned int transformLoc = glGetUniformLocation(m_shader.getId(), "view"); glm::mat4 view; view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f)); glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(view)); glm::mat4 projection; projection = glm::perspective(glm::radians(45.0f), (float)(design_w*1.0 / design_h), 0.1f, 100.0f); transformLoc = glGetUniformLocation(m_shader.getId(), "projection"); glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(projection)); glm::mat4 model; model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f)); transformLoc = glGetUniformLocation(m_shader.getId(), "model"); glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(model)); glBindVertexArray(vao); //glBindTexture(GL_TEXTURE_2D,tex); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); m_lightShader.useShaderProgram(); transformLoc = glGetUniformLocation(m_lightShader.getId(), "view"); view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f)); glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(view)); projection = glm::perspective(glm::radians(45.0f), (float)(design_w*1.0 / design_h), 0.1f, 100.0f); transformLoc = glGetUniformLocation(m_lightShader.getId(), "projection"); glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(projection)); glm::vec3 lightPos(1.2f, 1.0f, 2.0f); model = glm::mat4(); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); transformLoc = glGetUniformLocation(m_lightShader.getId(), "model"); glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(model)); glBindVertexArray(lightVao); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); glfwSwapBuffers(window); } glfwTerminate(); return 0; }
效果圖: