C++?OpenGL實(shí)現(xiàn)旋轉(zhuǎn)立方體的繪制
1、Z-緩沖


//開(kāi)啟深度測(cè)試 glEnable(GL_DEPTH_TEST);
2、GLM庫(kù)函數(shù)

3、PVM矩陣

4、PVM矩陣的使用
我們需要引入GLM函數(shù)庫(kù)的頭文件:
#include<glm/glm.hpp> #include<glm/gtc/matrix_transform.hpp> #include<glm/gtc/type_ptr.hpp>
設(shè)置vew矩陣的相關(guān)參數(shù):
//相機(jī)參數(shù) glm::vec3 camera_position = glm::vec3(0.0f, 0.0f, 3.0f); //攝像機(jī)位置 glm::vec3 camera_front = glm::vec3(0.0f, 0.0f, -1.0f); //攝像機(jī)方向 glm::vec3 camera_up = glm::vec3(0.0f, 1.0f, 0.0f); //攝像機(jī)上向量
設(shè)置project矩陣視野fov:
float fov = 45.0f;

// Transform坐標(biāo)變換矩陣 glm::mat4 model(1);//model矩陣,局部坐標(biāo)變換至世界坐標(biāo) model = glm::translate(model, glm::vec3(0.0,0.0,0.0)); model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f)); model = glm::scale(model, glm::vec3(1.0f,1.0f,1.0f));

glm::mat4 view(1);//view矩陣,世界坐標(biāo)變換至觀察坐標(biāo)系 view = glm::lookAt(camera_position, camera_position + camera_front, camera_up);

glm::mat4 projection(1);//projection矩陣,投影矩陣 projection = glm::perspective(glm::radians(fov), (float)screen_width / screen_height, 0.1f, 100.0f);

int model_location = glGetUniformLocation(shader.ID, "model"); //獲取著色器內(nèi)某個(gè)參數(shù)的位置

glUniformMatrix4fv(model_location, 1, GL_FALSE, glm::value_ptr(model));//寫(xiě)入?yún)?shù)值

gl_Position=projection*view*model*vec4(aPos,1.0);
5、工程文件結(jié)構(gòu)

shader.h
#ifndef __SHADER_H__
#define __SHADER_H__
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "string"
class Shader
{
public:
unsigned int ID;
Shader(const GLchar* vertex_shader_path, const GLchar* fragment_shader_path);
~Shader();
void Use();
void SetBool(const std::string &name, bool value) const;
void SetInt(const std::string &name, int value) const;
void SetFloat(const std::string &name, float value) const;
void SetVec2(const std::string &name, const glm::vec2 &value) const;
void SetVec2(const std::string &name, float x, float y) const;
void SetVec3(const std::string &name, const glm::vec3 &value) const;
void SetVec3(const std::string &name, float x, float y, float z) const;
void SetVec4(const std::string &name, const glm::vec4 &value) const;
void SetVec4(const std::string &name, float x, float y, float z, float w) const;
void SetMat2(const std::string &name, const glm::mat2 &value) const;
void SetMat3(const std::string &name, const glm::mat3 &value) const;
void SetMat4(const std::string &name, const glm::mat4 &value) const;
private:
int GetShaderFromFile(const GLchar* vertex_shader_path, const GLchar* fragment_shader_path,
std::string *vertex_shader_code, std::string *fragment_shader_code);
int LinkShader(const char* vertex_shader_code, const char* fragment_shader_code);
int GetUniform(const std::string &name) const;
void CheckCompileErrors(GLuint shader, std::string type);
};
#endif // !__SHADER_H__
#ifndef __SHADER_H__
#define __SHADER_H__
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "string"
class Shader
{
public:
unsigned int ID;
Shader(const GLchar* vertex_shader_path, const GLchar* fragment_shader_path);
~Shader();
void Use();
void SetBool(const std::string &name, bool value) const;
void SetInt(const std::string &name, int value) const;
void SetFloat(const std::string &name, float value) const;
void SetVec2(const std::string &name, const glm::vec2 &value) const;
void SetVec2(const std::string &name, float x, float y) const;
void SetVec3(const std::string &name, const glm::vec3 &value) const;
void SetVec3(const std::string &name, float x, float y, float z) const;
void SetVec4(const std::string &name, const glm::vec4 &value) const;
void SetVec4(const std::string &name, float x, float y, float z, float w) const;
void SetMat2(const std::string &name, const glm::mat2 &value) const;
void SetMat3(const std::string &name, const glm::mat3 &value) const;
void SetMat4(const std::string &name, const glm::mat4 &value) const;
private:
int GetShaderFromFile(const GLchar* vertex_shader_path, const GLchar* fragment_shader_path,
std::string *vertex_shader_code, std::string *fragment_shader_code);
int LinkShader(const char* vertex_shader_code, const char* fragment_shader_code);
int GetUniform(const std::string &name) const;
void CheckCompileErrors(GLuint shader, std::string type);
};
#endif // !__SHADER_H__
#ifndef __SHADER_H__
#define __SHADER_H__
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "string"
class Shader
{
public:
unsigned int ID;
Shader(const GLchar* vertex_shader_path, const GLchar* fragment_shader_path);
~Shader();
void Use();
void SetBool(const std::string &name, bool value) const;
void SetInt(const std::string &name, int value) const;
void SetFloat(const std::string &name, float value) const;
void SetVec2(const std::string &name, const glm::vec2 &value) const;
void SetVec2(const std::string &name, float x, float y) const;
void SetVec3(const std::string &name, const glm::vec3 &value) const;
void SetVec3(const std::string &name, float x, float y, float z) const;
void SetVec4(const std::string &name, const glm::vec4 &value) const;
void SetVec4(const std::string &name, float x, float y, float z, float w) const;
void SetMat2(const std::string &name, const glm::mat2 &value) const;
void SetMat3(const std::string &name, const glm::mat3 &value) const;
void SetMat4(const std::string &name, const glm::mat4 &value) const;
private:
int GetShaderFromFile(const GLchar* vertex_shader_path, const GLchar* fragment_shader_path,
std::string *vertex_shader_code, std::string *fragment_shader_code);
int LinkShader(const char* vertex_shader_code, const char* fragment_shader_code);
int GetUniform(const std::string &name) const;
void CheckCompileErrors(GLuint shader, std::string type);
};
#endif // !__SHADER_H__shader.cpp
#include "Shader.h"
#include "fstream"
#include "sstream"
#include "iostream"
Shader::Shader(const GLchar* vertex_shader_path, const GLchar* fragment_shader_path)
{
std::string vertex_shader_code;
std::string fragment_shader_code;
if (GetShaderFromFile(vertex_shader_path, fragment_shader_path, &vertex_shader_code, &fragment_shader_code))
{
return;
}
if (LinkShader(vertex_shader_code.c_str(), fragment_shader_code.c_str()))
{
return;
}
}
Shader::~Shader()
{
}
void Shader::Use()
{
glUseProgram(ID);
}
void Shader::SetBool(const std::string &name, bool value) const
{
SetInt(name, (int)value);
}
void Shader::SetInt(const std::string &name, int value) const
{
glUniform1i(GetUniform(name), value);
}
void Shader::SetFloat(const std::string &name, float value) const
{
glUniform1f(GetUniform(name), value);
}
void Shader::SetVec2(const std::string &name, float x, float y) const
{
glUniform2f(GetUniform(name), x, y);
}
void Shader::SetVec2(const std::string &name, const glm::vec2 &value) const
{
SetVec2(name, value.x, value.y);
}
void Shader::SetVec3(const std::string &name, float x, float y, float z) const
{
glUniform3f(GetUniform(name), x, y, z);
}
void Shader::SetVec3(const std::string &name, const glm::vec3 &value) const
{
SetVec3(name, value.x, value.y, value.z);
}
void Shader::SetVec4(const std::string &name, float x, float y, float z, float w) const
{
glUniform4f(GetUniform(name), x, y, z, w);
}
void Shader::SetVec4(const std::string &name, const glm::vec4 &value) const
{
SetVec4(name, value.x, value.y, value.z, value.w);
}
void Shader::SetMat2(const std::string &name, const glm::mat2 &value) const
{
glUniformMatrix2fv(GetUniform(name), 1, GL_FALSE, &value[0][0]);
}
void Shader::SetMat3(const std::string &name, const glm::mat3 &value) const
{
glUniformMatrix3fv(GetUniform(name), 1, GL_FALSE, &value[0][0]);
}
void Shader::SetMat4(const std::string &name, const glm::mat4 &value) const
{
glUniformMatrix4fv(GetUniform(name), 1, GL_FALSE, &value[0][0]);
}
int Shader::GetShaderFromFile(const GLchar* vertex_shader_path, const GLchar* fragment_shader_path, std::string *vertex_shader_code, std::string *fragment_shader_code)
{
std::ifstream vertex_shader_file;
std::ifstream fragment_shader_file;
vertex_shader_file.exceptions(std::ifstream::badbit | std::ifstream::failbit);
fragment_shader_file.exceptions(std::ifstream::badbit | std::ifstream::failbit);
try
{
vertex_shader_file.open(vertex_shader_path);
fragment_shader_file.open(fragment_shader_path);
std::stringstream vertex_shader_stream, fragment_shader_stream;
vertex_shader_stream << vertex_shader_file.rdbuf();
fragment_shader_stream << fragment_shader_file.rdbuf();
vertex_shader_file.close();
fragment_shader_file.close();
*vertex_shader_code = vertex_shader_stream.str();
*fragment_shader_code = fragment_shader_stream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "Load Shader File Error!" << std::endl;
return -1;
}
return 0;
}
int Shader::LinkShader(const char* vertex_shader_code, const char* fragment_shader_code)
{
int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_code, NULL);
glCompileShader(vertex_shader);
CheckCompileErrors(vertex_shader, "VERTEX");
int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_code, NULL);
glCompileShader(fragment_shader);
CheckCompileErrors(fragment_shader, "FRAGMENT");
this->ID = glCreateProgram();
glAttachShader(ID, vertex_shader);
glAttachShader(ID, fragment_shader);
glLinkProgram(ID);
CheckCompileErrors(ID, "PROGRAM");
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return 0;
}
int Shader::GetUniform(const std::string &name) const
{
int position = glGetUniformLocation(ID, name.c_str());
if (position == -1)
{
std::cout << "uniform " << name << " set failed!" << std::endl;
}
return position;
}
void Shader::CheckCompileErrors(GLuint shader, std::string type)
{
GLint success;
GLchar infoLog[512];
if (type == "PROGRAM")
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 512, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR!\n" << infoLog << std::endl;
}
}
else
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::" << type << "::COMPILATION_FAILED\n" << infoLog << std::endl;
}
}
}main.cpp
//總體流程
//1. 初始化并創(chuàng)建窗口
//2. 加載立方體頂點(diǎn)VAOVBO以及著色器并開(kāi)啟深度測(cè)試
//3. 進(jìn)入主循環(huán)清除緩沖
//4. 使用立方體著色器,構(gòu)造并傳入pvm矩陣,繪制
//5. 循環(huán)結(jié)束,釋放VAOVBO
#include <iostream>
#include "glad/glad.h"
#include "GLFW/glfw3.h"
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "shader.h"
const float vertices[] = { //立方體數(shù)組
-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,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,0.0f,
-0.5f, -0.5f, 0.5f, 0.0f,1.0f,0.0f,
0.5f, -0.5f, 0.5f, 0.0f,1.0f,0.0f,
0.5f, 0.5f, 0.5f, 0.0f,1.0f,0.0f,
0.5f, 0.5f, 0.5f, 0.0f,1.0f,0.0f,
-0.5f, 0.5f, 0.5f, 0.0f,1.0f,0.0f,
-0.5f, -0.5f, 0.5f, 0.0f,1.0f,0.0f,
-0.5f, 0.5f, 0.5f, 0.0f,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,1.0f,
-0.5f, -0.5f, -0.5f, 0.0f,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,1.0f,
0.5f, 0.5f, 0.5f, 0.5f,0.0f,0.0f,
0.5f, 0.5f, -0.5f, 0.5f,0.0f,0.0f,
0.5f, -0.5f, -0.5f, 0.5f,0.0f,0.0f,
0.5f, -0.5f, -0.5f, 0.5f,0.0f,0.0f,
0.5f, -0.5f, 0.5f, 0.5f,0.0f,0.0f,
0.5f, 0.5f, 0.5f, 0.5f,0.0f,0.0f,
-0.5f, -0.5f, -0.5f, 0.0f,0.5f,0.0f,
0.5f, -0.5f, -0.5f, 0.0f,0.5f,0.0f,
0.5f, -0.5f, 0.5f, 0.0f,0.5f,0.0f,
0.5f, -0.5f, 0.5f, 0.0f,0.5f,0.0f,
-0.5f, -0.5f, 0.5f, 0.0f,0.5f,0.0f,
-0.5f, -0.5f, -0.5f, 0.0f,0.5f,0.0f,
-0.5f, 0.5f, -0.5f, 0.0f,0.0f,0.5f,
0.5f, 0.5f, -0.5f, 0.0f,0.0f,0.5f,
0.5f, 0.5f, 0.5f, 0.0f,0.0f,0.5f,
0.5f, 0.5f, 0.5f, 0.0f,0.0f,0.5f,
-0.5f, 0.5f, 0.5f, 0.0f,0.0f,0.5f,
-0.5f, 0.5f, -0.5f, 0.0f,0.0f,0.5f
};
float screen_width = 1280.0f; //窗口寬度
float screen_height = 720.0f; //窗口高度
//相機(jī)參數(shù)
glm::vec3 camera_position = glm::vec3(0.0f, 0.0f, 3.0f); //攝像機(jī)位置
glm::vec3 camera_front = glm::vec3(0.0f, 0.0f, -1.0f); //攝像機(jī)方向
glm::vec3 camera_up = glm::vec3(0.0f, 1.0f, 0.0f); //攝像機(jī)上向量
//視野
float fov = 45.0f;
int main() {
// 初始化GLFW
glfwInit(); // 初始化GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // OpenGL版本為3.3,主次版本號(hào)均設(shè)為3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 使用核心模式(無(wú)需向后兼容性)
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 如果使用的是Mac OS X系統(tǒng),需加上這行
glfwWindowHint(GLFW_RESIZABLE, FALSE); // 不可改變窗口大小
// 創(chuàng)建窗口(寬、高、窗口名稱(chēng))
auto window = glfwCreateWindow(screen_width, screen_height, "Cube", nullptr, nullptr);
if (window == nullptr) { // 如果窗口創(chuàng)建失敗,輸出Failed to Create OpenGL Context
std::cout << "Failed to Create OpenGL Context" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window); // 將窗口的上下文設(shè)置為當(dāng)前線程的主上下文
// 初始化GLAD,加載OpenGL函數(shù)指針地址的函數(shù)
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 指定當(dāng)前視口尺寸(前兩個(gè)參數(shù)為左下角位置,后兩個(gè)參數(shù)是渲染窗口寬、高)
glViewport(0, 0, screen_width, screen_height);
Shader shader("res/shader/task-cube.vs", "res/shader/task-cube.fs");//加載著色器
// 生成并綁定VAO和VBO
GLuint vertex_array_object; // == VAO
glGenVertexArrays(1, &vertex_array_object);
glBindVertexArray(vertex_array_object);
GLuint vertex_buffer_object; // == VBO
glGenBuffers(1, &vertex_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_object);
// 將頂點(diǎn)數(shù)據(jù)綁定至當(dāng)前默認(rèn)的緩沖中
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 設(shè)置頂點(diǎn)屬性指針
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glEnable(GL_DEPTH_TEST);
// Render loop主循環(huán)
while (!glfwWindowShouldClose(window)) {
//進(jìn)入主循環(huán),清理顏色緩沖深度緩沖
glClearColor(0.0f, 0.34f, 0.57f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//清理顏色緩沖和深度緩沖
shader.Use();
// Transform坐標(biāo)變換矩陣
glm::mat4 model(1);//model矩陣,局部坐標(biāo)變換至世界坐標(biāo)
model = glm::translate(model, glm::vec3(0.0,0.0,0.0));
model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
model = glm::scale(model, glm::vec3(1.0f,1.0f,1.0f));
glm::mat4 view(1);//view矩陣,世界坐標(biāo)變換至觀察坐標(biāo)系
view = glm::lookAt(camera_position, camera_position + camera_front, camera_up);
glm::mat4 projection(1);//projection矩陣,投影矩陣
projection = glm::perspective(glm::radians(fov), (float)screen_width / screen_height, 0.1f, 100.0f);
// 向著色器中傳入?yún)?shù)
int model_location = glGetUniformLocation(shader.ID, "model"); //獲取著色器內(nèi)某個(gè)參數(shù)的位置
glUniformMatrix4fv(model_location, 1, GL_FALSE, glm::value_ptr(model));//寫(xiě)入?yún)?shù)值
int view_location = glGetUniformLocation(shader.ID, "view");
glUniformMatrix4fv(view_location, 1, GL_FALSE, glm::value_ptr(view));
int projection_location = glGetUniformLocation(shader.ID, "projection");
glUniformMatrix4fv(projection_location, 1, GL_FALSE, glm::value_ptr(projection));
//繪制
glBindVertexArray(vertex_array_object);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
//釋放VAOVBO
glDeleteVertexArrays(1, &vertex_array_object);
glDeleteBuffers(1, &vertex_buffer_object);
// 清理所有的資源并正確退出程序
glfwTerminate();
return 0;
}輸出結(jié)果:

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