opengl 鍵盤和滑鼠
阿新 • • 發佈:2019-01-09
#include "glew.h" #include <glfw3.h> #include "common/loadShader.h" #include "common/controls.h" #include "glm.hpp" #include "ext.hpp" GLFWwindow* window; int main(void) { //GLFWwindow* window; /* Initialize the library */ if (!glfwInit()) return -1; /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(480, 320, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); // Needed in core profile if( glewInit() != GLEW_OK) { glfwTerminate(); return -1; } // Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle. // A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices static const GLfloat g_vertex_buffer_data[] = { -1.f, 1.f, 1.f, -1.f,-1.f, 1.f, 1.f,-1.f, 1.f, 1.f,-1.f, 1.f, 1.f, 1.f, 1.f, -1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f,-1.f, 1.f, 1.f,-1.f,-1.f, 1.f,-1.f,-1.f, 1.f, 1.f,-1.f, 1.f, 1.f, 1.f, -1.f, 1.f,-1.f, -1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f,-1.f, -1.f, 1.f,-1.f, -1.f,-1.f,-1.f, -1.f,-1.f, 1.f, 1.f,-1.f, 1.f, 1.f,-1.f, 1.f, 1.f,-1.f,-1.f, -1.f,-1.f,-1.f, -1.f, 1.f,-1.f, -1.f,-1.f,-1.f, 1.f,-1.f,-1.f, 1.f,-1.f,-1.f, 1.f, 1.f,-1.f, -1.f, 1.f,-1.f, -1.f, 1.f, 1.f, -1.f, 1.f,-1.f, -1.f,-1.f,-1.f, -1.f,-1.f,-1.f, -1.f,-1.f, 1.f, -1.f, 1.f, 1.f, }; //This will identify our vertex buffer GLuint vertexbuffer; //Generate 1 buffer,put the resulting identifier in vertexbuffer glGenBuffers(1,&vertexbuffer); //The following commands will talk about our 'vertexbuffer' buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); //Give our vertices to OpenGL. glBufferData(GL_ARRAY_BUFFER,sizeof(g_vertex_buffer_data),g_vertex_buffer_data,GL_STATIC_DRAW); GLuint Texture = loadBMP_custom("./resource/uvtemplate.bmp"); // One color for each vertex. They were generated randomly. static const GLfloat g_uv_buffer_data[] = { 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; GLuint uvbuffer; glGenBuffers(1,&uvbuffer); glBindBuffer(GL_ARRAY_BUFFER,uvbuffer); glBufferData(GL_ARRAY_BUFFER,sizeof(g_uv_buffer_data),g_uv_buffer_data,GL_STATIC_DRAW); GLuint programID = LoadShaders("./shader/vertex.shader","./shader/fragment.shader"); glClearColor(0.0f, 0.0f, 0.4f, 0.0f); /* Loop until the user closes the window */ // Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit 100 units //glm::mat4 Projection = glm::ortho(-4.0f/3.0f, 4.0f/3.0f, -1.0f, 1.0f, 0.1f, 100.0f); // Get a handle for our "MVP" uniform. // Only at initialisation time. GLuint MatrixID = glGetUniformLocation(programID,"MVP"); // Send our transformation to the currently bound shader, // in the "MVP" uniform // For each model you render, since the MVP will be different (at least the M part) GLuint TextureID = glGetUniformLocation(programID,"myTextureSampler"); int width,height; glfwGetWindowSize(window,&width,&height); float centerX = width; float centerY = height; centerX /= 2; centerY /= 2; glfwSetCursorPos(window,centerX,centerY); while (glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS && !glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); computeMatricesFromInputs(); glm::mat4 Projection = getProjectionMatrix(); glm::mat4 View = getViewMatrix(); //Model matrix : an identity matrix (model will be at the origin) glm::mat4 Model = glm::mat4(1.0f); // Our ModelViewProjection : multiplication of our 3 matrices glm::mat4 MVP = Projection * View * Model;// Remember, matrix multiplication is the other way around glUniformMatrix4fv(MatrixID,1,GL_FALSE,&MVP[0][0]); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,Texture); glUniform1i(TextureID, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glVertexAttribPointer( 0, // attribute 0. No particular reason for 0, but must match the layout in the shader. 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER,uvbuffer); glVertexAttribPointer( 1, // attribute 0. No particular reason for 0, but must match the layout in the shader. 2, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDrawArrays(GL_TRIANGLES,0,12*3);// Starting from vertex 0; 3 vertices total -> 1 triangle glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); } glfwTerminate(); return 0; }
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