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OpenGL學習之第一個3D模型demo

直接上程式碼

1.main.cpp

//
//  main.cpp
//  GL_First3Ddemo
//
//

#include <iostream>

#include <GL/glew.h>
#include <GLFW/glfw3.h>

#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>

#include "ShaderAdmin.hpp"
#include "TextureAdmin.hpp"
#define WIDTH 800 #define HEIGHT 600 #define TITLE "OpenGL" using namespace std; GLuint VAO,VBO,EBO; void initGLForOSX(); void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); void renderRectangle(); int main(int argc, const char * argv[]) { initGLForOSX(); GLFWwindow *window = glfwCreateWindow(WIDTH,HEIGHT,TITLE, nullptr
, nullptr); if (!window) { cout << "建立視窗失敗" << endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetKeyCallback(window, key_callback); glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { printf("Failed to initialize GLEW!\n"
); return -1; } int width , height; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); //開啟深度測試 glEnable(GL_DEPTH_TEST); //建立shader ShaderAdmin shader("Shaders/vShader.vsh","Shaders/fShader.fsh"); renderRectangle(); TextureAdmin texture("Image/container.jpg"); TextureAdmin texture2("Image/awesomeface.png"); glm::vec3 cubePositions[] = { glm::vec3( 0.0f, 0.0f, 0.0f), glm::vec3( 2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3( 2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3( 1.3f, -2.0f, -2.5f), glm::vec3( 1.5f, 2.0f, -2.5f), glm::vec3( 1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glClearColor(0.2, 0.3, 0.3, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //啟用紋理單元 glActiveTexture(GL_TEXTURE0); texture.BindTexture(); glUniform1i(glGetUniformLocation(shader.m_program,"ourTexture"),0); glActiveTexture(GL_TEXTURE1); texture2.BindTexture(); glUniform1i(glGetUniformLocation(shader.m_program,"ourTexture2"),1); //使用用著色器渲染 shader.Use(); //建立觀察矩陣 glm::mat4 view; view = glm::translate(view, glm::vec3(0.0f,0.0f,-3.0f)); GLuint gl_view = glGetUniformLocation(shader.m_program,"view"); glUniformMatrix4fv(gl_view,1,GL_FALSE,glm::value_ptr(view)); //定義投影矩陣 glm::mat4 projection; projection = glm::perspective(45.0f, (GLfloat)WIDTH/(GLfloat)HEIGHT, 0.1f, 100.0f); GLuint gl_projection = glGetUniformLocation(shader.m_program,"projection"); glUniformMatrix4fv(gl_projection,1,GL_FALSE,glm::value_ptr(projection)); glBindVertexArray(VAO); //建立模型矩陣 GLuint gl_model = glGetUniformLocation(shader.m_program,"model"); for(GLuint i = 0; i < 10; i++) { glm::mat4 model; model = glm::translate(model, cubePositions[0]); GLfloat angle = 20.0f * i; // GLfloat angle = (GLfloat)glfwGetTime(); model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f)); glUniformMatrix4fv(gl_model, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); } glBindVertexArray(0); glfwSwapBuffers(window); } return 0; } void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) { glfwSetWindowShouldClose(window, GL_TRUE); } } void initGLForOSX() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE); } void renderRectangle() { GLfloat vertices[] = { -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f }; glGenVertexArrays(1,&VAO); glGenBuffers(1,&VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER,VBO); glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW); //位置屬性 glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,5 * sizeof(GLfloat),(GLvoid *)0); glEnableVertexAttribArray(0); //紋理座標 glVertexAttribPointer(2,2,GL_FLOAT,GL_FALSE,5 * sizeof(GLfloat),(GLvoid *)(3*sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); }

這裡寫圖片描述
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