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  • QT_OPENGL-------- 3.ElementArraryBuffer

    与上一节内容基本相同,只是用ElementArraryBuffer绘制三角形,也就是VBO与IBO。

    1.VBO 一系列点,通过glDrawArrays指定绘制几个点,是连续的,不能跳跃。
    2.IBO(ElementArrayBufferObject) 一系列点,通过指定其中的某一些点组成三角形,不需要是连续的。
    gldrawElement(绘制什么,绘制数据的个数,类型,绘制的起始位置)

    3.其他与上一节相同,代码部分如下:

    #include<GL/glew.h>
    #include <GLFW/glfw3.h>
    #include <stdio.h>
    #include<iostream>
    #include<glm/glm.hpp>
    #include<glm/ext.hpp>
    using namespace std;
    struct Vertex
    {
        float pos[3];
        float color[4];
    };
    
    char *LoadFileContent(const char*path)//加载shader
    {
        FILE*pFile = fopen(path, "rb");
        if (pFile)
        {
            fseek(pFile, 0, SEEK_END);
            int nLen = ftell(pFile);
            char*buffer = new char[nLen+1];
            rewind(pFile);
            fread(buffer, nLen , 1, pFile);
            buffer[nLen]='';
            fclose(pFile);
            return buffer;
        }
        fclose(pFile);
        return nullptr;
    }
    
    GLuint CreateGPUProgram(const char*vsShaderPath, const char*fsShaderPath)//编译shader
    {
        GLuint vsShader = glCreateShader(GL_VERTEX_SHADER);
        GLuint fsShader = glCreateShader(GL_FRAGMENT_SHADER);
        const char* vsCode = LoadFileContent(vsShaderPath);
        const char* fsCode = LoadFileContent(fsShaderPath);
        glShaderSource(vsShader, 1, &vsCode, nullptr);
        glShaderSource(fsShader, 1, &fsCode, nullptr);//ram -> vram
        glCompileShader(vsShader);
        glCompileShader(fsShader);
        GLuint program = glCreateProgram();
        glAttachShader(program, vsShader);
        glAttachShader(program, fsShader);
        glLinkProgram(program);
        glDetachShader(program,vsShader);
        glDetachShader(program, fsShader);
        glDeleteShader(vsShader);
        glDeleteShader(fsShader);
        return program;
    }
    
    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);
    
          //shader数据
        GLenum status = glewInit();
    
        if (status != GLEW_OK)
        {
            cout<<">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"<<endl;
            std::cout << "Error::GLEW glew version:" << glewGetString(GLEW_VERSION)
                << " error string:" << glewGetErrorString(status) << std::endl;
            glfwTerminate();
            std::system("pause");
           // return -1;
        }
            GLuint program = CreateGPUProgram("/home/jun/Qt_Preject/opengl/shader/materials/sample.vs", "/home/jun/Qt_Preject/opengl/shader/materials/sample.fs");
            //取得shader变量的位置
            GLint posLocation, colorLocation, MLocation, VLocation, PLocation;
            posLocation = glGetAttribLocation(program, "pos");
            colorLocation = glGetAttribLocation(program, "color");
    
            MLocation = glGetUniformLocation(program, "M");
            VLocation = glGetUniformLocation(program, "V");
            PLocation = glGetUniformLocation(program, "P");
    
            Vertex vertex[3];
            vertex[0].pos[0] = 0;
            vertex[0].pos[1] = 0;
            vertex[0].pos[2] = -100.0f;
            vertex[0].color[0] = 1.0f;
            vertex[0].color[1] = 1.0f;
            vertex[0].color[2] = 1.0f;
            vertex[0].color[3] = 1.0f;
    
            vertex[1].pos[0] = 10;
            vertex[1].pos[1] = 0;
            vertex[1].pos[2] = -100.0f;
            vertex[1].color[0] = 1.0f;
            vertex[1].color[1] = 1.0f;
            vertex[1].color[2] = 1.0f;
            vertex[1].color[3] = 1.0f;
    
            vertex[2].pos[0] = 0;
            vertex[2].pos[1] = 10;
            vertex[2].pos[2] = -100.0f;
            vertex[2].color[0] = 1.0f;
            vertex[2].color[1] = 1.0f;
            vertex[2].color[2] = 1.0f;
            vertex[2].color[3] = 1.0f;
         //vbo上传shader数据到GPU
            GLuint vbo;
            glGenBuffers(1, &vbo);
            glBindBuffer(GL_ARRAY_BUFFER, vbo);
            glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 3, vertex, GL_STATIC_DRAW);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
         //ibo上传shader数据到GPU
            unsigned int indexes[] = {0,1,2};
            GLuint ibo;
            glGenBuffers(1, &ibo);
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
            glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * 3, indexes, GL_STATIC_DRAW);
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    
    
    
            float identity[] = {
                1,0,0,0,
                0,1,0,0,
                0,0,1,0,
                0,0,0,1
            };
            glm::mat4 projection = glm::perspective(45.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
    
    
        /* Loop until the user closes the window */
        while (!glfwWindowShouldClose(window))
        {
            /* Draw a triangle */
            glUseProgram(program);
            glUniformMatrix4fv(MLocation, 1, GL_FALSE, identity);
            glUniformMatrix4fv(VLocation, 1, GL_FALSE, identity);
            glUniformMatrix4fv(PLocation, 1, GL_FALSE, glm::value_ptr(projection));
    
            glBindBuffer(GL_ARRAY_BUFFER, vbo);
            glEnableVertexAttribArray(posLocation);
            glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
            glEnableVertexAttribArray(colorLocation);
            glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float)*3));
    
            //glDrawArrays(GL_TRIANGLES, 0, 3);
           //glBindBuffer(GL_ARRAY_BUFFER, 0);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
            glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    
    
            glUseProgram(0);
            /* Swap front and back buffers */
            glfwSwapBuffers(window);
    
            /* Poll for and process events */
            glfwPollEvents();
        }
    
        glfwTerminate();
        return 0;
    }

    效果和上一节一样。

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  • 原文地址:https://www.cnblogs.com/fuhang/p/10003304.html
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