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  • OpenGL学习--03--矩阵

    Model--View--Projection

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    1.tutorial03.cpp

    // Include standard headers
    #include <stdio.h>
    #include <stdlib.h>
    
    // Include GLEW
    #include <GL/glew.h>
    
    // Include GLFW
    #include <glfw3.h>
    GLFWwindow* window;
    
    // Include GLM
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    using namespace glm;
    
    #include <common/shader.hpp>
    
    int main( void )
    {
        // Initialise GLFW
        if( !glfwInit() )
        {
            fprintf( stderr, "Failed to initialize GLFW
    " );
            getchar();
            return -1;
        }
    
        glfwWindowHint(GLFW_SAMPLES, 4);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL 
    
        // Open a window and create its OpenGL context
        window = glfwCreateWindow( 1024, 768, "Tutorial 03 - Matrices", NULL, NULL);
        if( window == NULL ){
            fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.
    " );
            getchar();
            glfwTerminate();
            return -1;
        }
        glfwMakeContextCurrent(window);
    
        // Initialize GLEW
        glewExperimental = true; // Needed for core profile
        if (glewInit() != GLEW_OK) {
            fprintf(stderr, "Failed to initialize GLEW
    ");
            getchar();
            glfwTerminate();
            return -1;
        }
    
        // Ensure we can capture the escape key being pressed below
        glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
    
        // Dark blue background
        glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
    
        GLuint VertexArrayID;
        glGenVertexArrays(1, &VertexArrayID);
        glBindVertexArray(VertexArrayID);
    
        // Create and compile our GLSL program from the shaders
        GLuint programID = LoadShaders( "SimpleTransform.vertexshader", "SingleColor.fragmentshader" );
    
        // Get a handle for our "MVP" uniform
        GLuint MatrixID = glGetUniformLocation(programID, "MVP");
    
        // Projection matrix : 45?Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
        glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
        // Or, for an ortho camera :
        //glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // In world coordinates
        
        // Camera matrix
        glm::mat4 View       = glm::lookAt(
                                    glm::vec3(4,3,3), // Camera is at (4,3,3), in World Space
                                    glm::vec3(0,0,0), // and looks at the origin
                                    glm::vec3(0,1,0)  // Head is up (set to 0,-1,0 to look upside-down)
                               );
        // 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
    
        static const GLfloat g_vertex_buffer_data[] = { 
            -1.0f, -1.0f, 0.0f,
             1.0f, -1.0f, 0.0f,
             0.0f,  1.0f, 0.0f,
        };
        static const GLushort g_element_buffer_data[] = { 0, 1, 2 };
    
        GLuint vertexbuffer;
        glGenBuffers(1, &vertexbuffer);
        glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
    
        do{
    
            // Clear the screen
            glClear( GL_COLOR_BUFFER_BIT );
    
            // Use our shader
            glUseProgram(programID);
    
            // Send our transformation to the currently bound shader, 
            // in the "MVP" uniform
            glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
    
            // 1rst attribute buffer : vertices
            glEnableVertexAttribArray(0);
            glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
            glVertexAttribPointer(
                0,                  // attribute. 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
            );
    
            // Draw the triangle !
            glDrawArrays(GL_TRIANGLES, 0, 3); // 3 indices starting at 0 -> 1 triangle
    
            glDisableVertexAttribArray(0);
    
            // Swap buffers
            glfwSwapBuffers(window);
            glfwPollEvents();
    
        } // Check if the ESC key was pressed or the window was closed
        while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
               glfwWindowShouldClose(window) == 0 );
    
        // Cleanup VBO and shader
        glDeleteBuffers(1, &vertexbuffer);
        glDeleteProgram(programID);
        glDeleteVertexArrays(1, &VertexArrayID);
    
        // Close OpenGL window and terminate GLFW
        glfwTerminate();
    
        return 0;
    }

    2. common/shader.cpp

    #include <stdio.h>
    #include <string>
    #include <vector>
    #include <iostream>
    #include <fstream>
    #include <algorithm>
    using namespace std;
    
    #include <stdlib.h>
    #include <string.h>
    
    #include <GL/glew.h>
    
    #include "shader.hpp"
    
    GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
    
        // Create the shaders
        GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
        GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
    
        // Read the Vertex Shader code from the file
        std::string VertexShaderCode;
        std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
        if(VertexShaderStream.is_open()){
            std::string Line = "";
            while(getline(VertexShaderStream, Line))
                VertexShaderCode += "
    " + Line;
            VertexShaderStream.close();
        }else{
            printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !
    ", vertex_file_path);
            getchar();
            return 0;
        }
    
        // Read the Fragment Shader code from the file
        std::string FragmentShaderCode;
        std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
        if(FragmentShaderStream.is_open()){
            std::string Line = "";
            while(getline(FragmentShaderStream, Line))
                FragmentShaderCode += "
    " + Line;
            FragmentShaderStream.close();
        }
    
        GLint Result = GL_FALSE;
        int InfoLogLength;
    
    
        // Compile Vertex Shader
        printf("Compiling shader : %s
    ", vertex_file_path);
        char const * VertexSourcePointer = VertexShaderCode.c_str();
        glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
        glCompileShader(VertexShaderID);
    
        // Check Vertex Shader
        glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
        glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
        if ( InfoLogLength > 0 ){
            std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
            glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
            printf("%s
    ", &VertexShaderErrorMessage[0]);
        }
    
    
    
        // Compile Fragment Shader
        printf("Compiling shader : %s
    ", fragment_file_path);
        char const * FragmentSourcePointer = FragmentShaderCode.c_str();
        glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
        glCompileShader(FragmentShaderID);
    
        // Check Fragment Shader
        glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
        glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
        if ( InfoLogLength > 0 ){
            std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
            glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
            printf("%s
    ", &FragmentShaderErrorMessage[0]);
        }
    
    
    
        // Link the program
        printf("Linking program
    ");
        GLuint ProgramID = glCreateProgram();
        glAttachShader(ProgramID, VertexShaderID);
        glAttachShader(ProgramID, FragmentShaderID);
        glLinkProgram(ProgramID);
    
        // Check the program
        glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
        glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
        if ( InfoLogLength > 0 ){
            std::vector<char> ProgramErrorMessage(InfoLogLength+1);
            glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
            printf("%s
    ", &ProgramErrorMessage[0]);
        }
    
        
        glDetachShader(ProgramID, VertexShaderID);
        glDetachShader(ProgramID, FragmentShaderID);
        
        glDeleteShader(VertexShaderID);
        glDeleteShader(FragmentShaderID);
    
        return ProgramID;
    }

    3.common/shader.hpp

    #ifndef SHADER_HPP
    #define SHADER_HPP
    
    GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path);
    
    #endif

    4.shaders/SimpleTransform.vertexshader

    #version 330 core
    
    // Input vertex data, different for all executions of this shader.
    layout(location = 0) in vec3 vertexPosition_modelspace;
    
    // Values that stay constant for the whole mesh.
    uniform mat4 MVP;
    
    void main(){
    
        // Output position of the vertex, in clip space : MVP * position
        gl_Position =  MVP * vec4(vertexPosition_modelspace,1);
    
    }

    5.shaders/SingleColor.fragmentshader

    #version 330 core
    
    // Ouput data
    out vec3 color;
    
    void main()
    {
    
        // Output color = red 
        color = vec3(1,0,0);
    
    }

    image

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  • 原文地址:https://www.cnblogs.com/gispathfinder/p/7140548.html
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