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  • opengl---基本绘制(一)

    基本绘制(一)

    OpenGL有很多扩展库,下面我们一一了解一下,现在开发过程中,我们推荐使用opengl+glew+glfw组合方案。

    opengl32.lib:(DLL)是MS为openGL能够在window环境下工作设计的函数库,这个库的工作很简单。如果你的机器上存在硬件加速的GL驱动,调用该驱动,否则用软件的方法实现。
    包含gl.h文件并使用了里面的函数必须将opengl32.lib加入你的工程。

    glew:不同的显卡公司,也会发布一些只有自家显卡才支 持的扩展函数,你要想用这数涵数,不得不去寻找最新的glext.h,有了GLEW扩展库,你就再也不用为找不到函数的接口而烦恼,因为GLEW能自动识别你的平台所支持的全部OpenGL高级扩展函数。也就是说,只要包含一个glew.h头文件,你就能使用gl,glu,glext,wgl,glx的全部函数。

    glfw:一个轻量级的,开源的,跨平台的library。支持OpenGL及OpenGL ES,用来管理窗口,读取输入,处理事件等。因为OpenGL没有窗口管理的功能,所以很多热心的人写了工具来支持这些功能,比如早期的glut,现在的freeglut等。那么GLFW有何优势呢?glut太老了,最后一个版本还是90年代的。freeglut完全兼容glut,算是glut的代替品,功能齐全,但是bug太多。稳定性也不好(不是我说的啊),GLFW应运而生。

    Equalizer(均衡器)是一个用于可伸缩OpenGL应用程序的开源编程接口和资源管理系统。均衡器应用程序可以部署在任何可视化系统上,从单管工作站到大型图形集群。

    GLee是一个免费的跨平台扩展加载库,可以减轻应用程序的负担。GLee使得检查OpenGL扩展和核心版本的可用性变得容易,无需您的努力就可以自动设置入口点。

    GLUS是一个开源的C库,它提供了一个硬件和操作系统抽象,以及使用OpenGL、opengles或OpenVG进行图形编程所需的许多函数。

    OpenGL Mathematics (OpenGL 数学,GLM)是基于OpenGL着色语言(GLSL)规范的三维软件的C++数学库。

    libktx是KTX工具集的一部分,是一个函数库,用于编写KTX格式的文件并从中实例化GL纹理。

    OpenSceneGraph是一个高级的3D图形工具包,它在提供许多自己的功能的同时,还公开了OpenGL的功能。OpenSceneGraph拥有一个庞大的用户社区,已经被用于可视化仿真、游戏、虚拟现实、科学可视化和建模。

    glu则是在gl基础上的扩展,如上面所说,他实际上已经是OpenGL的一部分了。他的函数都是以glu开头的(区别于gl函数族),你使用的gluPerspective就是这样的函数。要使用这些函数,必须将glu32.lib链接到你的工程中。

    glut是另外一个opengl的扩展库,现在被广泛的使用,其中函数都以glut打头,使用时要连接glut32.lib。顺便说一句,SGI也有在windows环境下的opengl驱动,里面的库文件名改了一下,去掉了32:opengl.lib和glu.lib。这个库只支持32位,已经被淘汰了,替代品是freeglut。

    如果我们现在做开发的话,推荐使用opengl+glew+glfw组合方案。

     https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/

    代码:

    #include <glad/glad.h>
    #include <GLFW/glfw3.h>
    
    #include <iostream>
    
    void framebuffer_size_callback(GLFWwindow* window, int width, int height);
    void processInput(GLFWwindow *window);
    
    // settings
    const unsigned int SCR_WIDTH = 800;
    const unsigned int SCR_HEIGHT = 600;
    
    const char *vertexShaderSource = "#version 330 core
    "
        "layout (location = 0) in vec3 aPos;
    "
        "void main()
    "
        "{
    "
        "   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
    "
        "}";
    const char *fragmentShaderSource = "#version 330 core
    "
        "out vec4 FragColor;
    "
        "void main()
    "
        "{
    "
        "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
    "
        "}
    ";
    
    int main()
    {
        // glfw: initialize and configure
        // ------------------------------
        glfwInit();
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    
    #ifdef __APPLE__
        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    #endif
    
        // glfw window creation
        // --------------------
        GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
        if (window == NULL)
        {
            std::cout << "Failed to create GLFW window" << std::endl;
            glfwTerminate();
            return -1;
        }
        glfwMakeContextCurrent(window);
        glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    
        // glad: load all OpenGL function pointers
        // ---------------------------------------
        if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
        {
            std::cout << "Failed to initialize GLAD" << std::endl;
            return -1;
        }
    
    
        // build and compile our shader program
        // ------------------------------------
        // vertex shader
        unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
        glCompileShader(vertexShader);
        // check for shader compile errors
        int success;
        char infoLog[512];
        glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
        if (!success)
        {
            glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
            std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED
    " << infoLog << std::endl;
        }
        // fragment shader
        unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
        glCompileShader(fragmentShader);
        // check for shader compile errors
        glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
        if (!success)
        {
            glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
            std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED
    " << infoLog << std::endl;
        }
        // link shaders
        unsigned int shaderProgram = glCreateProgram();
        glAttachShader(shaderProgram, vertexShader);
        glAttachShader(shaderProgram, fragmentShader);
        glLinkProgram(shaderProgram);
        // check for linking errors
        glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
        if (!success) {
            glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
            std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED
    " << infoLog << std::endl;
        }
        glDeleteShader(vertexShader);
        glDeleteShader(fragmentShader);
    
        // set up vertex data (and buffer(s)) and configure vertex attributes
        // ------------------------------------------------------------------
        float vertices[] = {
             0.5f,  0.5f, 0.0f,  // top right
             0.5f, -0.5f, 0.0f,  // bottom right
            -0.5f, -0.5f, 0.0f,  // bottom left
            -0.5f,  0.5f, 0.0f   // top left 
        };
        unsigned int indices[] = {  // note that we start from 0!
            0, 1, 3,  // first Triangle
            1, 2, 3   // second Triangle
        };
        unsigned int VBO, VAO, EBO;
        glGenVertexArrays(1, &VAO);
        glGenBuffers(1, &VBO);
        glGenBuffers(1, &EBO);
        // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
        glBindVertexArray(VAO);
    
        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
        glEnableVertexAttribArray(0);
    
        // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
        glBindBuffer(GL_ARRAY_BUFFER, 0); 
    
        // remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
        //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    
        // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
        // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
        glBindVertexArray(0); 
    
    
        // uncomment this call to draw in wireframe polygons.
        //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    
        // render loop
        // -----------
        while (!glfwWindowShouldClose(window))
        {
            // input
            // -----
            processInput(window);
    
            // render
            // ------
            glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
    
            // draw our first triangle
            glUseProgram(shaderProgram);
            glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
            //glDrawArrays(GL_TRIANGLES, 0, 6);
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
            // glBindVertexArray(0); // no need to unbind it every time 
     
            // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
            // -------------------------------------------------------------------------------
            glfwSwapBuffers(window);
            glfwPollEvents();
        }
    
        // optional: de-allocate all resources once they've outlived their purpose:
        // ------------------------------------------------------------------------
        glDeleteVertexArrays(1, &VAO);
        glDeleteBuffers(1, &VBO);
        glDeleteBuffers(1, &EBO);
        glDeleteProgram(shaderProgram);
    
        // glfw: terminate, clearing all previously allocated GLFW resources.
        // ------------------------------------------------------------------
        glfwTerminate();
        return 0;
    }
    
    // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
    // ---------------------------------------------------------------------------------------------------------
    void processInput(GLFWwindow *window)
    {
        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
            glfwSetWindowShouldClose(window, true);
    }
    
    // glfw: whenever the window size changed (by OS or user resize) this callback function executes
    // ---------------------------------------------------------------------------------------------
    void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
        // make sure the viewport matches the new window dimensions; note that width and 
        // height will be significantly larger than specified on retina displays.
        glViewport(0, 0, width, height);
    }

    参考:

    LearnOpenGL - Hello Triangle  

    glPolygonMode - OpenGL 4 Reference Pages (khronos.org)

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  • 原文地址:https://www.cnblogs.com/lovebay/p/15319698.html
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