1、z-缓冲
//开启深度测试 glenable(gl_depth_test);
2、glm库函数
3、pvm矩阵
4、pvm矩阵的使用
我们需要引入glm函数库的头文件:
#include<glm/glm.hpp> #include<glm/gtc/matrix_transform.hpp> #include<glm/gtc/type_ptr.hpp>
设置vew矩阵的相关参数:
//相机参数 glm::vec3 camera_position = glm::vec3(0.0f, 0.0f, 3.0f); //摄像机位置 glm::vec3 camera_front = glm::vec3(0.0f, 0.0f, -1.0f); //摄像机方向 glm::vec3 camera_up = glm::vec3(0.0f, 1.0f, 0.0f); //摄像机上向量
设置project矩阵视野fov:
float fov = 45.0f;
// transform坐标变换矩阵 glm::mat4 model(1);//model矩阵,局部坐标变换至世界坐标 model = glm::translate(model, glm::vec3(0.0,0.0,0.0)); model = glm::rotate(model, (float)glfwgettime(), glm::vec3(0.5f, 1.0f, 0.0f)); model = glm::scale(model, glm::vec3(1.0f,1.0f,1.0f));
glm::mat4 view(1);//view矩阵,世界坐标变换至观察坐标系 view = glm::lookat(camera_position, camera_position + camera_front, camera_up);
glm::mat4 projection(1);//projection矩阵,投影矩阵 projection = glm::perspective(glm::radians(fov), (float)screen_width / screen_height, 0.1f, 100.0f);
int model_location = glgetuniformlocation(shader.id, "model"); //获取着色器内某个参数的位置
gluniformmatrix4fv(model_location, 1, gl_false, glm::value_ptr(model));//写入参数值
gl_position=projection*view*model*vec4(apos,1.0);
5、工程文件结构
shader.h
#ifndef __shader_h__ #define __shader_h__ #include <glad/glad.h> #include <glm/glm.hpp> #include <glm/gtc/type_ptr.hpp> #include "string" class shader { public: unsigned int id; shader(const glchar* vertex_shader_path, const glchar* fragment_shader_path); ~shader(); void use(); void setbool(const std::string &name, bool value) const; void setint(const std::string &name, int value) const; void setfloat(const std::string &name, float value) const; void setvec2(const std::string &name, const glm::vec2 &value) const; void setvec2(const std::string &name, float x, float y) const; void setvec3(const std::string &name, const glm::vec3 &value) const; void setvec3(const std::string &name, float x, float y, float z) const; void setvec4(const std::string &name, const glm::vec4 &value) const; void setvec4(const std::string &name, float x, float y, float z, float w) const; void setmat2(const std::string &name, const glm::mat2 &value) const; void setmat3(const std::string &name, const glm::mat3 &value) const; void setmat4(const std::string &name, const glm::mat4 &value) const; private: int getshaderfromfile(const glchar* vertex_shader_path, const glchar* fragment_shader_path, std::string *vertex_shader_code, std::string *fragment_shader_code); int linkshader(const char* vertex_shader_code, const char* fragment_shader_code); int getuniform(const std::string &name) const; void checkcompileerrors(gluint shader, std::string type); }; #endif // !__shader_h__ #ifndef __shader_h__ #define __shader_h__ #include <glad/glad.h> #include <glm/glm.hpp> #include <glm/gtc/type_ptr.hpp> #include "string" class shader { public: unsigned int id; shader(const glchar* vertex_shader_path, const glchar* fragment_shader_path); ~shader(); void use(); void setbool(const std::string &name, bool value) const; void setint(const std::string &name, int value) const; void setfloat(const std::string &name, float value) const; void setvec2(const std::string &name, const glm::vec2 &value) const; void setvec2(const std::string &name, float x, float y) const; void setvec3(const std::string &name, const glm::vec3 &value) const; void setvec3(const std::string &name, float x, float y, float z) const; void setvec4(const std::string &name, const glm::vec4 &value) const; void setvec4(const std::string &name, float x, float y, float z, float w) const; void setmat2(const std::string &name, const glm::mat2 &value) const; void setmat3(const std::string &name, const glm::mat3 &value) const; void setmat4(const std::string &name, const glm::mat4 &value) const; private: int getshaderfromfile(const glchar* vertex_shader_path, const glchar* fragment_shader_path, std::string *vertex_shader_code, std::string *fragment_shader_code); int linkshader(const char* vertex_shader_code, const char* fragment_shader_code); int getuniform(const std::string &name) const; void checkcompileerrors(gluint shader, std::string type); }; #endif // !__shader_h__ #ifndef __shader_h__ #define __shader_h__ #include <glad/glad.h> #include <glm/glm.hpp> #include <glm/gtc/type_ptr.hpp> #include "string" class shader { public: unsigned int id; shader(const glchar* vertex_shader_path, const glchar* fragment_shader_path); ~shader(); void use(); void setbool(const std::string &name, bool value) const; void setint(const std::string &name, int value) const; void setfloat(const std::string &name, float value) const; void setvec2(const std::string &name, const glm::vec2 &value) const; void setvec2(const std::string &name, float x, float y) const; void setvec3(const std::string &name, const glm::vec3 &value) const; void setvec3(const std::string &name, float x, float y, float z) const; void setvec4(const std::string &name, const glm::vec4 &value) const; void setvec4(const std::string &name, float x, float y, float z, float w) const; void setmat2(const std::string &name, const glm::mat2 &value) const; void setmat3(const std::string &name, const glm::mat3 &value) const; void setmat4(const std::string &name, const glm::mat4 &value) const; private: int getshaderfromfile(const glchar* vertex_shader_path, const glchar* fragment_shader_path, std::string *vertex_shader_code, std::string *fragment_shader_code); int linkshader(const char* vertex_shader_code, const char* fragment_shader_code); int getuniform(const std::string &name) const; void checkcompileerrors(gluint shader, std::string type); }; #endif // !__shader_h__
shader.cpp
#include "shader.h" #include "fstream" #include "sstream" #include "iostream" shader::shader(const glchar* vertex_shader_path, const glchar* fragment_shader_path) { std::string vertex_shader_code; std::string fragment_shader_code; if (getshaderfromfile(vertex_shader_path, fragment_shader_path, &vertex_shader_code, &fragment_shader_code)) { return; } if (linkshader(vertex_shader_code.c_str(), fragment_shader_code.c_str())) { return; } } shader::~shader() { } void shader::use() { gluseprogram(id); } void shader::setbool(const std::string &name, bool value) const { setint(name, (int)value); } void shader::setint(const std::string &name, int value) const { gluniform1i(getuniform(name), value); } void shader::setfloat(const std::string &name, float value) const { gluniform1f(getuniform(name), value); } void shader::setvec2(const std::string &name, float x, float y) const { gluniform2f(getuniform(name), x, y); } void shader::setvec2(const std::string &name, const glm::vec2 &value) const { setvec2(name, value.x, value.y); } void shader::setvec3(const std::string &name, float x, float y, float z) const { gluniform3f(getuniform(name), x, y, z); } void shader::setvec3(const std::string &name, const glm::vec3 &value) const { setvec3(name, value.x, value.y, value.z); } void shader::setvec4(const std::string &name, float x, float y, float z, float w) const { gluniform4f(getuniform(name), x, y, z, w); } void shader::setvec4(const std::string &name, const glm::vec4 &value) const { setvec4(name, value.x, value.y, value.z, value.w); } void shader::setmat2(const std::string &name, const glm::mat2 &value) const { gluniformmatrix2fv(getuniform(name), 1, gl_false, &value[0][0]); } void shader::setmat3(const std::string &name, const glm::mat3 &value) const { gluniformmatrix3fv(getuniform(name), 1, gl_false, &value[0][0]); } void shader::setmat4(const std::string &name, const glm::mat4 &value) const { gluniformmatrix4fv(getuniform(name), 1, gl_false, &value[0][0]); } int shader::getshaderfromfile(const glchar* vertex_shader_path, const glchar* fragment_shader_path, std::string *vertex_shader_code, std::string *fragment_shader_code) { std::ifstream vertex_shader_file; std::ifstream fragment_shader_file; vertex_shader_file.exceptions(std::ifstream::badbit | std::ifstream::failbit); fragment_shader_file.exceptions(std::ifstream::badbit | std::ifstream::failbit); try { vertex_shader_file.open(vertex_shader_path); fragment_shader_file.open(fragment_shader_path); std::stringstream vertex_shader_stream, fragment_shader_stream; vertex_shader_stream << vertex_shader_file.rdbuf(); fragment_shader_stream << fragment_shader_file.rdbuf(); vertex_shader_file.close(); fragment_shader_file.close(); *vertex_shader_code = vertex_shader_stream.str(); *fragment_shader_code = fragment_shader_stream.str(); } catch (std::ifstream::failure e) { std::cout << "load shader file error!" << std::endl; return -1; } return 0; } int shader::linkshader(const char* vertex_shader_code, const char* fragment_shader_code) { int vertex_shader = glcreateshader(gl_vertex_shader); glshadersource(vertex_shader, 1, &vertex_shader_code, null); glcompileshader(vertex_shader); checkcompileerrors(vertex_shader, "vertex"); int fragment_shader = glcreateshader(gl_fragment_shader); glshadersource(fragment_shader, 1, &fragment_shader_code, null); glcompileshader(fragment_shader); checkcompileerrors(fragment_shader, "fragment"); this->id = glcreateprogram(); glattachshader(id, vertex_shader); glattachshader(id, fragment_shader); gllinkprogram(id); checkcompileerrors(id, "program"); gldeleteshader(vertex_shader); gldeleteshader(fragment_shader); return 0; } int shader::getuniform(const std::string &name) const { int position = glgetuniformlocation(id, name.c_str()); if (position == -1) { std::cout << "uniform " << name << " set failed!" << std::endl; } return position; } void shader::checkcompileerrors(gluint shader, std::string type) { glint success; glchar infolog[512]; if (type == "program") { glgetprogramiv(shader, gl_link_status, &success); if (!success) { glgetprograminfolog(shader, 512, null, infolog); std::cout << "error::program_linking_error!\n" << infolog << std::endl; } } else { glgetshaderiv(shader, gl_compile_status, &success); if (!success) { glgetshaderinfolog(shader, 512, null, infolog); std::cout << "error::shader::" << type << "::compilation_failed\n" << infolog << std::endl; } } }
main.cpp
//总体流程 //1. 初始化并创建窗口 //2. 加载立方体顶点vaovbo以及着色器并开启深度测试 //3. 进入主循环清除缓冲 //4. 使用立方体着色器,构造并传入pvm矩阵,绘制 //5. 循环结束,释放vaovbo #include <iostream> #include "glad/glad.h" #include "glfw/glfw3.h" #include "glm/glm.hpp" #include "glm/gtc/matrix_transform.hpp" #include "glm/gtc/type_ptr.hpp" #include "shader.h" const float vertices[] = { //立方体数组 -0.5f, -0.5f, -0.5f, 1.0f,0.0f,0.0f, 0.5f, -0.5f, -0.5f, 1.0f,0.0f,0.0f, 0.5f, 0.5f, -0.5f, 1.0f,0.0f,0.0f, 0.5f, 0.5f, -0.5f, 1.0f,0.0f,0.0f, -0.5f, 0.5f, -0.5f, 1.0f,0.0f,0.0f, -0.5f, -0.5f, -0.5f, 1.0f,0.0f,0.0f, -0.5f, -0.5f, 0.5f, 0.0f,1.0f,0.0f, 0.5f, -0.5f, 0.5f, 0.0f,1.0f,0.0f, 0.5f, 0.5f, 0.5f, 0.0f,1.0f,0.0f, 0.5f, 0.5f, 0.5f, 0.0f,1.0f,0.0f, -0.5f, 0.5f, 0.5f, 0.0f,1.0f,0.0f, -0.5f, -0.5f, 0.5f, 0.0f,1.0f,0.0f, -0.5f, 0.5f, 0.5f, 0.0f,0.0f,1.0f, -0.5f, 0.5f, -0.5f, 0.0f,0.0f,1.0f, -0.5f, -0.5f, -0.5f, 0.0f,0.0f,1.0f, -0.5f, -0.5f, -0.5f, 0.0f,0.0f,1.0f, -0.5f, -0.5f, 0.5f, 0.0f,0.0f,1.0f, -0.5f, 0.5f, 0.5f, 0.0f,0.0f,1.0f, 0.5f, 0.5f, 0.5f, 0.5f,0.0f,0.0f, 0.5f, 0.5f, -0.5f, 0.5f,0.0f,0.0f, 0.5f, -0.5f, -0.5f, 0.5f,0.0f,0.0f, 0.5f, -0.5f, -0.5f, 0.5f,0.0f,0.0f, 0.5f, -0.5f, 0.5f, 0.5f,0.0f,0.0f, 0.5f, 0.5f, 0.5f, 0.5f,0.0f,0.0f, -0.5f, -0.5f, -0.5f, 0.0f,0.5f,0.0f, 0.5f, -0.5f, -0.5f, 0.0f,0.5f,0.0f, 0.5f, -0.5f, 0.5f, 0.0f,0.5f,0.0f, 0.5f, -0.5f, 0.5f, 0.0f,0.5f,0.0f, -0.5f, -0.5f, 0.5f, 0.0f,0.5f,0.0f, -0.5f, -0.5f, -0.5f, 0.0f,0.5f,0.0f, -0.5f, 0.5f, -0.5f, 0.0f,0.0f,0.5f, 0.5f, 0.5f, -0.5f, 0.0f,0.0f,0.5f, 0.5f, 0.5f, 0.5f, 0.0f,0.0f,0.5f, 0.5f, 0.5f, 0.5f, 0.0f,0.0f,0.5f, -0.5f, 0.5f, 0.5f, 0.0f,0.0f,0.5f, -0.5f, 0.5f, -0.5f, 0.0f,0.0f,0.5f }; float screen_width = 1280.0f; //窗口宽度 float screen_height = 720.0f; //窗口高度 //相机参数 glm::vec3 camera_position = glm::vec3(0.0f, 0.0f, 3.0f); //摄像机位置 glm::vec3 camera_front = glm::vec3(0.0f, 0.0f, -1.0f); //摄像机方向 glm::vec3 camera_up = glm::vec3(0.0f, 1.0f, 0.0f); //摄像机上向量 //视野 float fov = 45.0f; int main() { // 初始化glfw glfwinit(); // 初始化glfw glfwwindowhint(glfw_context_version_major, 3); // opengl版本为3.3,主次版本号均设为3 glfwwindowhint(glfw_context_version_minor, 3); glfwwindowhint(glfw_opengl_profile, glfw_opengl_core_profile); // 使用核心模式(无需向后兼容性) glfwwindowhint(glfw_opengl_forward_compat, gl_true); // 如果使用的是mac os x系统,需加上这行 glfwwindowhint(glfw_resizable, false); // 不可改变窗口大小 // 创建窗口(宽、高、窗口名称) auto window = glfwcreatewindow(screen_width, screen_height, "cube", nullptr, nullptr); if (window == nullptr) { // 如果窗口创建失败,输出failed to create opengl context std::cout << "failed to create opengl context" << std::endl; glfwterminate(); return -1; } glfwmakecontextcurrent(window); // 将窗口的上下文设置为当前线程的主上下文 // 初始化glad,加载opengl函数指针地址的函数 if (!gladloadglloader((gladloadproc)glfwgetprocaddress)) { std::cout << "failed to initialize glad" << std::endl; return -1; } // 指定当前视口尺寸(前两个参数为左下角位置,后两个参数是渲染窗口宽、高) glviewport(0, 0, screen_width, screen_height); shader shader("res/shader/task-cube.vs", "res/shader/task-cube.fs");//加载着色器 // 生成并绑定vao和vbo gluint vertex_array_object; // == vao glgenvertexarrays(1, &vertex_array_object); glbindvertexarray(vertex_array_object); gluint vertex_buffer_object; // == vbo glgenbuffers(1, &vertex_buffer_object); glbindbuffer(gl_array_buffer, vertex_buffer_object); // 将顶点数据绑定至当前默认的缓冲中 glbufferdata(gl_array_buffer, sizeof(vertices), vertices, gl_static_draw); // 设置顶点属性指针 glvertexattribpointer(0, 3, gl_float, gl_false, 6 * sizeof(float), (void*)0); glenablevertexattribarray(0); glvertexattribpointer(1, 3, gl_float, gl_false, 6 * sizeof(float), (void*)(3 * sizeof(float))); glenablevertexattribarray(1); glenable(gl_depth_test); // render loop主循环 while (!glfwwindowshouldclose(window)) { //进入主循环,清理颜色缓冲深度缓冲 glclearcolor(0.0f, 0.34f, 0.57f, 1.0f); glclear(gl_color_buffer_bit | gl_depth_buffer_bit);//清理颜色缓冲和深度缓冲 shader.use(); // transform坐标变换矩阵 glm::mat4 model(1);//model矩阵,局部坐标变换至世界坐标 model = glm::translate(model, glm::vec3(0.0,0.0,0.0)); model = glm::rotate(model, (float)glfwgettime(), glm::vec3(0.5f, 1.0f, 0.0f)); model = glm::scale(model, glm::vec3(1.0f,1.0f,1.0f)); glm::mat4 view(1);//view矩阵,世界坐标变换至观察坐标系 view = glm::lookat(camera_position, camera_position + camera_front, camera_up); glm::mat4 projection(1);//projection矩阵,投影矩阵 projection = glm::perspective(glm::radians(fov), (float)screen_width / screen_height, 0.1f, 100.0f); // 向着色器中传入参数 int model_location = glgetuniformlocation(shader.id, "model"); //获取着色器内某个参数的位置 gluniformmatrix4fv(model_location, 1, gl_false, glm::value_ptr(model));//写入参数值 int view_location = glgetuniformlocation(shader.id, "view"); gluniformmatrix4fv(view_location, 1, gl_false, glm::value_ptr(view)); int projection_location = glgetuniformlocation(shader.id, "projection"); gluniformmatrix4fv(projection_location, 1, gl_false, glm::value_ptr(projection)); //绘制 glbindvertexarray(vertex_array_object); gldrawarrays(gl_triangles, 0, 36); glbindvertexarray(0); glfwswapbuffers(window); glfwpollevents(); } //释放vaovbo gldeletevertexarrays(1, &vertex_array_object); gldeletebuffers(1, &vertex_buffer_object); // 清理所有的资源并正确退出程序 glfwterminate(); return 0; }
输出结果:
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