C++ OpenGL实现旋转立方体的绘制

2022-07-29,,,

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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