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\n" );
        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.\n" );
        getchar();
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);

    // Initialize GLEW
    glewExperimental = true; // Needed for core profile
    if (glewInit() != GLEW_OK) {
        fprintf(stderr, "Failed to initialize GLEW\n");
        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 += "\n" + Line;
        VertexShaderStream.close();
    }else{
        printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", 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 += "\n" + Line;
        FragmentShaderStream.close();
    }

    GLint Result = GL_FALSE;
    int InfoLogLength;


    // Compile Vertex Shader
    printf("Compiling shader : %s\n", 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\n", &VertexShaderErrorMessage[0]);
    }



    // Compile Fragment Shader
    printf("Compiling shader : %s\n", 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\n", &FragmentShaderErrorMessage[0]);
    }



    // Link the program
    printf("Linking program\n");
    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\n", &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);

}

 

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posted @ 2017-07-09 09:27  ParamousGIS  阅读(481)  评论(0编辑  收藏  举报