feat(OpenGL-hello): projection
This commit is contained in:
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7a570f83d2
commit
56ca8c2766
4 changed files with 77 additions and 35 deletions
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@ -1,14 +1,16 @@
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#ifndef SHADER_H
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#ifndef SHADER_H
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#define SHADER_H
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#define SHADER_H
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#include "glad/glad.h" // 包含glad来获取所有的必须OpenGL头文件
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <string>
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#include <string>
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#include <fstream>
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#include <fstream>
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#include <sstream>
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#include <sstream>
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#include <iostream>
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#include <iostream>
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class Shader
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class Shader
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{
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{
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public:
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public:
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@ -33,13 +35,13 @@ public:
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std::stringstream vShaderStream, fShaderStream;
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std::stringstream vShaderStream, fShaderStream;
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// read file's buffer contents into streams
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// read file's buffer contents into streams
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vShaderStream << vShaderFile.rdbuf();
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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// close file handlers
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// close file handlers
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vShaderFile.close();
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vShaderFile.close();
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fShaderFile.close();
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fShaderFile.close();
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// convert stream into string
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// convert stream into string
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vertexCode = vShaderStream.str();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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}
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catch (std::ifstream::failure& e)
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catch (std::ifstream::failure& e)
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{
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{
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@ -68,10 +70,11 @@ public:
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// delete the shaders as they're linked into our program now and no longer necessary
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// delete the shaders as they're linked into our program now and no longer necessary
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glDeleteShader(vertex);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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glDeleteShader(fragment);
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}
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}
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// activate the shader
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// activate the shader
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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void use()
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void use() const
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{
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{
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glUseProgram(ID);
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glUseProgram(ID);
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}
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}
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@ -87,37 +90,60 @@ public:
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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}
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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void setFloat1(const std::string &name, float value) const
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void setFloat(const std::string &name, float value) const
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{
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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}
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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void setFloat2(const std::string &name, float value1, float value2) const
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void setVec2(const std::string &name, const glm::vec2 &value) const
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{
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{
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glUniform2f(glGetUniformLocation(ID, name.c_str()), value1, value2);
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glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec2(const std::string &name, float x, float y) const
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{
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glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
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}
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}
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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void setFloat3(const std::string &name, float value1, float value2, float value3) const
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void setVec3(const std::string &name, const glm::vec3 &value) const
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{
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), value1, value2, value3);
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec3(const std::string &name, float x, float y, float z) const
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
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}
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}
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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void setFloat4(const std::string &name, float value1, float value2, float value3, float value4) const
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void setVec4(const std::string &name, const glm::vec4 &value) const
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{
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{
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glUniform4f(glGetUniformLocation(ID, name.c_str()), value1, value2, value3, value4);
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glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec4(const std::string &name, float x, float y, float z, float w) const
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{
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glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
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}
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}
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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void setMat4(const std::string &name, float* value) const
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void setMat2(const std::string &name, const glm::mat2 &mat) const
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{
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{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, value);
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glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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}
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// ------------------------------------------------------------------------
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void setMat3(const std::string &name, const glm::mat3 &mat) const
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{
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glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat4(const std::string &name, const glm::mat4 &mat) const
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{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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private:
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private:
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// utility function for checking shader compilation/linking errors.
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// utility function for checking shader compilation/linking errors.
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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void checkCompileErrors(unsigned int shader, std::string type)
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void checkCompileErrors(GLuint shader, std::string type)
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{
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{
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int success;
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GLint success;
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char infoLog[1024];
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GLchar infoLog[1024];
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if (type != "PROGRAM")
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if (type != "PROGRAM")
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{
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{
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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@ -139,3 +165,4 @@ private:
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}
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}
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};
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};
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#endif
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#endif
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@ -3,10 +3,10 @@
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#include "stb_image.h"
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#include "stb_image.h"
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <cmath>
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#include <cmath>
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#include <iostream>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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// 四边形顶点
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// 四边形顶点
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float vertices[] = {
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float vertices[] = {
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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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// 创建窗口
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// 创建窗口
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GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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GLFWwindow *window =
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glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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if (window == NULL) {
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std::cout << "Failed to create GLFW window" << std::endl;
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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glfwTerminate();
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@ -147,7 +148,18 @@ int main() {
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// 绑定纹理
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// 绑定纹理
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shader.setInt("texture1", 0);
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shader.setInt("texture1", 0);
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shader.setInt("texture2", 1);
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shader.setInt("texture2", 1);
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// 设置变换矩阵
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// create transformations
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 projection = glm::mat4(1.0f);
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model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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projection = glm::perspective(
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glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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shader.setMat4("model", model);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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// 循环渲染
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// 循环渲染
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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// 绘制三角形
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// 绘制三角形
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shader.use();
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shader.use();
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// 设置变换矩阵
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glm::mat4 trans(1.0f);
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glm::mat4 trans(1.0f);
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trans = glm::translate(trans,glm::vec3(0.5,-0.5,0.0));
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trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.25,
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trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.5, 0.5));
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0.0));
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trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
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shader.setMat4("trans", trans);
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shader.setMat4("trans",glm::value_ptr(trans));
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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@ -9,5 +9,5 @@ uniform sampler2D texture2;
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void main()
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void main()
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{
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{
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2) * vec4(ourColor, 1.0);
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}
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}
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout(location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout(location = 1) in vec3 aColor;
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layout (location = 2) in vec2 aTexCoord;
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layout(location = 2) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec3 ourColor;
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out vec2 TexCoord;
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 trans;
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uniform mat4 trans;
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void main()
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void main() {
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{
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gl_Position = projection * view * model * trans * vec4(aPos, 1.0);
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gl_Position = trans * vec4(aPos, 1.0);
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// gl_Position = trans * vec4(aPos, 1.0);
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ourColor = aColor;
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ourColor = aColor;
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TexCoord = aTexCoord;
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TexCoord = aTexCoord;
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}
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}
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