feat(OpenGL): moving color changing rectangle
This commit is contained in:
parent
51b09ffe33
commit
8012d47b28
4 changed files with 35 additions and 89 deletions
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@ -1,6 +1,7 @@
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#include "glad/glad.h"
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#include "glad/glad.h"
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#include "shader.h"
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <cmath>
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// 三角形顶点
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// 三角形顶点
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float vertices[] = {
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float vertices[] = {
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@ -17,33 +18,6 @@ unsigned int indices[] = {
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1, 2, 3 // 第二个三角形
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1, 2, 3 // 第二个三角形
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};
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};
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// 顶点着色器源码
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const char *vertexShaderSource =R"(
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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out vec3 color;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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color = aColor;
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}
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)";
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// 片段着色器源码
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const char *fragmentShaderSource = R"(
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#version 330 core
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in vec3 color;
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(color, 1.0);
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}
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)";
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void processInput(GLFWwindow *window);
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void processInput(GLFWwindow *window);
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@ -78,63 +52,11 @@ int main() {
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// 设置视口
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// 设置视口
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// 创建顶点着色器
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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// 将着色器源码附加到着色器对象上
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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// 编译着色器
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glCompileShader(vertexShader);
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// 检查编译是否成功
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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// 获取错误信息
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
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<< infoLog << std::endl;
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}
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// 创建片段着色器
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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// 将着色器源码附加到着色器对象上
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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// 编译着色器
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glCompileShader(fragmentShader);
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// 检查编译是否成功
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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// 获取错误信息
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
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<< infoLog << std::endl;
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}
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// 创建着色器程序
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// 创建着色器程序
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unsigned int shaderProgram;
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Shader shader = Shader("src/simple.vs", "src/uniformcolor.fs");
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shaderProgram = glCreateProgram();
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// 将着色器附加到程序上
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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// 链接程序
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glLinkProgram(shaderProgram);
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// 检查链接是否成功
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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// 获取错误信息
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n"
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<< infoLog << std::endl;
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}
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// 删除着色器
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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unsigned int VAO,VBO,EBO;
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unsigned int VAO, VBO, EBO;
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// 创建顶点数组对象
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// 创建顶点数组对象
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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@ -163,14 +85,19 @@ int main() {
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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// 绘制三角形, 激活程序
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// 激活着色器
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glUseProgram(shaderProgram);
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shader.use();
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// 更新uniform颜色
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float timeValue = glfwGetTime();
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float greenValue = (sin(timeValue) / 2.0f) + 0.5f;
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shader.setFloat4("ourColor", 1.0f, greenValue, 0.0f, 0.0f);
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shader.setFloat1("xOffset", cos(timeValue) / 2.0f);
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shader.setFloat1("yOffset", sin(timeValue) / 2.0f);
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// 绘制三角形
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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//使用线框模式绘制
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// 设置线宽
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glLineWidth(3.0f);
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// 绘制
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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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glBindVertexArray(0);
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glBindVertexArray(0);
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8
OpenGL/hello/src/simple.vs
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8
OpenGL/hello/src/simple.vs
Normal file
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@ -0,0 +1,8 @@
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#version 330 core
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layout(location = 0) in vec3 aPos; // 位置变量的属性位置值为0
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uniform float xOffset;
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uniform float yOffset;
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void main() {
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gl_Position = vec4(aPos.x + xOffset, aPos.y + yOffset, aPos.z,
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1.0); // 注意我们如何把一个vec3作为vec4的构造器的参数
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}
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2
OpenGL/hello/src/stb.cpp
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2
OpenGL/hello/src/stb.cpp
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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9
OpenGL/hello/src/uniformcolor.fs
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9
OpenGL/hello/src/uniformcolor.fs
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@ -0,0 +1,9 @@
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#version 330 core
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out vec4 FragColor;
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uniform vec4 ourColor; // 在OpenGL程序代码中设定这个变量
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void main()
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{
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FragColor = ourColor;
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}
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