• 高级openg 混合,一个完整程序


    
    

    1.当片段着色器处理完一个片段之后,模板测试(stencil test)会开始执行,和深度测试一样,它也可能会丢弃片段,接下来,被保留的片段会进入深度测试
    2.每个窗口库都需要为你配置一个模板缓冲,但是GLFW这个窗口库会自动做这件事,所以不用告诉GLFW来创建一个模板缓冲
    3.场景中的片段将只会在片段的模板值为1的时候被渲染,其他的都被丢弃了
    启用模板缓冲的写入
    渲染物体,更新模板缓冲的内容
    禁用模板缓冲的写入
    渲染其他物体,这次根据模板缓冲的内容丢弃特定的片段

    
    


    用来配置模板缓冲的两个函数,glStencilFunc和glStencilOp
    glStencilFunc(GLenum func, GLint ref, GLuint mash)一共包含三个参数:
    func:设置模板测试函数(Stencil Test Function),这个测试函数将会应用到已存储的的模板值上和GLstenciFunc函数的ref值上,
    可用的选项有:GL_NEVER/ GL_LESS/ GL_LEQUAL / GL_GREATER / GL_AEAUAL / GL_EQUAL / GL_NOTEQUAL和 GL_ALWAYS
    ref:设置了模板测试的参考值(Reference Value), 模板缓冲的内容将会与这个值进行比较
    mask:设置一个掩码,它将会与参考值和村初值在测试比较他们之前进行与(and)运算,初识情况下所有为都为1

    
    


    但是glStencilFunc只描述了OpenGL应该对模板缓冲内容做什么,而不是我们应该如何更新缓冲,所以就需要glStencilOp这个函数了
    glStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)一共包含三个选项,我们能够设置每个选项应该采取的行为
    sfail:模板测试失败是采取的行为
    dpfail:模板测试通过,但深度测试失败采取的行为
    dppass:模板测试和深度测试都通过时采取的行为



    1
    /** 2 * glBlendFunc混合两种颜色的函数 3 *glBlendFunc(GLenum sfactor, GLenum dfactor)函数接受两个参数,来设置源和目标因子 4 *常数颜色向量Cconstan可以通过glBlendColor函数来另外设置* 5 *glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 6 *也可以使用glBlendFuncSeparate为RGB和alpha通道分别设置不同的选项 7 * glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_GL_ZERO); 8 *glBlendEquation(GLenum mode)允许我们设置运算符 9 *GL_FUNC_ADD:默认选项,将两个分量相加,Cr = S + D 10 *GL_FUNC_SUBTRACT = S - D 11 *GL_FUNC_REVERSE_SUBTRACT,将两个分量向减,但顺序相反*/ 12 13 /** 14 *当绘制一个有不透明和透明物体的场景的时候,大体的原则如下: 15 *1.先绘制所有不透明的物体。 16 *2.对所有透明的物体排序。 17 *3.按顺序绘制所有透明的物体。**/ 18 19 20 21 #include <iostream> 22 #include <vector> 23 #include <map> 24 25 using namespace std; 26 #define GLEW_STATIC 27 28 #include <GL/glew.h> 29 #include <GLFW/glfw3.h> 30 31 #include "stb_image.h" 32 33 #include <glm/glm.hpp> 34 #include <glm/gtc/matrix_transform.hpp> 35 #include <glm/gtc/type_ptr.hpp> 36 37 #include "Shader.h" 38 #include "camera.h" 39 //#include "Model.h" 40 41 void framebuffer_size_callback(GLFWwindow* window, int width, int height); 42 void mouse_callback(GLFWwindow* window, double xpos, double ypos); 43 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset); 44 void processInput(GLFWwindow* window); 45 unsigned int loadTexture(const char *path); 46 47 //setting 48 const unsigned int SCR_WIDTH = 800; 49 const unsigned int SCR_HEIGHT = 600; 50 51 //camera 52 Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); 53 float lastX = (float)SCR_WIDTH / 2; 54 float lastY = (float)SCR_HEIGHT / 2; 55 bool firstMouse = true; 56 57 //timing 58 float deltaTime = 0.0f; 59 float lastFrame = 0.0f; 60 61 int main() 62 { 63 glfwInit(); 64 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); 65 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); 66 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 67 68 GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LEARNOPENGL", NULL, NULL); 69 if (window == NULL) 70 { 71 std::cout << "Failed to create window!" << std::endl; 72 glfwTerminate(); 73 return -1; 74 } 75 glfwMakeContextCurrent(window); 76 glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); 77 glfwSetCursorPosCallback(window, mouse_callback); 78 glfwSetScrollCallback(window, scroll_callback); 79 80 //tell GLFW to capture our mouse 81 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); 82 83 glewExperimental = GL_TRUE; 84 if (glewInit() != GLEW_OK) 85 { 86 std::cout << "Failed to initialize GLEW!" << std::endl; 87 return -1; 88 } 89 90 ////configure global opengl state 91 //glEnable(GL_DEPTH_TEST); //启用深度测试,默认情况下是禁用的 92 //glDepthFunc(GL_LESS); //always pass the depth test(same effect as glDisable(GL_DEPTH_TEST)//禁用深度测试,永远都通过深度测试 93 ////glDepthMask(GL_FALSE); //深度掩码,可以禁用深度缓冲的写入 94 95 //glEnable(GL_STENCIL_TEST); 96 ////glStencilMask(0x00); //位掩码, 每个模板值都为0, 每一位在写入模板缓冲时都会变成0(禁用写入) 97 //glStencilMask(0xff); //每个模板值都为1,每一位写入模板缓冲时都保持原样 98 99 //glStencilFunc(GL_EQUAL, 1, 0xFF); //只要一个片段的模板值等于参考值1,片段将会通过测试并被绘制,否则会被被丢弃 100 //glStencilOp(GL_INCR_WRAP, GL_INCR_WRAP, GL_INCR_WRAP);//默认情况下,glStencilOp是设置为这样的,所以不论任何测试的结果是如何,模板缓冲都会保留它的值 101 ////默认的行为不会更新模板缓冲,所以如果你想写入模板缓冲的话,至少对其中一个选项设置不同的值 102 glEnable(GL_DEPTH_TEST); 103 glDepthFunc(GL_LESS); 104 glEnable(GL_BLEND); //启用混合 105 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 106 107 //build and compile shaders 108 Shader shader("E:\C++\HigherOpenGL\1.2.1ver1.txt", "E:\C++\HigherOpenGL\1.3.2Frag1.txt"); 109 110 float cubeVertices[] = { 111 //position //texture Coords 112 -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 113 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 114 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 115 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 116 -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 117 -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 118 119 -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 120 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 121 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 122 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 123 -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 124 -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 125 126 -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 127 -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 128 -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 129 -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 130 -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 131 -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 132 133 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 134 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 135 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 136 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 137 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 138 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 139 140 -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 141 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 142 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 143 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 144 -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 145 -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 146 147 -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 148 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 149 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 150 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 151 -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 152 -0.5f, 0.5f, -0.5f, 0.0f, 1.0f 153 }; 154 155 float floorVertices[] = { 156 5.0f, -0.5f, 5.0f, 2.0f, 0.0f, 157 -5.0f, -0.5f, 5.0f, 0.0f, 0.0f, 158 -5.0f, -0.5f, -5.0f, 0.0f, 2.0f, 159 160 5.0f, -0.5f, 5.0f, 2.0f, 0.0f, 161 -5.0f, -0.5f, -5.0f, 0.0f, 2.0f, 162 5.0f, -0.5f, -5.0f, 2.0f, 2.0f 163 }; 164 165 float grassVertices[] = { 166 1.0f, -0.5f, 0.0f, 1.0f, 0.0f, 167 0.0f, -0.5f, 0.0f, 0.0f, 0.0f, 168 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 169 1.0f, -0.5f, 0.0f, 1.0f, 0.0f, 170 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 171 1.0f, 0.5f, 0.0f, 1.0f, 1.0f 172 }; 173 174 vector<glm::vec3> vegetation; 175 vegetation.push_back(glm::vec3(-1.5f, 0.0f, -0.48f)); 176 vegetation.push_back(glm::vec3(1.5f, 0.0f, 0.51f)); 177 vegetation.push_back(glm::vec3(0.0f, 0.0f, 0.7f)); 178 vegetation.push_back(glm::vec3(-0.3f, 0.0f, -2.3f)); 179 vegetation.push_back(glm::vec3(0.5f, 0.0f, -0.6f)); 180 181 //cube VAO 182 unsigned int cubeVAO, cubeVBO; 183 glGenVertexArrays(1, &cubeVAO); 184 glGenBuffers(1, &cubeVBO); 185 glBindVertexArray(cubeVAO); 186 glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); 187 glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW); 188 glEnableVertexAttribArray(0); 189 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); 190 glEnableVertexAttribArray(1); 191 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); 192 glBindVertexArray(0); 193 194 //floor VAO 195 unsigned int floorVAO, floorVBO; 196 glGenVertexArrays(1, &floorVAO); 197 glGenBuffers(1, &floorVBO); 198 glBindVertexArray(floorVAO); 199 glBindBuffer(GL_ARRAY_BUFFER, floorVBO); 200 glBufferData(GL_ARRAY_BUFFER, sizeof(floorVertices), floorVertices, GL_STATIC_DRAW); 201 glEnableVertexAttribArray(0); 202 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); 203 glEnableVertexAttribArray(1); 204 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); 205 glBindVertexArray(0); 206 207 unsigned grassVAO, grassVBO; 208 glGenVertexArrays(1, &grassVAO); 209 glGenBuffers(1, &grassVBO); 210 glBindVertexArray(grassVAO); 211 glBindBuffer(GL_ARRAY_BUFFER, grassVBO); 212 glBufferData(GL_ARRAY_BUFFER, sizeof(grassVertices), grassVertices, GL_STATIC_DRAW); 213 glEnableVertexAttribArray(0); 214 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); 215 glEnableVertexAttribArray(1); 216 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); 217 218 219 //load textures 220 stbi_set_flip_vertically_on_load(true); 221 unsigned int cubeTexture = loadTexture("greenWall.jpg"); 222 unsigned int floorTexture = loadTexture("floor.jpg"); 223 unsigned int grassTexture = loadTexture("glass.png"); 224 225 shader.use(); 226 glUniform1i(glGetUniformLocation(shader.ID, "texture1"), 0); 227 228 229 230 //render loop 231 while (!glfwWindowShouldClose(window)) 232 { 233 //per-frame time logic 234 float currentFrame = glfwGetTime(); 235 deltaTime = currentFrame - lastFrame; 236 lastFrame = currentFrame; 237 238 //input 239 processInput(window); 240 241 //render 242 glClearColor(0.1f, 0.1f, 0.1f, 1.0f); 243 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 244 245 shader.use(); 246 glm::mat4 model; 247 glm::mat4 view = camera.GetViewMatrix(); 248 glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); 249 shader.setMat4("view", view); 250 glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); 251 252 253 254 //floor 255 glBindVertexArray(floorVAO); 256 glActiveTexture(GL_TEXTURE0); 257 glBindTexture(GL_TEXTURE_2D, floorTexture); 258 shader.setMat4("model", glm::mat4()); 259 glDrawArrays(GL_TRIANGLES, 0, 6); 260 //glBindVertexArray(0); 261 262 //cube 263 glBindVertexArray(cubeVAO); 264 glActiveTexture(GL_TEXTURE0); 265 glBindTexture(GL_TEXTURE_2D, cubeTexture); 266 model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f)); 267 glUniformMatrix4fv(glGetUniformLocation(shader.ID, "model"), 1, GL_FALSE, glm::value_ptr(model)); 268 glDrawArrays(GL_TRIANGLES, 0, 36); 269 model = glm::mat4(); 270 model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f)); //the second cube 271 shader.setMat4("model", model); 272 glDrawArrays(GL_TRIANGLES, 0, 36); 273 274 //我们把距离和它对应的位置向量存储到一个STL库的map数据结构中,map会自动根据健值(key)对它的值进行排序, 275 //所以只要我们添加了所有的位置,并以他的距离作为键,它们就会自动根据距离值排序了 276 std::map<float, glm::vec3> sorted; 277 for (unsigned int i = 0; i < vegetation.size(); i++) 278 { 279 float distance = glm::length(camera.Position - vegetation[i]); 280 sorted[distance] = vegetation[i]; //一个距离对应一个位置 281 } 282 //结果就是一个排序后的容器对象,它根据distance健值从低到高存储了每个窗户的位置 283 284 //之后,这次在渲染的时候,我们将以逆序(从远到近)从map中获取值,之后以正确的顺序绘制对应的窗户 285 /*glBindVertexArray(grassVAO); 286 glBindTexture(GL_TEXTURE_2D, grassTexture); 287 for (std::map<float, glm::vec3>::reverse_iterator it = sorted.rbegin(); it != sorted.rend(); it++) 288 { 289 model = glm::mat4(); 290 model = glm::translate(model, it->second); 291 shader.setMat4("model", model); 292 glDrawArrays(GL_TRIANGLES, 0, 6); 293 }*/ 294 295 296 297 298 glBindVertexArray(grassVAO); 299 glBindTexture(GL_TEXTURE_2D, grassTexture); 300 for (unsigned int i = 0; i < vegetation.size(); i++) 301 { 302 model = glm::mat4(); 303 model = glm::translate(model, vegetation[i]); 304 shader.setMat4("model", model); 305 glDrawArrays(GL_TRIANGLES, 0, 6); 306 } 307 308 //glfw: swap buffers and poll IO events (keys pressed / released, mouse moved etc.) 309 glfwSwapBuffers(window); 310 glfwPollEvents(); 311 } 312 313 //optional: de - allocate all resources once they've outlived their purpose; 314 glDeleteVertexArrays(1, &cubeVAO); 315 glDeleteVertexArrays(1, &floorVAO); 316 glDeleteBuffers(1, &cubeVBO); 317 glDeleteBuffers(1, &floorVBO); 318 319 glfwTerminate(); 320 return 0; 321 } 322 323 void processInput(GLFWwindow *window) 324 { 325 if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) 326 glfwSetWindowShouldClose(window, true); 327 if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) 328 camera.ProcessKeyboard(FORWARD, deltaTime); 329 if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) 330 camera.ProcessKeyboard(BACKWARD, deltaTime); 331 if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) 332 camera.ProcessKeyboard(LEFT, deltaTime); 333 if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) 334 camera.ProcessKeyboard(RIGHT, deltaTime); 335 } 336 337 void framebuffer_size_callback(GLFWwindow* window, int width, int height) 338 { 339 glViewport(0, 0, width, height); 340 } 341 342 void mouse_callback(GLFWwindow *window, double xpos, double ypos) 343 { 344 if (firstMouse) 345 { 346 lastX = xpos; 347 lastY = ypos; 348 firstMouse = false; 349 } 350 351 float xoffset = xpos - lastX; 352 float yoffset = lastY - ypos; 353 354 lastX = xpos; 355 lastY = ypos; 356 357 camera.ProcessMouseMovement(xoffset, yoffset); 358 } 359 360 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) 361 { 362 camera.ProcessMouseScroll(yoffset); 363 } 364 365 unsigned int loadTexture(char const *path) 366 { 367 unsigned int textureID; 368 glGenTextures(1, &textureID); 369 370 int width, height, nrChannels; 371 unsigned char *data = stbi_load(path, &width, &height, &nrChannels, 0); 372 if (data) 373 { 374 GLenum format; 375 if (nrChannels == 1) 376 format = GL_RED; 377 else if (nrChannels == 3) 378 format = GL_RGB; 379 else if (nrChannels == 4) 380 format = GL_RGBA; 381 382 glBindTexture(GL_TEXTURE_2D, textureID); 383 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); 384 glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); //create a texture 385 glGenerateMipmap(GL_TEXTURE_2D); 386 387 /*glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 388 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);*/ 389 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 390 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 391 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 392 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 393 394 stbi_image_free(data); 395 } 396 else 397 { 398 std::cout << "Texture failed to load at path: " << path << std::endl; 399 stbi_image_free(data); 400 } 401 return textureID; 402 403 }

    Shader.h

      1 #ifndef SHADER_H_INCLUDE
      2 #define SHADER_H_INCLUDE
      3 
      4 #include <iostream>
      5 #include <string>
      6 #include <sstream>
      7 #include <fstream>
      8 
      9 #include <GL/glew.h>
     10 #include <GLFW/glfw3.h>
     11 #include <glm/glm.hpp>
     12 #include <glm/gtc/matrix_transform.hpp>
     13 #include <glm/gtc/type_ptr.hpp>
     14 
     15 class Shader {
     16 public:
     17     unsigned int ID;
     18 
     19     Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
     20     {
     21         std::string vertexCode;
     22         std::string fragmentCode;
     23         std::ifstream vShaderFile;
     24         std::ifstream fShaderFile;
     25 
     26         vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
     27         fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
     28 
     29         try {
     30             //open files
     31             vShaderFile.open(vertexPath);
     32             fShaderFile.open(fragmentPath);
     33 
     34             std::stringstream vShaderStream, fShaderStream;
     35 
     36             //read file's buffer contents into streams
     37             vShaderStream << vShaderFile.rdbuf();
     38             fShaderStream << fShaderFile.rdbuf();
     39 
     40             //close file handlers
     41             vShaderFile.close();
     42             fShaderFile.close();
     43 
     44             //convert stream into string
     45             vertexCode = vShaderStream.str();
     46             fragmentCode = fShaderStream.str();
     47         }
     48         catch (std::ifstream::failure e)
     49         {
     50             std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
     51         }
     52         const char* vShaderCode = vertexCode.c_str();
     53         const char* fShaderCode = fragmentCode.c_str();
     54 
     55         //2.compile shaders
     56         unsigned int vertex, fragment;
     57         int success;
     58         char infoLog[512];
     59 
     60         //vertex shader
     61         vertex = glCreateShader(GL_VERTEX_SHADER);
     62         glShaderSource(vertex, 1, &vShaderCode, NULL);
     63         glCompileShader(vertex);
     64         glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
     65         if (!success)
     66         {
     67             glGetShaderInfoLog(vertex, 512, NULL, infoLog);
     68             std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED!" << std::endl;
     69         }
     70 
     71         fragment = glCreateShader(GL_FRAGMENT_SHADER);
     72         glShaderSource(fragment, 1, &fShaderCode, NULL);
     73         glCompileShader(fragment);
     74         glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
     75         if (!success)
     76         {
     77             glGetShaderInfoLog(fragment, 512, NULL, infoLog);
     78             std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED!" << std::endl;
     79         }
     80 
     81         ID = glCreateProgram();
     82         glAttachShader(ID, vertex);
     83         glAttachShader(ID, fragment);
     84         glLinkProgram(ID);
     85         glGetProgramiv(ID, GL_LINK_STATUS, &success);
     86         if (!success)
     87         {
     88             glGetProgramInfoLog(ID, 512, NULL, infoLog);
     89             std::cout << "ERROR::SHADER::PROGRAM::LINKTING_FAILED!" << std::endl;
     90         }
     91 
     92         //delete the shaders sa they are linked into our program now and no long necessary
     93         glDeleteShader(vertex);
     94         glDeleteShader(fragment);
     95     }
     96 
     97     //activate the shader
     98     void use()
     99     {
    100         glUseProgram(ID);
    101     }
    102 
    103     //utility uniform functions
    104     void setBool(const std::string &name, bool value) const
    105     {
    106         glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
    107     }
    108 
    109     void setInt(const std::string &name, int value) const
    110     {
    111         glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
    112     }
    113 
    114     void setFloat(const std::string &name, float value) const
    115     {
    116         glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
    117     }
    118 
    119     void setVec3(const std::string &name, const glm::vec3 &value) const
    120     {
    121         glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    122     }
    123 
    124     void setVec3(const std::string &name, float x, float y, float z) const
    125     {
    126         glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
    127     }
    128 
    129 
    130     void setMat4(const std::string &name, glm::mat4 &trans) const
    131     {
    132 
    133         glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &trans[0][0]);
    134     }
    135 
    136 
    137     /*void setMat4(const std::string &name, glm::mat4 trans) const
    138     {
    139 
    140     //'trans': formal parameter with requested alignment of 16 won't be aligned,请求对齐的16的形式参数不会对齐
    141     glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(trans));
    142     }*/
    143 
    144 };
    145 
    146 #endif

    camera.h

      1 #ifndef CAMERA_H
      2 #define CAMERA_H
      3 
      4 #include <GL/glew.h>
      5 #include <glm/glm.hpp>
      6 #include <glm/gtc/matrix_transform.hpp>
      7 
      8 #include <vector>
      9 
     10 // Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
     11 enum Camera_Movement {
     12     FORWARD,
     13     BACKWARD,
     14     LEFT,
     15     RIGHT
     16 };
     17 
     18 // Default camera values
     19 const float YAW = -90.0f;
     20 const float PITCH = 0.0f;
     21 const float SPEED = 2.5f;
     22 const float SENSITIVITY = 0.1f;
     23 const float ZOOM = 45.0f;
     24 
     25 
     26 // An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL
     27 class Camera
     28 {
     29 public:
     30     // Camera Attributes
     31     glm::vec3 Position;
     32     glm::vec3 Front;
     33     glm::vec3 Up;
     34     glm::vec3 Right;
     35     glm::vec3 WorldUp;
     36     // Euler Angles
     37     float Yaw;
     38     float Pitch;
     39     // Camera options
     40     float MovementSpeed;
     41     float MouseSensitivity;
     42     float Zoom;
     43 
     44     // Constructor with vectors
     45     Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
     46     {
     47         Position = position;
     48         WorldUp = up;
     49         Yaw = yaw;
     50         Pitch = pitch;
     51         updateCameraVectors();
     52     }
     53     // Constructor with scalar values
     54     Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
     55     {
     56         Position = glm::vec3(posX, posY, posZ);
     57         WorldUp = glm::vec3(upX, upY, upZ);
     58         Yaw = yaw;
     59         Pitch = pitch;
     60         updateCameraVectors();
     61     }
     62 
     63     // Returns the view matrix calculated using Euler Angles and the LookAt Matrix
     64     glm::mat4 GetViewMatrix()
     65     {
     66         return glm::lookAt(Position, Position + Front, Up);
     67     }
     68 
     69     // Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
     70     void ProcessKeyboard(Camera_Movement direction, float deltaTime)
     71     {
     72         float velocity = MovementSpeed * deltaTime;
     73         if (direction == FORWARD)
     74             Position += Front * velocity;
     75         if (direction == BACKWARD)
     76             Position -= Front * velocity;
     77         if (direction == LEFT)
     78             Position -= Right * velocity;
     79         if (direction == RIGHT)
     80             Position += Right * velocity;
     81     }
     82 
     83     // Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
     84     void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
     85     {
     86         xoffset *= MouseSensitivity;
     87         yoffset *= MouseSensitivity;
     88 
     89         Yaw += xoffset;
     90         Pitch += yoffset;
     91 
     92         // Make sure that when pitch is out of bounds, screen doesn't get flipped
     93         if (constrainPitch)
     94         {
     95             if (Pitch > 89.0f)
     96                 Pitch = 89.0f;
     97             if (Pitch < -89.0f)
     98                 Pitch = -89.0f;
     99         }
    100 
    101         // Update Front, Right and Up Vectors using the updated Euler angles
    102         updateCameraVectors();
    103     }
    104 
    105     // Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
    106     void ProcessMouseScroll(float yoffset)
    107     {
    108         if (Zoom >= 1.0f && Zoom <= 45.0f) //zoom缩放,就是视野
    109             Zoom -= yoffset;
    110         if (Zoom <= 1.0f)
    111             Zoom = 1.0f;
    112         if (Zoom >= 45.0f)
    113             Zoom = 45.0f;
    114     }
    115 
    116 private:
    117     // Calculates the front vector from the Camera's (updated) Euler Angles
    118     void updateCameraVectors()
    119     {
    120         // Calculate the new Front vector
    121         glm::vec3 front;
    122         front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
    123         front.y = sin(glm::radians(Pitch));
    124         front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
    125         Front = glm::normalize(front);
    126         // Also re-calculate the Right and Up vector
    127         Right = glm::normalize(glm::cross(Front, WorldUp));  // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
    128         Up = glm::normalize(glm::cross(Right, Front));
    129     }
    130 };
    131 #endif

    stb_image.h下载

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