OpenGL进阶03.绘制地面
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这篇文章来讲一下如何绘制一个黑白相间的地面。添加了vertexbuffer和ground以及shader类,Uitls.h里添加了一个创建BufferObject的接口。
Utils.h
#pragma once
#include "ggl.h"
unsigned char* LoadFileContent(const char* path, int& filesize);
GLuint CompileShader(GLenum shaderType, const char* shaderCode);
GLuint CreateProgram(GLuint vsShader, GLuint fsShader);
float GetFrameTime();
unsigned char* DecodeBMP(unsigned char* bmpFileData, int& width, int& height);
GLuint CreateTexture2D(unsigned char* pixelData, int width, int height, GLenum type);
GLuint CreateTexture2DFromBMP(const char* bmpPath);
GLuint CreateBufferObject(GLenum bufferType, GLsizeiptr size, GLenum usage, void* data = nullptr);
看下新加接口的实现Utils.cpp:
GLuint CreateBufferObject(GLenum bufferType, GLsizeiptr size, GLenum usage, void* data/* = nullptr*/)
{
GLuint object;
glGenBuffers(1, &object);
glBindBuffer(bufferType, object);
glBufferData(bufferType, size, data, usage);
glBindBuffer(bufferType, 0);
return object;
}
vertexbuffer.h:包含Vertex的结构体和一些方法的定义。
#pragma once
#include "ggl.h"
struct Vertex
{
float Position[4];
float Color[4];
float Texcoord[4];
float Normal[4];
};
class VertexBuffer {
public:
Vertex* mVertexes;
int mVertexCount;
void SetSize(int vertexCount);
void SetPosition(int index, float x, float y, float z, float w = 1.0f);
void SetColor(int index, float r, float g, float b, float a = 1.0f);
void SetTexcoord(int index, float x, float y);
void SetNormal(int index, float x, float y, float z);
};
vertexbuffer.cpp:
#include "vertexbuffer.h"
#include "Utils.h"
void VertexBuffer::SetSize(int vertexCount)
{
mVertexCount = vertexCount;
mVertexes = new Vertex[mVertexCount];
memset(mVertexes, 0, sizeof(Vertex) * mVertexCount);
}
void VertexBuffer::SetPosition(int index, float x, float y, float z, float w /* = 1.0f */)
{
mVertexes[index].Position[0] = x;
mVertexes[index].Position[1] = y;
mVertexes[index].Position[2] = z;
mVertexes[index].Position[3] = w;
}
void VertexBuffer::SetColor(int index, float r, float g, float b, float a /* = 1.0f */)
{
mVertexes[index].Color[0] = r;
mVertexes[index].Color[1] = g;
mVertexes[index].Color[2] = b;
mVertexes[index].Color[3] = a;
}
void VertexBuffer::SetTexcoord(int index, float x, float y)
{
mVertexes[index].Texcoord[0] = x;
mVertexes[index].Texcoord[1] = y;
}
void VertexBuffer::SetNormal(int index, float x, float y, float z)
{
mVertexes[index].Normal[0] = x;
mVertexes[index].Normal[1] = y;
mVertexes[index].Normal[2] = z;
mVertexes[index].Normal[3] = 1.0;
}
Shader类是对shader代码读取和编译以及赋值的一个封装,使我们代码看起来更简洁:
shader.h:
#pragma once
#include "ggl.h"
class Shader
{
public:
GLuint mProgram;
GLint mModelMatrixLocation, mViewMatrixLocation, mProjectionMatrixLocation;
GLint mPositionLocation, mColorLocation, mTexcoordLocation, mNormalLocation;
void Init(const char* vs, const char* fs);
void Bind(float* M, float* V, float* P);
};
shader.cpp:
#include "shader.h"
#include "Utils.h"
#include "vertexbuffer.h"
void Shader::Init(const char* vs, const char* fs)
{
int nFileSize = 0;
const char* vsCode = (char*)LoadFileContent(vs, nFileSize);
const char* fsCode = (char*)LoadFileContent(fs, nFileSize);
GLuint vsShader = CompileShader(GL_VERTEX_SHADER, vsCode);
if (vsShader == 0)
{
return;
}
GLuint fsShader = CompileShader(GL_FRAGMENT_SHADER, fsCode);
if (fsShader == 0)
{
return;
}
mProgram = CreateProgram(vsShader, fsShader);
glDeleteShader(vsShader);
glDeleteShader(fsShader);
if (mProgram != 0)
{
mModelMatrixLocation = glGetUniformLocation(mProgram, "ModelMatrix");
mViewMatrixLocation = glGetUniformLocation(mProgram, "ViewMatrix");
mProjectionMatrixLocation = glGetUniformLocation(mProgram, "ProjectionMatrix");
mPositionLocation = glGetAttribLocation(mProgram, "position");
mColorLocation = glGetAttribLocation(mProgram, "color");
mTexcoordLocation = glGetAttribLocation(mProgram, "texcoord");
mNormalLocation = glGetAttribLocation(mProgram, "normal");
}
}
void Shader::Bind(float* M, float* V, float* P)
{
glUseProgram(mProgram);
glUniformMatrix4fv(mModelMatrixLocation, 1, GL_FALSE, M);
glUniformMatrix4fv(mViewMatrixLocation, 1, GL_FALSE, V);
glUniformMatrix4fv(mProjectionMatrixLocation, 1, GL_FALSE, P);
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(mColorLocation);
glVertexAttribPointer(mColorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 4));
glEnableVertexAttribArray(mTexcoordLocation);
glVertexAttribPointer(mTexcoordLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 8));
glEnableVertexAttribArray(mNormalLocation);
glVertexAttribPointer(mNormalLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 12));
}
ground是设置地面数据:
ground.h:
#pragma once
#include "utils.h"
#include "vertexbuffer.h"
#include "shader.h"
class Ground {
VertexBuffer* mVertexBuffer;
GLuint mVBO;
Shader* mShader;
glm::mat4 mModelMatrix;
public:
void Init();
void Draw(glm::mat4& viewMatrix, glm::mat4& projectionMatrix);
};
ground.cpp:
#include "ground.h"
void Ground::Init() {
mVertexBuffer = new VertexBuffer;
mVertexBuffer->SetSize(1600);
for (int z = 0; z < 20; ++z)
{
float zStart = 100.0f - z * 10.0f;
for (int x = 0; x < 20; ++x)
{
int offset = (x + z * 20) * 4;
float xStart = x * 10.0f - 100.0f;
mVertexBuffer->SetPosition(offset, xStart, -1.0f, zStart);
mVertexBuffer->SetPosition(offset + 1, xStart + 10.0f, -1.0f, zStart);
mVertexBuffer->SetPosition(offset + 2, xStart, -1.0f, zStart - 10.0f);
mVertexBuffer->SetPosition(offset + 3, xStart + 10.0f, -1.0f, zStart - 10.0f);
mVertexBuffer->SetNormal(offset, 0.0f, 1.0f, 0.0f);
mVertexBuffer->SetNormal(offset + 1, 0.0f, 1.0f, 0.0f);
mVertexBuffer->SetNormal(offset + 2, 0.0f, 1.0f, 0.0f);
mVertexBuffer->SetNormal(offset + 3, 0.0f, 1.0f, 0.0f);
if ((z % 2) ^ (x % 2))
{
mVertexBuffer->SetColor(offset, 0.1f, 0.1f, 0.1f);
mVertexBuffer->SetColor(offset + 1, 0.1f, 0.1f, 0.1f);
mVertexBuffer->SetColor(offset + 2, 0.1f, 0.1f, 0.1f);
mVertexBuffer->SetColor(offset + 3, 0.1f, 0.1f, 0.1f);
}
else
{
mVertexBuffer->SetColor(offset, 0.8f, 0.8f, 0.8f);
mVertexBuffer->SetColor(offset + 1, 0.8f, 0.8f, 0.8f);
mVertexBuffer->SetColor(offset + 2, 0.8f, 0.8f, 0.8f);
mVertexBuffer->SetColor(offset + 3, 0.8f, 0.8f, 0.8f);
}
}
}
mVBO = CreateBufferObject(GL_ARRAY_BUFFER, sizeof(Vertex) * mVertexBuffer->mVertexCount, GL_STATIC_DRAW, mVertexBuffer->mVertexes);
mShader = new Shader;
mShader->Init("Res/ground.vs", "Res/ground.fs");
}
void Ground::Draw(glm::mat4& viewMatrix, glm::mat4& projectionMatrix) {
glEnable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
mShader->Bind(glm::value_ptr(mModelMatrix), glm::value_ptr(viewMatrix), glm::value_ptr(projectionMatrix));
for (int i = 0; i < 400; i++)
{
glDrawArrays(GL_TRIANGLE_STRIP, i * 4, 4);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
shader代码新增了ground.vs和ground.fs,
ground.vs:
attribute vec4 position;
attribute vec4 color;
attribute vec4 normal;
uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
varying vec4 V_Color;
void main()
{
V_Color = color;
gl_Position = ProjectionMatrix*ViewMatrix*ModelMatrix*position;
}
ground.fs:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 V_Color;
void main()
{
gl_FragColor = V_Color;
}
最后在scene.cpp里调用ground的初始化以及绘制函数就可以了:
scene.cpp:
#include "scene.h"
#include "ggl.h"
#include "Utils.h"
#include "ground.h"
GLuint vbo,ebo;
GLuint program;
GLint positionLocation, modelMatrixLocation, viewMatrixLocation, projectionMatrixLocation,colorLocation;
GLuint texcoordLocation, textureLocation;
GLuint texture;
glm::mat4 modelMatrix, viewMatrix, projectionMatrix;
Ground ground;
void Init()
{
float data[] = {
-0.2f,-0.2f,0.0f,1.0f,1.0f,1.0f,1.0f,1.0f,0.0f,0.0f,
0.2f,-0.2f,0.0f,1.0f,0.0f,1.0f,0.0f,1.0f,1.0f,0.0f,
0.0f,0.2f,0.0f,1.0f,1.0f,0.0f,0.0f,1.0f,0.5f,1.0f
};
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 30, data, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
unsigned short indexes[] = { 0,1,2 };
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short) * 3, indexes, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
int fileSize = 0;
//读取shader代码
unsigned char* shaderCode = LoadFileContent("Res/test.vs", fileSize);
GLuint vsShader = CompileShader(GL_VERTEX_SHADER, (char*)shaderCode);
delete shaderCode;
shaderCode = LoadFileContent("Res/test.fs", fileSize);
GLuint fsShader = CompileShader(GL_FRAGMENT_SHADER, (char*)shaderCode);
delete shaderCode;
program = CreateProgram(vsShader, fsShader);
glDeleteShader(vsShader);
glDeleteShader(fsShader);
//获取shader中的变量
positionLocation = glGetAttribLocation(program, "position");
colorLocation = glGetAttribLocation(program, "color");
texcoordLocation = glGetAttribLocation(program, "texcoord");
modelMatrixLocation = glGetUniformLocation(program, "ModelMatrix");
viewMatrixLocation = glGetUniformLocation(program, "ViewMatrix");
projectionMatrixLocation = glGetUniformLocation(program, "ProjectionMatrix");
textureLocation = glGetUniformLocation(program, "U_Texture");
modelMatrix = glm::translate(0.0f, 0.0f, -0.6f);
//texture = CreateTexture2DFromBMP("Res/test.bmp");
ground.Init();
}
void SetViewPortSize(float width, float height)
{
projectionMatrix = glm::perspective(60.0f, width / height, 0.1f, 1000.0f);
}
void Draw()
{
float frameTime = GetFrameTime();
glClearColor(0.1f, 0.4f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ground.Draw(viewMatrix, projectionMatrix);
//为了方便展示效果,三角形绘制部分注释了
/*glUseProgram(program);
glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(textureLocation, 0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 10, 0);
glEnableVertexAttribArray(colorLocation);
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 10, (void*)(sizeof(float)*4));
glEnableVertexAttribArray(texcoordLocation);
glVertexAttribPointer(texcoordLocation, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 10, (void*)(sizeof(float) * 8));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);*/
}
三角形绘制部分代码我先注释了,来看下地面长什么样吧:
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