如何在OpenGL中绘制两个或多个三角形?
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【中文标题】如何在OpenGL中绘制两个或多个三角形?【英文标题】:How to draw two or more triangles in OpenGL? 【发布时间】:2020-12-21 06:45:45 【问题描述】:谁能告诉我如何修改我的代码,以便我可以绘制多个三角形?
我希望完成如下图所示的事情:
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <GLFW/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);
// Open a window and create its OpenGL context
window = glfwCreateWindow(1024, 768, "Tutorial 04 - Colored Cube", 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);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("TransformVertexShader.vertexshader", "ColorFragmentShader.fragmentshader");
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
int verticeCount = 3;
static const GLfloat g_vertex_buffer_data[] =
-0.5f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
;
static const GLfloat g_color_buffer_data[] =
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
;
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);
GLuint colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
do
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
glm::mat4 MVP = glm::mat4(1.0);
// 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
);
// 2nd attribute buffer : colors
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, 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, verticeCount * 3);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
// 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);
glDeleteBuffers(1, &colorbuffer);
glDeleteProgram(programID);
glDeleteVertexArrays(1, &VertexArrayID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
【问题讨论】:
【参考方案1】:它实际上就在你的鼻子前面。
三角形由 3 个顶点定义。
static const GLfloat g_vertex_buffer_data[] =
-0.5f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
;
在这里,您使用 3 个 3 维顶点初始化了顶点数据数组。那是 1 个三角形。
向这个数组添加更多的三角形,即 3 组 3 个顶点是您所要做的,同时扩展 g_color_buffer_data
数组并相应地更改 verticeCount
。
所以这个:
static const GLfloat g_vertex_buffer_data[] =
-0.50f, +0.50f, +0.00f,
+0.50f, +0.50f, +0.00f,
+0.50f, -0.50f, +0.00f,
-0.50f, -0.25f, +0.00f,
-0.50f, -0.50f, +0.00f,
-0.25f, -0.50f, +0.00f,
;
static const GLfloat g_color_buffer_data[] =
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
;
会给你 2 个三角形:1 个红色,1 个蓝色。
您也可以将verticeCount
定义为:
int verticeCount = sizeof(g_vertex_buffer_data) / (sizeof(g_vertex_buffer_data[0]) * 3);
(Thread on finding the size of a C-style array in C++)
这样您就不必手动更改它。
【讨论】:
【参考方案2】:您始终可以创建一个新的顶点缓冲区,但通常最好实现顶点和片段着色器。如果选择使用着色器,可以绘制缓冲区,变换顶点着色器,然后再次绘制缓冲区。片段着色器还提供了一种更好的动态指定颜色的方法。您可以在https://learnopengl.com/Getting-started/Shaders
阅读更多内容并查看一些示例【讨论】:
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