简易版3D漫游金字塔效果如下:
面重合部分的纹理争夺战:
代码:
main.cpp
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include "Shader.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#pragma comment(lib,"glfw3.lib")
using namespace std;
//摄像机
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow* window);
GLuint Width = 800, Height = 600;
bool firstMouse = true;
float yaw = -90.0f; // yaw is initialized to -90.0 degrees since a yaw of 0.0 results in a direction vector pointing to the right so we initially rotate a bit to the left.
float pitch = 0.0f;
float lastX = 800.0f / 2.0;
float lastY = 600.0f / 2.0;
float fov = 45.0f;
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(Width, Height, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
cout << "Failed to create GLFW window" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);//注册回调函数
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
cout << "Failed to initialize GLAD" << endl;
return -1;
}
//创建顶点缓存对象用来管理分配到的顶点缓存空间
//创建一个着色器对象
Shader ShaderColor("shader.vs","shader.frag");
glEnable(GL_DEPTH_TEST);
GLfloat vertices[] = {
// 第一个三角形 texture
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, // 右上角
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // 右下角
-0.5f,-0.5f, -0.5f, 0.0f, 1.0f, // 左上角
// 第二个三角形
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // 右下角
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // 左下角
-0.5f,-0.5f, -0.5f, 0.0f, 1.0f, // 左上角
//第三个三角形
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // 左下角
0.0f, 0.2f, 0.0f, 0.5f, 1.0f, // 顶点
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // 右下角
//第四个三角形
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // 右下角
0.0f, 0.2f, 0.0f, 0.5f, 1.0f, // 顶点
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // 右上角
//第五个三角形
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // 右上角
0.0f, 0.2f, 0.0f, 0.5f, 1.0f, // 顶点
-0.5f,-0.5f, -0.5f, 1.0f, 0.0f, // 左上角
//第六个三角形
-0.5f,-0.5f, -0.5f, 0.0f, 0.0f, // 左上角
0.0f, 0.2f, 0.0f, 0.5f, 1.0f, // 顶点
-0.5f, -0.5f, 0.5f, 1.0f, 0.0f // 左下角
};
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(1.0f, 1.0f, 0.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -3.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);//创建顶点数组对象
glGenBuffers(1, &VBO);//创建顶点缓冲对象
glBindBuffer(GL_ARRAY_BUFFER, VBO);//将顶点缓冲绑定到顶点缓冲对象
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//缓冲区三角形顶点数据
glBindVertexArray(VAO);//将顶点数组绑定到顶点数组对象
//设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)) );
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//纹理
GLuint texture[3];
glGenTextures(3, texture);
glBindTexture(GL_TEXTURE_2D, texture[0]);
//为当前绑定的对象设置环绕,过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//加载并生成纹理一
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);//在图像加载时帮助我们翻转y轴,只需要在加载任何图像前加入以下语句即可
unsigned char *image1 = stbi_load("box2.png", &width, &height, &nrChannels, 0);
cout << "Channels = " << nrChannels << endl;
glBindTexture(GL_TEXTURE_2D, texture[0]);
if (image1) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture1" << std::endl;
}
stbi_image_free(image1);
glBindTexture(GL_TEXTURE_2D, 0);
//加载并生成纹理二
unsigned char *image2 = stbi_load("box.jpg", &width, &height, &nrChannels, 0);
cout << "Channels = " << nrChannels << endl;
glBindTexture(GL_TEXTURE_2D, texture[1]);
if (image2) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image2);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture2" << std::endl;
}
stbi_image_free(image2);
glBindTexture(GL_TEXTURE_2D, 0);
//加载并生成纹理三
unsigned char *image3 = stbi_load("face.png", &width, &height, &nrChannels, 0);
cout << "Channels = " << nrChannels << endl;
glBindTexture(GL_TEXTURE_2D, texture[2]);
if (image3) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image3);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture3" << std::endl;
}
stbi_image_free(image3);
glBindTexture(GL_TEXTURE_2D, 0);
//int flagLoc = glGetUniformLocation(ShaderColor.ID, "flag");//此处不再需要获取地址了
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
ShaderColor.use();
ShaderColor.setInt("ourTexture0", 0);//设置采样器ourTexture0属于0号纹理单元
ShaderColor.setInt("ourTexture1", 1);//设置采样器ourTexture1属于1号纹理单元
ShaderColor.setInt("ourTexture2", 2);//设置采样器ourTexture2属于2号纹理单元
while (!glfwWindowShouldClose(window)) {
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;//当前帧与上一帧的时间差
lastFrame = currentFrame;//上一帧的时间
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ShaderColor.use();
//变换矩阵
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
GLuint modelLoc = glGetUniformLocation(ShaderColor.ID, "model");
GLuint viewLoc = glGetUniformLocation(ShaderColor.ID, "view");
GLuint projectionLoc = glGetUniformLocation(ShaderColor.ID, "projection");
//model = glm::rotate(model, (float)-glfwGetTime()*60.0f, glm::vec3(1.0f, 0.0f, 0.0f));
//view = glm::translate(view, glm::vec3(0.0f, 0.0f, -1.5f));
projection = glm::perspective(glm::radians(fov), (GLfloat)Width / Height, 0.1f, 100.0f);
view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(VAO);//绑定顶点数组
for (GLuint i = 0; i < 10; i++) {
model = glm::translate(model, cubePositions[i]);
model = glm::rotate(model, (float)i*10.0f, glm::vec3(0.0, 1.0, 0.0));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
ShaderColor.setInt("flag", 1);
glActiveTexture(GL_TEXTURE1);//**0号纹理
glBindTexture(GL_TEXTURE_2D, texture[1]);//绑定1号纹理为texture[1]
glActiveTexture(GL_TEXTURE2);//**1号纹理
glBindTexture(GL_TEXTURE_2D, texture[2]);//绑定2号纹理为texture[2]
glDrawArrays(GL_TRIANGLES, 0, 3);//右上三角形
ShaderColor.setInt("flag", 2);
glActiveTexture(GL_TEXTURE0);//**0号纹理
glBindTexture(GL_TEXTURE_2D, texture[0]);//绑定0号纹理为texture[0]
glDrawArrays(GL_TRIANGLES, 3, 3);//左下三角形
ShaderColor.setInt("flag", 3);
glActiveTexture(GL_TEXTURE0);//**0号纹理
glBindTexture(GL_TEXTURE_2D, texture[0]);//绑定0号纹理为texture[0]
glDrawArrays(GL_TRIANGLES, 6, 12);//左下三角形
}
glBindVertexArray(0);//解绑顶点数组
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float cameraSpeed = 5.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
cameraPos += cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
cameraPos -= cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
float sensitivity = 0.1f; // change this value to your liking
xoffset *= sensitivity;
yoffset *= sensitivity;
yaw += xoffset;
pitch += yoffset;
// make sure that when pitch is out of bounds, screen doesn't get flipped
if (pitch > 89.0f)
pitch = 89.0f;
if (pitch < -89.0f)
pitch = -89.0f;
glm::vec3 front;
front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
front.y = sin(glm::radians(pitch));
front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraFront = glm::normalize(front);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
if (fov > 1.0f && fov <= 45.0f)
fov -= yoffset;
if (fov <= 1.0f)
fov = 1.0f;
if (fov >= 45.0f)
fov = 45.0f;
}
#pragma once
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader {
public:
GLuint ID;//程序ID
//构造器读取并构建着色器
Shader(const GLchar* vertexPath, const GLchar* fragmentPath);
//使用、**程序
void use();
//uniform工具函数
void setBool(const std::string &name, bool value) const;
void setInt(const std::string &name, int value) const;
void setFloat(const std::string &name, float value) const;
};
Shader::Shader(const GLchar* vertexPath, const GLchar* fragmentPath) {
//从文件路径中获取顶点、片段着色器
std::string vertexCode;//用来存储顶点着色器的字符串形式
std::string fragmentCode;//用来存储片段着色器的字符串形式
std::ifstream vShaderFile;//以输入方式打开
std::ifstream fShaderFile;//以输入方式打开
//保证ifstream对象可以抛出异常
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
//打开文件
vShaderFile.open(vertexPath);//以输入方式打开
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
//读取文件的缓冲内容到数据流中
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
//关闭文件处理器
vShaderFile.close();
fShaderFile.close();
//转换数据流到string
vertexCode = vShaderStream.str();//字符串流转换成字符串
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* fShaderCode = fragmentCode.c_str();
//编译着色器
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
//VertexShader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//fragmentShader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//ShaderProgram
this->ID = glCreateProgram();//产生着色器程序ID
glAttachShader(this->ID, vertex);
glAttachShader(this->ID, fragment);
glLinkProgram(this->ID);
glGetProgramiv(this->ID, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(this->ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED...\n" << infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void Shader::use() {
glUseProgram(this->ID);
}
void Shader::setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(this->ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(this->ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(this->ID, name.c_str()), value);
}
下一步就是实现光照