一、opengl着色器
有三種向opengl着色器傳遞渲染數據類型:
1.屬性。
2.uniform值。
在每個批次改變一次,而不是每個頂點改變一次。最常見的應用是在頂點渲染中設置變換矩陣。
要對幾何圖形進行渲染,我們需要爲對象遞交屬性矩陣,但首先要綁定到我們想使用的着色器程序,並提供程序的Uniform值。GLShaderManager類可以(暫時)完成這項工作。
GLShaderManager::UseStockShader(GLenum shader,……)
GLenum shader:(1)單位着色器
(2)平面着色器
(3)上色着色器
(4)默認光源着色器(類似位於觀察者位置的單漫射光所產生的效果)
(5)點光源着色器(需要4個uniform值:模型視圖矩陣,投影矩陣,視點座標系中的光源位置和對象 的基本色和將要使用的紋理單元)
(6)紋理替換矩陣
(7)紋理調整着色器
(8)紋理光源着色器(5個uniform值:模型視圖矩陣,投影矩陣,視點座標系中的光源位置和幾何圖形 的基本漫反射顏色)
3.紋理。
二、座標系——兩種常見投影
這些投影,實際上是一些4X4的變換矩陣。GLFrustum類作爲投影矩陣的容器。
1.正投影。(2D繪圖中使用。)
GLFrustum::SetOrthographic()
2.透視投影。(近大遠小)
GLFrustum::SetPerspective()
三、將點連起來——opengl中的基本圖元
七個:GL_POINT;點
GL_LINES;沒對點相連
GL_LINE_STRIP;第一個頂點依次和後續頂點相連
GL_LINE_LOOP_GL_TRIANGLES;最後一個頂點和第一個頂點連接
GL_TRIANGLE_STRIP;每三個點連接定義一個三角形
GL_TRIANGLE_STRIP;共用一個條帶上的頂點的一組三角形
GL_TRIANGLE_FAN;以一個圓心爲中心呈扇形排列,共用相鄰頂點
// Primitieves.cpp
// OpenGL SuperBible, Chapter 2
// Demonstrates the 7 Geometric Primitives
// Program by Richard S. Wright Jr.
#include <GLTools.h> // OpenGL toolkit
#include <GLMatrixStack.h>
#include <GLFrame.h>
#include <GLFrustum.h>
#include <GLBatch.h>
#include <GLGeometryTransform.h>
#include <math.h>
#define FREEGLUT_STATIC
#include<gl/glew.h>
#include <gl/glut.h>
/////////////////////////////////////////////////////////////////////////////////
// An assortment of needed classes
GLShaderManager shaderManager;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
GLFrame cameraFrame;
GLFrame objectFrame;
GLFrustum viewFrustum;
GLBatch pointBatch;
GLBatch lineBatch;
GLBatch lineStripBatch;
GLBatch lineLoopBatch;
GLBatch triangleBatch;
GLBatch triangleStripBatch;
GLBatch triangleFanBatch;
GLGeometryTransform transformPipeline;
M3DMatrix44f shadowMatrix;
GLfloat vGreen[] = { 0.0f, 1.0f, 0.0f, 1.0f };
GLfloat vBlack[] = { 0.0f, 0.0f, 0.0f, 1.0f };
// Keep track of effects step
int nStep = 0;
///////////////////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering context.
// This is the first opportunity to do any OpenGL related tasks.
void SetupRC()
{
// Black background
glClearColor(0.7f, 0.7f, 0.7f, 1.0f );
shaderManager.InitializeStockShaders();
glEnable(GL_DEPTH_TEST);
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
cameraFrame.MoveForward(-15.0f);
//////////////////////////////////////////////////////////////////////
// Some points, more or less in the shape of Florida
GLfloat vCoast[24][3] = {{2.80, 1.20, 0.0 }, {2.0, 1.20, 0.0 },
{2.0, 1.08, 0.0 }, {2.0, 1.08, 0.0 },
{0.0, 0.80, 0.0 }, {-.32, 0.40, 0.0 },
{-.48, 0.2, 0.0 }, {-.40, 0.0, 0.0 },
{-.60, -.40, 0.0 }, {-.80, -.80, 0.0 },
{-.80, -1.4, 0.0 }, {-.40, -1.60, 0.0 },
{0.0, -1.20, 0.0 }, { .2, -.80, 0.0 },
{.48, -.40, 0.0 }, {.52, -.20, 0.0 },
{.48, .20, 0.0 }, {.80, .40, 0.0 },
{1.20, .80, 0.0 }, {1.60, .60, 0.0 },
{2.0, .60, 0.0 }, {2.2, .80, 0.0 },
{2.40, 1.0, 0.0 }, {2.80, 1.0, 0.0 }};
// Load point batch
pointBatch.Begin(GL_POINTS, 24);
pointBatch.CopyVertexData3f(vCoast);
pointBatch.End();
// Load as a bunch of line segments
lineBatch.Begin(GL_LINES, 24);
lineBatch.CopyVertexData3f(vCoast);
lineBatch.End();
// Load as a single line segment
lineStripBatch.Begin(GL_LINE_STRIP, 24);
lineStripBatch.CopyVertexData3f(vCoast);
lineStripBatch.End();
// Single line, connect first and last points
lineLoopBatch.Begin(GL_LINE_LOOP, 24);
lineLoopBatch.CopyVertexData3f(vCoast);
lineLoopBatch.End();
// For Triangles, we'll make a Pyramid
GLfloat vPyramid[12][3] = { -2.0f, 0.0f, -2.0f,
2.0f, 0.0f, -2.0f,
0.0f, 4.0f, 0.0f,
2.0f, 0.0f, -2.0f,
2.0f, 0.0f, 2.0f,
0.0f, 4.0f, 0.0f,
2.0f, 0.0f, 2.0f,
-2.0f, 0.0f, 2.0f,
0.0f, 4.0f, 0.0f,
-2.0f, 0.0f, 2.0f,
-2.0f, 0.0f, -2.0f,
0.0f, 4.0f, 0.0f};
triangleBatch.Begin(GL_TRIANGLES, 12);
triangleBatch.CopyVertexData3f(vPyramid);
triangleBatch.End();
// For a Triangle fan, just a 6 sided hex. Raise the center up a bit
GLfloat vPoints[100][3]; // Scratch array, more than we need
int nVerts = 0;
GLfloat r = 3.0f;
vPoints[nVerts][0] = 0.0f;
vPoints[nVerts][1] = 0.0f;
vPoints[nVerts][2] = 0.0f;
for(GLfloat angle = 0; angle < M3D_2PI; angle += M3D_2PI / 6.0f) {
nVerts++;
vPoints[nVerts][0] = float(cos(angle)) * r;
vPoints[nVerts][1] = float(sin(angle)) * r;
vPoints[nVerts][2] = -0.5f;
}
// Close the fan
nVerts++;
vPoints[nVerts][0] = r;
vPoints[nVerts][1] = 0;
vPoints[nVerts][2] = 0.0f;
// Load it up
triangleFanBatch.Begin(GL_TRIANGLE_FAN, 8);
triangleFanBatch.CopyVertexData3f(vPoints);
triangleFanBatch.End();
// For triangle strips, a little ring or cylinder segment
int iCounter = 0;
GLfloat radius = 3.0f;
for(GLfloat angle = 0.0f; angle <= (2.0f*M3D_PI); angle += 0.3f)
{
GLfloat x = radius * sin(angle);
GLfloat y = radius * cos(angle);
// Specify the point and move the Z value up a little
vPoints[iCounter][0] = x;
vPoints[iCounter][1] = y;
vPoints[iCounter][2] = -0.5;
iCounter++;
vPoints[iCounter][0] = x;
vPoints[iCounter][1] = y;
vPoints[iCounter][2] = 0.5;
iCounter++;
}
// Close up the loop
vPoints[iCounter][0] = vPoints[0][0];
vPoints[iCounter][1] = vPoints[0][1];
vPoints[iCounter][2] = -0.5;
iCounter++;
vPoints[iCounter][0] = vPoints[1][0];
vPoints[iCounter][1] = vPoints[1][1];
vPoints[iCounter][2] = 0.5;
iCounter++;
// Load the triangle strip
triangleStripBatch.Begin(GL_TRIANGLE_STRIP, iCounter);
triangleStripBatch.CopyVertexData3f(vPoints);
triangleStripBatch.End();
}
/////////////////////////////////////////////////////////////////////////
void DrawWireFramedBatch(GLBatch* pBatch)
{
// Draw the batch solid green
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vGreen);
pBatch->Draw();
// Draw black outline
glPolygonOffset(-1.0f, -1.0f); // Shift depth values
glEnable(GL_POLYGON_OFFSET_LINE);
// Draw lines antialiased
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Draw black wireframe version of geometry
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glLineWidth(2.5f);
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlack);
pBatch->Draw();
// Put everything back the way we found it
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
glLineWidth(1.0f);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
}
///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
modelViewMatrix.PushMatrix();
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.MultMatrix(mCamera);
M3DMatrix44f mObjectFrame;
objectFrame.GetMatrix(mObjectFrame);
modelViewMatrix.MultMatrix(mObjectFrame);
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlack);
switch(nStep) {
case 0:
glPointSize(4.0f);
pointBatch.Draw();
glPointSize(1.0f);
break;
case 1:
glLineWidth(2.0f);
lineBatch.Draw();
glLineWidth(1.0f);
break;
case 2:
glLineWidth(2.0f);
lineStripBatch.Draw();
glLineWidth(1.0f);
break;
case 3:
glLineWidth(2.0f);
lineLoopBatch.Draw();
glLineWidth(1.0f);
break;
case 4:
DrawWireFramedBatch(&triangleBatch);
break;
case 5:
DrawWireFramedBatch(&triangleStripBatch);
break;
case 6:
DrawWireFramedBatch(&triangleFanBatch);
break;
}
modelViewMatrix.PopMatrix();
// Flush drawing commands
glutSwapBuffers();
}
// Respond to arrow keys by moving the camera frame of reference
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
objectFrame.RotateWorld(m3dDegToRad(-5.0f), 1.0f, 0.0f, 0.0f);
if(key == GLUT_KEY_DOWN)
objectFrame.RotateWorld(m3dDegToRad(5.0f), 1.0f, 0.0f, 0.0f);
if(key == GLUT_KEY_LEFT)
objectFrame.RotateWorld(m3dDegToRad(-5.0f), 0.0f, 1.0f, 0.0f);
if(key == GLUT_KEY_RIGHT)
objectFrame.RotateWorld(m3dDegToRad(5.0f), 0.0f, 1.0f, 0.0f);
glutPostRedisplay();
}
///////////////////////////////////////////////////////////////////////////////
// A normal ASCII key has been pressed.
// In this case, advance the scene when the space bar is pressed
void KeyPressFunc(unsigned char key, int x, int y)
{
if(key == 32)
{
nStep++;
if(nStep > 6)
nStep = 0;
}
switch(nStep)
{
case 0:
glutSetWindowTitle("GL_POINTS");
break;
case 1:
glutSetWindowTitle("GL_LINES");
break;
case 2:
glutSetWindowTitle("GL_LINE_STRIP");
break;
case 3:
glutSetWindowTitle("GL_LINE_LOOP");
break;
case 4:
glutSetWindowTitle("GL_TRIANGLES");
break;
case 5:
glutSetWindowTitle("GL_TRIANGLE_STRIP");
break;
case 6:
glutSetWindowTitle("GL_TRIANGLE_FAN");
break;
}
glutPostRedisplay();
}
///////////////////////////////////////////////////////////////////////////////
// Window has changed size, or has just been created. In either case, we need
// to use the window dimensions to set the viewport and the projection matrix.
void ChangeSize(int w, int h)
{
glViewport(0, 0, w, h);
viewFrustum.SetPerspective(35.0f, float(w) / float(h), 1.0f, 500.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
modelViewMatrix.LoadIdentity();
}
///////////////////////////////////////////////////////////////////////////////
// Main entry point for GLUT based programs
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(800, 600);
glutCreateWindow("GL_POINTS");
glutReshapeFunc(ChangeSize);
glutKeyboardFunc(KeyPressFunc);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
SetupRC();
glutMainLoop();
return 0;
}
1、GLFrame 參考這篇博文:https://blog.csdn.net/fyyyr/article/details/79298664。大概GLFrame叫參考幀,其中存儲了1個世界座標點和2個世界座標下的方向向量,也就是9個glFloat值,分別用來表示:當前位置點,向前方向向量,向上方向向量。
2、然後代碼定義一系列的GLBatch,分別用來渲染不同的形狀。
3、void DrawWireFramedBatch(GLBatch* pBatch) 爲不同的圖形pBatch畫線框。
大概就是,如果沒有這個函數,花了很多三角,塗色後看不出三角的形狀。