中文OpenGL學習網站:https://learnopengl-cn.github.io
一、攝像機隨着時間跟着場景旋轉
1.1代碼
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include "CShader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
const unsigned int WIDTH = 800;
const unsigned int HEIGHT = 600;
float MixValue = 0.2f;
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);
void callbackFramebufferSize(GLFWwindow *vWindow, int vWidth, int vHeight)
{
glViewport(0, 0, vWidth, vHeight);
}
void processInput(GLFWwindow *vWindow)
{
if (glfwGetKey(vWindow, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(vWindow, true);
}
if (glfwGetKey(vWindow, GLFW_KEY_UP) == GLFW_PRESS)
{
MixValue = MixValue + 0.0001f;
if (MixValue >= 1.0f)
MixValue = 1.0f;
}
if (glfwGetKey(vWindow, GLFW_KEY_DOWN) == GLFW_PRESS)
{
MixValue = MixValue - 0.0001f;
if (MixValue <= 0.0f)
MixValue = 0.0f;
}
float CameraSpeed = 0.05f;
if (glfwGetKey(vWindow, GLFW_KEY_W) == GLFW_PRESS)
CameraPos += CameraSpeed * CameraFront;
if (glfwGetKey(vWindow, GLFW_KEY_S) == GLFW_PRESS)
CameraPos -= CameraSpeed * CameraFront;
if (glfwGetKey(vWindow, GLFW_KEY_A) == GLFW_PRESS)
CameraPos -= glm::normalize(glm::cross(CameraFront, CameraUp))*CameraSpeed;
if (glfwGetKey(vWindow, GLFW_KEY_W) == GLFW_PRESS)
CameraPos += glm::normalize(glm::cross(CameraFront, CameraUp))*CameraSpeed;
}
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)
{
std::cout << "failed to create glfw window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(Window);
glfwSetFramebufferSizeCallback(Window, callbackFramebufferSize);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "failed to initialize glad" << std::endl;
return -1;
}
CShader ShaderProgram("Shader/Vertex/VertexSource9.glsl", "Shader/Fragment/FragmentSource5.glsl");
//位置 紋理座標
float Vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
//創建應用紋理
unsigned int Texture1, Texture2;
glGenTextures(1, &Texture1);
glBindTexture(GL_TEXTURE_2D, Texture1);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
int Width, Height, NrChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char *Data = stbi_load("container.jpg", &Width, &Height, &NrChannels, 0);
if (Data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, Data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "failed to load texture" << std::endl;
}
stbi_image_free(Data);
//第二張紋理
glGenTextures(1, &Texture2);
glBindTexture(GL_TEXTURE_2D, Texture2);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
stbi_set_flip_vertically_on_load(true);
Data = stbi_load("awesomeface.png", &Width, &Height, &NrChannels, 0);
if (Data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "failed to load texture" << std::endl;
}
stbi_image_free(Data);
ShaderProgram.useProgram();
ShaderProgram.setInt("texture1", 0);
ShaderProgram.setInt("texture2", 1);
glEnable(GL_DEPTH_TEST);
glm::vec3 CubePosition[] =
{
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
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)
};
while (!glfwWindowShouldClose(Window))
{
processInput(Window);
ShaderProgram.useProgram();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, Texture2);
ShaderProgram.setFloat("MixValue", MixValue);
glm::mat4 View = glm::mat4(1.0f);
float Radius = 10.0f;
float CameX = sin(glfwGetTime())*Radius;
float cameZ = cos(glfwGetTime())*Radius;
//View = glm::lookAt(CameraPos, CameraPos + CameraFront, CameraUp);
View = glm::lookAt(glm::vec3(CameX, 0.0f, cameZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 Projection = glm::mat4(1.0f);
Projection = glm::perspective(glm::radians(45.0f), (float)WIDTH / (float)HEIGHT, 0.1f, 100.0f);
ShaderProgram.setMat4("View", View);
ShaderProgram.setMat4("Projection", Projection);
glBindVertexArray(VAO);
for (unsigned int i = 0; i < 10; i++)
{
glm::mat4 Model = glm::mat4(1.0f);
Model = glm::translate(Model, CubePosition[i]);
float Angle = 20.0f*i;
Model = glm::rotate(Model, glm::radians(Angle), glm::vec3(1.0f, 0.3f, 0.5f));
ShaderProgram.setMat4("Model", Model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glfwSwapBuffers(Window);
glfwPollEvents();
}
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
glfwTerminate();
return 0;
}
//頂點着色器
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 Model;
uniform mat4 View;
uniform mat4 Projection;
void main()
{
gl_Position = Projection * View * Model * vec4(aPos, 1.0f);
TexCoord = aTexCoord;
}
//片段着色器
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float MixValue;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), MixValue);
}
1.2結果
二、鍵盤wasd可以控制攝像機移動
2.1代碼
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include "CShader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
const unsigned int WIDTH = 800;
const unsigned int HEIGHT = 600;
float MixValue = 0.2f;
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);
float DeltaTime = 0.0f;
float LastFrame = 0.0f;
void callbackFramebufferSize(GLFWwindow *vWindow, int vWidth, int vHeight)
{
glViewport(0, 0, vWidth, vHeight);
}
void processInput(GLFWwindow *vWindow)
{
if (glfwGetKey(vWindow, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(vWindow, true);
}
if (glfwGetKey(vWindow, GLFW_KEY_UP) == GLFW_PRESS)
{
MixValue = MixValue + 0.0001f;
if (MixValue >= 1.0f)
MixValue = 1.0f;
}
if (glfwGetKey(vWindow, GLFW_KEY_DOWN) == GLFW_PRESS)
{
MixValue = MixValue - 0.0001f;
if (MixValue <= 0.0f)
MixValue = 0.0f;
}
float CurrentFrame = glfwGetTime();
DeltaTime = CurrentFrame - LastFrame;
LastFrame = CurrentFrame;
float CameraSpeed = 2.5f*DeltaTime;
if (glfwGetKey(vWindow, GLFW_KEY_W) == GLFW_PRESS)
CameraPos += CameraSpeed * CameraFront;
if (glfwGetKey(vWindow, GLFW_KEY_S) == GLFW_PRESS)
CameraPos -= CameraSpeed * CameraFront;
if (glfwGetKey(vWindow, GLFW_KEY_A) == GLFW_PRESS)
CameraPos -= glm::normalize(glm::cross(CameraFront, CameraUp))*CameraSpeed;
if (glfwGetKey(vWindow, GLFW_KEY_D) == GLFW_PRESS)
CameraPos += glm::normalize(glm::cross(CameraFront, CameraUp))*CameraSpeed;
}
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)
{
std::cout << "failed to create glfw window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(Window);
glfwSetFramebufferSizeCallback(Window, callbackFramebufferSize);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "failed to initialize glad" << std::endl;
return -1;
}
CShader ShaderProgram("Shader/Vertex/VertexSource9.glsl", "Shader/Fragment/FragmentSource5.glsl");
//位置 紋理座標
float Vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
//創建應用紋理
unsigned int Texture1, Texture2;
glGenTextures(1, &Texture1);
glBindTexture(GL_TEXTURE_2D, Texture1);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
int Width, Height, NrChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char *Data = stbi_load("container.jpg", &Width, &Height, &NrChannels, 0);
if (Data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, Data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "failed to load texture" << std::endl;
}
stbi_image_free(Data);
//第二張紋理
glGenTextures(1, &Texture2);
glBindTexture(GL_TEXTURE_2D, Texture2);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
stbi_set_flip_vertically_on_load(true);
Data = stbi_load("awesomeface.png", &Width, &Height, &NrChannels, 0);
if (Data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "failed to load texture" << std::endl;
}
stbi_image_free(Data);
ShaderProgram.useProgram();
ShaderProgram.setInt("texture1", 0);
ShaderProgram.setInt("texture2", 1);
glEnable(GL_DEPTH_TEST);
glm::vec3 CubePosition[] =
{
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
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)
};
while (!glfwWindowShouldClose(Window))
{
processInput(Window);
ShaderProgram.useProgram();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, Texture2);
ShaderProgram.setFloat("MixValue", MixValue);
glm::mat4 View = glm::mat4(1.0f);
float Radius = 10.0f;
float CameX = sin(glfwGetTime())*Radius;
float cameZ = cos(glfwGetTime())*Radius;
View = glm::lookAt(CameraPos, CameraPos + CameraFront, CameraUp);
//View = glm::lookAt(glm::vec3(CameX, 0.0f, cameZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 Projection = glm::mat4(1.0f);
Projection = glm::perspective(glm::radians(45.0f), (float)WIDTH / (float)HEIGHT, 0.1f, 100.0f);
ShaderProgram.setMat4("View", View);
ShaderProgram.setMat4("Projection", Projection);
glBindVertexArray(VAO);
for (unsigned int i = 0; i < 10; i++)
{
glm::mat4 Model = glm::mat4(1.0f);
Model = glm::translate(Model, CubePosition[i]);
float Angle = 20.0f*i;
Model = glm::rotate(Model, glm::radians(Angle), glm::vec3(1.0f, 0.3f, 0.5f));
ShaderProgram.setMat4("Model", Model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glfwSwapBuffers(Window);
glfwPollEvents();
}
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
glfwTerminate();
return 0;
}
//頂點着色器
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 Model;
uniform mat4 View;
uniform mat4 Projection;
void main()
{
gl_Position = Projection * View * Model * vec4(aPos, 1.0f);
TexCoord = aTexCoord;
}
//片段着色器
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float MixValue;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), MixValue);
}
2.2結果
三、添加縮放、旋轉到攝像機上
3.1代碼
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include "CShader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
const unsigned int WIDTH = 800;
const unsigned int HEIGHT = 600;
float MixValue = 0.2f;
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);
float DeltaTime = 0.0f;
float LastFrame = 0.0f;
float LastX = 400;
float LastY = 300;
float Yaw = -90.0f;
float Pitch = 0.0f;
bool FirstMouse = true;
float Fov = 45.0f;
void callbackFramebufferSize(GLFWwindow *vWindow, int vWidth, int vHeight)
{
glViewport(0, 0, vWidth, vHeight);
}
void processInput(GLFWwindow *vWindow)
{
if (glfwGetKey(vWindow, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(vWindow, true);
}
if (glfwGetKey(vWindow, GLFW_KEY_UP) == GLFW_PRESS)
{
MixValue = MixValue + 0.0001f;
if (MixValue >= 1.0f)
MixValue = 1.0f;
}
if (glfwGetKey(vWindow, GLFW_KEY_DOWN) == GLFW_PRESS)
{
MixValue = MixValue - 0.0001f;
if (MixValue <= 0.0f)
MixValue = 0.0f;
}
float CurrentFrame = glfwGetTime();
DeltaTime = CurrentFrame - LastFrame;
LastFrame = CurrentFrame;
float CameraSpeed = 2.5f*DeltaTime;
if (glfwGetKey(vWindow, GLFW_KEY_W) == GLFW_PRESS)
CameraPos += CameraSpeed * CameraFront;
if (glfwGetKey(vWindow, GLFW_KEY_S) == GLFW_PRESS)
CameraPos -= CameraSpeed * CameraFront;
if (glfwGetKey(vWindow, GLFW_KEY_A) == GLFW_PRESS)
CameraPos -= glm::normalize(glm::cross(CameraFront, CameraUp))*CameraSpeed;
if (glfwGetKey(vWindow, GLFW_KEY_D) == GLFW_PRESS)
CameraPos += glm::normalize(glm::cross(CameraFront, CameraUp))*CameraSpeed;
}
void callbackMouse(GLFWwindow* vWindow, double xPos, double yPos)
{
if (FirstMouse)
{
LastX = xPos;
LastY = yPos;
FirstMouse = false;
}
float XOffset = xPos - LastX;
float YOffset = LastY - yPos;
LastX = xPos;
LastY = yPos;
float Sensitivity = 0.05f;
XOffset *= Sensitivity;
YOffset *= Sensitivity;
Yaw += XOffset;
Pitch += YOffset;
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 callbackScroll(GLFWwindow *vWindow, 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;
}
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)
{
std::cout << "failed to create glfw window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(Window);
glfwSetFramebufferSizeCallback(Window, callbackFramebufferSize);
glfwSetCursorPosCallback(Window, callbackMouse);
glfwSetScrollCallback(Window, callbackScroll);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "failed to initialize glad" << std::endl;
return -1;
}
CShader ShaderProgram("Shader/Vertex/VertexSource9.glsl", "Shader/Fragment/FragmentSource5.glsl");
//位置 紋理座標
float Vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
//創建應用紋理
unsigned int Texture1, Texture2;
glGenTextures(1, &Texture1);
glBindTexture(GL_TEXTURE_2D, Texture1);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
int Width, Height, NrChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char *Data = stbi_load("container.jpg", &Width, &Height, &NrChannels, 0);
if (Data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, Data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "failed to load texture" << std::endl;
}
stbi_image_free(Data);
//第二張紋理
glGenTextures(1, &Texture2);
glBindTexture(GL_TEXTURE_2D, Texture2);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
stbi_set_flip_vertically_on_load(true);
Data = stbi_load("awesomeface.png", &Width, &Height, &NrChannels, 0);
if (Data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "failed to load texture" << std::endl;
}
stbi_image_free(Data);
ShaderProgram.useProgram();
ShaderProgram.setInt("texture1", 0);
ShaderProgram.setInt("texture2", 1);
glEnable(GL_DEPTH_TEST);
glm::vec3 CubePosition[] =
{
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
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)
};
glfwSetInputMode(Window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
while (!glfwWindowShouldClose(Window))
{
processInput(Window);
ShaderProgram.useProgram();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, Texture2);
ShaderProgram.setFloat("MixValue", MixValue);
glm::mat4 View = glm::mat4(1.0f);
float Radius = 10.0f;
float CameX = sin(glfwGetTime())*Radius;
float cameZ = cos(glfwGetTime())*Radius;
View = glm::lookAt(CameraPos, CameraPos + CameraFront, CameraUp);
//View = glm::lookAt(glm::vec3(CameX, 0.0f, cameZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 Projection = glm::mat4(1.0f);
//Projection = glm::perspective(glm::radians(45.0f), (float)WIDTH / (float)HEIGHT, 0.1f, 100.0f);
Projection = glm::perspective(glm::radians(Fov), (float)WIDTH / (float)HEIGHT, 0.1f, 100.0f);
ShaderProgram.setMat4("View", View);
ShaderProgram.setMat4("Projection", Projection);
glBindVertexArray(VAO);
for (unsigned int i = 0; i < 10; i++)
{
glm::mat4 Model = glm::mat4(1.0f);
Model = glm::translate(Model, CubePosition[i]);
float Angle = 20.0f*i;
Model = glm::rotate(Model, glm::radians(Angle), glm::vec3(1.0f, 0.3f, 0.5f));
ShaderProgram.setMat4("Model", Model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glfwSwapBuffers(Window);
glfwPollEvents();
}
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
glfwTerminate();
return 0;
}
3.2結果
鼠標滑動控制旋轉角度,鍵盤WASD控制方向,鼠標滑動控制縮小和放大