opengl绘制立方体


#include "stdio.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <soil/SOIL.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <iostream>
#include "wrapperShader.h"

#define DESIGN_WIDTH  800
#define DESIGN_HEIGHT 600

int main()
{
	glfwInit();
	
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

	GLFWwindow *window = glfwCreateWindow(DESIGN_WIDTH, DESIGN_HEIGHT, "opengl study", nullptr, nullptr);
	if (!window){
		std::cout << "create window failed" << std::endl;
	}
	glfwMakeContextCurrent(window);

	glewExperimental = GL_TRUE;
	GLint err=glewInit();
	if (err!=GLEW_OK)
	{
		auto str = glewGetErrorString(err);
		std::cout << "failed to init glew" << str << std::endl;
		glfwTerminate();
		return 0;
	}
	
	int width,height;
	glfwGetFramebufferSize(window, &width, &height);
	glViewport(0, 0, width, height);

	auto m_shader = wrapperShader::createWithFilePath("triangle.vsh", "triangle.fsh");
	int arr_group_nun = 5;
	GLfloat arr[] = {
		-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
	};


	GLuint vao, vbo;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	glGenBuffers(1, &vbo);
	glBindBuffer(GL_ARRAY_BUFFER,vbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(arr), arr, GL_STATIC_DRAW);

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, arr_group_nun* sizeof(GLfloat), (GLvoid *)0);
	glEnableVertexAttribArray(0);
	//glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, arr_group_nun * sizeof(GLfloat), (GLvoid *)(3*sizeof(GLfloat)));
	//glEnableVertexAttribArray(1);
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, arr_group_nun * sizeof(GLfloat), (GLvoid *)(3 * sizeof(GLfloat)));
	glEnableVertexAttribArray(2);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);

	///
	int w, h;
	unsigned char * img = SOIL_load_image("container.jpg", &w, &h, 0, SOIL_LOAD_RGB);
	GLuint tex;
	glGenTextures(1, &tex);
	glBindTexture(GL_TEXTURE_2D, tex);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
	glGenerateMipmap(GL_TEXTURE_2D);

	SOIL_free_image_data(img);
	glBindTexture(GL_TEXTURE_2D, 0);
	//-----------
	//启用深度测试
	glEnable(GL_DEPTH_TEST);
	while (!glfwWindowShouldClose(window))
	{
		glfwPollEvents();

		glClearColor(0.f, 0.5f, 0.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		m_shader.useShaderProgram();

		unsigned int transformLoc = glGetUniformLocation(m_shader.getId(), "view");
		glm::mat4 view;
		// 注意,我们将矩阵向我们要进行移动场景的反方向移动。
		view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(view));

		glm::mat4 projection;
		projection = glm::perspective(glm::radians(45.0f),(float)(width*1.0 / height), 0.1f, 100.0f);
		transformLoc = glGetUniformLocation(m_shader.getId(), "projection");
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(projection));

		glm::mat4 model;
		model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
		transformLoc = glGetUniformLocation(m_shader.getId(), "model");
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(model));

		glBindVertexArray(vao);
		glBindTexture(GL_TEXTURE_2D,tex);
		glDrawArrays(GL_TRIANGLES, 0, 36);
		glBindVertexArray(0);

		glfwSwapBuffers(window);
	}
	
	glfwTerminate();
	return 0;
}

效果图:

 

使用的lib库:https://pan.baidu.com/s/1zhxRGifL5v6nRMGYCXqSwQ

使用的图片资源:https://pan.baidu.com/s/1N9out7Vr-AR169xdFRgluQ

使用的wrapperShader:https://pan.baidu.com/s/1WzRZt4EB7jKL49ohDYJcpQ

使用的shader资源:https://pan.baidu.com/s/1x3__HMQ9dZdUVuVeyMJMfQ

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转载自blog.csdn.net/auccy/article/details/82392921
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