学习opengl可编程管线的基础知识的网站:learnOpengl
主要讲一下如何使用可编程管线实现鼠标交互的线段绘制。
首先声明两种回调函数以及将其设置给对应的函数:
MouseButtonCallback在鼠标按下时才会调用,CursorPosCallback则在每一帧都会附给width和height鼠标的实时坐标。
然后再看一下这两个函数的具体内容:
firstClick如果为true,代表线段的起点已经确定,再次点击会确定终点,并将firstClick设为false。
glfwGetCursorPos会将鼠标的实时位置附给两个参数tempX和tempY,该坐标为屏幕坐标,因此需要进行坐标转换,将其转换为窗口坐标。
当线段起点确定后,可以通过该函数在每一帧都以当前鼠标坐标为终点绘制出线段。
然后再看具体的绘制语句:
绑定对应的VAO,然后在glDrawArrays中选择GL_LINE_STRIP参数,注意不要使用GL_LINE,GL_LINE是用于固定管线的绘制。
#include <glad/glad.h> #include <glfw3.h> #include <iostream> #include <shader_m.h> void mouse_callback(GLFWwindow* window, double xpos, double ypos); void scroll_callback(GLFWwindow* window, double xoffset, double yoffset); void mouse_button_callback(GLFWwindow* window, int button, int action, int mods); void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow *window); bool firstClick = true; double startPointX,startPointY,endPointX,endPointY; const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; const char *vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\0"; const char *fragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\n\0"; unsigned int VBO, VAO; 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(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetMouseButtonCallback(window, mouse_button_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); while (!glfwWindowShouldClose(window)) { processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); glBindVertexArray(VAO); glDrawArrays(GL_LINE_STRIP, 0, 2); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; } void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } void mouse_callback(GLFWwindow* window, double xpos, double ypos) { if (!firstClick) { double startVertices[] = { startPointX, startPointY, 0.0, (-1) + (xpos / SCR_WIDTH)*2,(-1) * ((-1) + (ypos / SCR_HEIGHT)*2),0.0 }; glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(startVertices), startVertices, GL_STATIC_DRAW); glBindVertexArray(VAO); glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 3 * sizeof(double), (void*)0); glEnableVertexAttribArray(0); //解绑 glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } } void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) { } void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) { if (action == GLFW_PRESS) switch (button) { case GLFW_MOUSE_BUTTON_LEFT: if (firstClick) { glfwGetCursorPos(window, &startPointX, &startPointY); startPointX = (-1) + (startPointX / SCR_WIDTH)*2; startPointY = (-1)*((-1) + (startPointY / SCR_HEIGHT) * 2); firstClick = false; } else if (!firstClick) { double tempX = 0, tempY = 0; glfwGetCursorPos(window, &tempX, &tempY); //坐标转换 tempX = (-1) + (tempX / SCR_WIDTH)*2; tempY = (-1)*((-1) + (tempY / SCR_HEIGHT) * 2); double startVertices[] = { startPointX, startPointY, 0.0, tempX, tempY, 0.0 }; std::cout << startPointY <<" "<<startPointX<<" "<<tempX<<" "<<tempY<< std::endl; glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(startVertices), startVertices, GL_STATIC_DRAW); glBindVertexArray(VAO); glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 3 * sizeof(double), (void*)0); glEnableVertexAttribArray(0); //解绑 glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); firstClick = true; } break; } } void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }