根据教程:ogldev一步步从零开始,记录学习历程
一、索引绘制
我们之前使用glDrawArrays()函数绘制了一个三角形,属于顺序绘制,即从指定的偏移量依次扫描顶点缓冲区所有图元的每一个顶点。
正如下图,我们绘制一个三角形只需要指定三个顶点即可,但是如果绘制两个三角形组成的一个平行四边形就需要六个顶点,而且会有两个顶点相重叠:
可以看到顶点V2和V3在顶点缓冲区会出现两次,如果我们的图形更复杂一些呢?顶点重复的现象会更多
如果我们引入一个索引缓冲例如下图:
顶点缓冲区内只放四个顶点,而我们用六个索引就可以表示出按照V1V2V3V4V2V3顺序绘制图形
二、代码解释
2.1 opengl_math.h:
#ifndef __OPENGL_MATH_H
#define __OPENGL_MATH_H
#include <math.h>
#include <string.h>
#define PI (3.14159265358979323846)
#define PI_DIV_180 (0.017453292519943296)
#define INV_PI_DIV_180 (57.2957795130823229)
#define DegToRad(x) ((x)*PI_DIV_180)
#define RadToDeg(x) ((x)*INV_PI_DIV_180)
//向量
typedef float Vector3f[3];
//向量赋值
inline void LoadVector3(Vector3f v, const float x, const float y, const float z)
{
v[0] = x; v[1] = y; v[2] = z;
}
//缩放向量
inline void ScaleVector3(Vector3f v, const float scale)
{
v[0] *= scale; v[1] *= scale; v[2] *= scale;
}
// 4 * 4 矩阵:
// 0 4 8 12
// 1 5 9 13
// 2 6 10 14
// 3 7 11 15
typedef float Matrix44f[16];
//4*4单位矩阵
inline void LoadIdentity44(Matrix44f m)
{
m[0] = 1.0f; m[4] = 0.0f; m[8] = 0.0f; m[12] = 0.0f;
m[1] = 0.0f; m[5] = 1.0f; m[9] = 0.0f; m[13] = 0.0f;
m[2] = 0.0f; m[6] = 0.0f; m[10] = 1.0f; m[14] = 0.0f;
m[3] = 0.0f; m[7] = 0.0f; m[11] = 0.0f; m[15] = 1.0f;
}
//4*4矩阵相乘
inline void MatrixMultiply44(Matrix44f product, const Matrix44f a, const Matrix44f b)
{
unsigned int j, k;
for (unsigned int i = 0; i < 16; i++) {
j = i % 4;
k = i / 4 * 4;
product[i] = a[j] * b[k] + a[j + 4] * b[k + 1] + a[j + 8] * b[k + 2] + a[j + 12] * b[k + 3];
}
}
//缩放变换
inline void ScaleMatrix44(Matrix44f m, float xScale, float yScale, float zScale)
{
LoadIdentity44(m); m[0] = xScale; m[5] = yScale; m[10] = zScale;
}
//旋转变换
inline void RotationMatrix44(Matrix44f m, float angle, float x, float y, float z)
{
LoadIdentity44(m);
if (z == 1)//绕z轴
{
m[0] = cosf(angle); m[4] = -sinf(angle);
m[1] = sinf(angle); m[5] = cosf(angle);
}
else if (y == 1)//绕y轴
{
m[0] = cosf(angle); m[8] = -sinf(angle);
m[2] = sinf(angle); m[10] = cosf(angle);
}
else if (x == 1)//绕x轴
{
m[5] = cosf(angle); m[9] = -sinf(angle);
m[6] = sinf(angle); m[10] = cosf(angle);
}
}
inline void RotationMatrix44(Matrix44f m, float RotateX, float RotateY, float RotateZ)
{
Matrix44f rx, ry, rz, temp;
const float x = DegToRad(RotateX);
const float y = DegToRad(RotateY);
const float z = DegToRad(RotateZ);
RotationMatrix44(rx, x, 1, 0, 0);
RotationMatrix44(ry, y, 0, 1, 0);
RotationMatrix44(rz, z, 0, 0, 1);
MatrixMultiply44(temp, rz, ry);
MatrixMultiply44(m,temp, rx);
}
//平移变换
inline void TranslationMatrix44(Matrix44f m, float x, float y, float z)
{
LoadIdentity44(m); m[12] = x; m[13] = y; m[14] = z;
}
#endif
3d数学头文件没有进行改变,因为本节主要是增加了索引绘制,不涉及数学上的多余操作
2.2 main.c
#include <stdio.h>
#include <string>
#include <fstream>
#include <math.h>
#include <gl/glew.h>
#include <gl/freeglut.h>
#include <assert.h>
#include "opengl_math.h"
using namespace std;
GLuint VBO;
GLuint gWorldLocation;
GLuint IBO;
const char* pVSFileName = "shader.vs";
const char* pFSFileName = "shader.fs";
bool ReadFile(const char* pFileName, string &outFile)
{
ifstream f(pFileName);
bool ret = FALSE;
if (f.is_open()) {
string line;
while (getline(f, line)) {
outFile.append(line);
outFile.append("\n");
}
f.close();
ret = TRUE;
}
else {
fprintf(stderr, "%s:%d: unable to opem file '%s'\n", __FILE__, __LINE__, pFileName);
system("pause");
}
return ret;
}
static void Render()
{
glClear(GL_COLOR_BUFFER_BIT);
static float Scale = 0.0f;
Scale += 0.001f;
Matrix44f World;
RotationMatrix44(World, Scale, 0, 1, 0);
glUniformMatrix4fv(gWorldLocation, 1, GL_FALSE, &World[0]);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
//绘制前绑定索引缓冲
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
//索引绘制图形
glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glutSwapBuffers();
}
static void InitializeGlutCallbacks()
{
glutDisplayFunc(Render);
glutIdleFunc(Render);
}
static void CreateVertexBuffer()
{
Vector3f Vertices[4];
LoadVector3(Vertices[0], -1.0f, -1.0f, 0.0f);
LoadVector3(Vertices[1], 0.0f, -1.0f, 1.0f);
LoadVector3(Vertices[2], 1.0f, -1.0f, 0.0f);
LoadVector3(Vertices[3], 0.0f, 1.0f, 0.0f);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
}
static void CreateIndexBuffer()
{
GLuint Indices[] = { 0,3,1,
1,3,2,
2,3,0,
0,1,2};
glGenBuffers(1, &IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW);
}
static void AdderShader(GLuint ShaderProgram, const char* ShaderText, GLenum ShaderType)
{
GLuint ShaderObj = glCreateShader(ShaderType);
if (!ShaderObj) {
fprintf(stderr, "Error creating shader type %d\n", ShaderType);
exit(1);
}
const GLchar* p[1];
p[0] = ShaderText;
GLint Lengths[1];
Lengths[0] = strlen(ShaderText);
glShaderSource(ShaderObj, 1, p, Lengths);
glCompileShader(ShaderObj);
GLint success;
glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success);
if (!success) {
GLchar InfoLog[1024];
glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog);
fprintf(stderr, "Error compiling shader type %d: '%s'\n", ShaderType, InfoLog);
system("pause");
exit(1);
}
glAttachShader(ShaderProgram, ShaderObj);
}
static void CompilerShader()
{
GLuint ShaderProgram = glCreateProgram();
if (ShaderProgram == 0) {
fprintf(stderr, "Error creating shader program\n");
exit(1);
}
string vs, fs;
if (!ReadFile(pVSFileName,vs)) {
exit(1);
}
if (!ReadFile(pFSFileName,fs)) {
exit(1);
}
AdderShader(ShaderProgram,vs.c_str(),GL_VERTEX_SHADER);
AdderShader(ShaderProgram,fs.c_str(), GL_FRAGMENT_SHADER);
GLint Success = 0;
GLchar ErrorLog[1024] = { 0 };
glLinkProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success);
if (!Success) {
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Error linking shader program: '%s'\n", ErrorLog);
system("pause");
exit(1);
}
glValidateProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success);
if (!Success) {
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Invalid shader program: '%s'\n", ErrorLog);
system("pause");
exit(1);
}
glUseProgram(ShaderProgram);
gWorldLocation = glGetUniformLocation(ShaderProgram, "gWorld");
assert(gWorldLocation != 0xFFFFFFFF);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(10, 10);
glutInitWindowSize(1024, 768);
glutCreateWindow("Index");
InitializeGlutCallbacks();
GLenum res = glewInit();
if (res != GLEW_OK) {
fprintf(stderr, "Error:'%s'\n", glewGetErrorString(res));
system("pause");
return 1;
}
printf("GL version: %s \n", glGetString(GL_VERSION));
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
CreateVertexBuffer();
CreateIndexBuffer();
CompilerShader();
glutMainLoop();
return 0;
}
这里增加了索引绘制的相关代码
2.2.1 创建顶点缓冲区
Vector3f Vertices[4];
LoadVector3(Vertices[0], -1.0f, -1.0f, 0.0f);
LoadVector3(Vertices[1], 0.0f, -1.0f, 1.0f);
LoadVector3(Vertices[2], 1.0f, -1.0f, 0.0f);
LoadVector3(Vertices[3], 0.0f, 1.0f, 0.0f);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
这里在顶点缓冲区里添加了四个顶点数据,想要绘制一个三棱锥,如果看不懂这里的代码请移步教程:
OpenGL学习之路2—-画一个点
2.2.2 创建索引缓冲器
GLuint Indices[] = { 0,3,1,
1,3,2,
2,3,0,
0,1,2};
glGenBuffers(1, &IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW);
- 先是定义一个索引数组,存放与顶点缓冲区中相匹配的位置索引
- IBO是GLuint类型的全局变量,作为索引缓冲区对象的引用句柄
GLuint IBO;
- 跟创建顶点缓冲器一样,创建索引缓冲器先调用glGenBuffers()返回未使用的缓存对象的名称,再调用glBindBuffer()激活对象,最后使用glBufferData()函数把索引的信息绑定在IBO对象上
- 唯一不同的是再调用glBindBuffer()函数和glBufferData()函数的缓存对象类型是GL_ELEMENT_ARRAY_BUFFER
2.2.3 使用索引绘制图形
渲染函数Render()中,不再用glDrawArrays()来绘制图形,而是用glDrawElements()用索引绘制图形
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0);
- 使用索引缓冲之前需要用glBindBuffer()来绑定索引缓冲,每次使用缓冲时都要先进行绑定这点在之前的学习中已经提到过了
void glDrawElements (GLenum mode, GLsizei count ,
GLenum type,const GLvoid *indices );
- 使用count个元素来定义一系列几何图元,这里一共是12个索引共绘制12个顶点所以是12
- indices定义了元素数组缓存中的偏移地址,这里索引数组是顺序存储没有偏移值所以为0
mode必须是图元类型的标识符:比如GL_TRIANGLES、GL_LINE_LOOP、GL_LINES、GL_POINTS,这里绘制三角形所以是GL_TRIANGLES
type必须是GL_UNSIGNED_BYTE,
GL_UNSIGNED_SHORT或者GL_UNSIGNED_INT当中一个,索引数组数据类型为GLuint所以是GL_UNSIGNED_INT
2.3 着色器
shader.vs:
#version 330
layout (location = 0) in vec3 Position;
uniform mat4 gWorld;
out vec4 Color;
void main()
{
gl_Position = gWorld * vec4(Position,1.0);
Color = vec4(clamp(Position,0.0,1.0),1.0);
}
shader.fs:
#version 330
in vec4 Color;
out vec4 FragColor;
void main()
{
FragColor = Color;
}
都没有变化,因为这节只是添加索引绘制相关代码,着色器代码跟上一节相同
三、运行结果
可以看到颜色渐变的三棱锥,围绕着y轴进行旋转,这里的三棱锥看起来怪怪的,因为我们还只是看到一个二维平面,之后教程会引入透视投影更好的展现3D世界。
如果不理解为何颜色渐变或者旋转请移步教程: