继续学习OpenGL,实现了在窗口内画出了N个物体,并放置在某个3维坐标,同时添加了camera,可以自由移动camera(camera为一个FPS的camera,只能在XZ平面移动,如果想要抛开这个限制,只需在camera.h中,把position.y = 0去掉)。
还有一个问题,没有解决: 如果加载的图片是一个 342 * 256 的图片,运行的时候图片会出现倾斜,变成灰色的情况?为何?
下面是个部分的代码:
main.cpp
#include
// GLEW
#define GLEW_STATIC
#include
// GLFW
#include
// Other Libs
#include
#include
// Other includes
#include "Shader.h"
#include "Camera.h"
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void do_movement();
//Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
bool keys[1024];
GLfloat lastX = WIDTH / 2, lastY = HEIGHT / 2;
bool firstMouse = true;
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
// Holds uniform value of texture mix
GLfloat mixValue = 0.2f;
int main()
{
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint(GLFW_SAMPLES, 4);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
//Options
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
// Initialize GLEW to setup the OpenGL Function pointers
glewExperimental = GL_TRUE;
glewInit();
// Define the viewport dimensions
glViewport(0, 0, WIDTH, HEIGHT);
//setup some openGL options
glEnable(GL_DEPTH_TEST);
// Build and compile our shader program
Shader ourShader("default.vs", "default.frag");
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat 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
};
GLuint indices[] = { // Note that we start from 0!
0, 1, 3, // First Triangle
1, 2, 3 // Second Triangle
};
// World space positions of our cubes
glm::vec3 cubePositions[] = {
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)
};
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
//glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
//glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// Color attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// TexCoord attribute
//glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
//glEnableVertexAttribArray(2);
glBindVertexArray(0); // Unbind VAO
// Load and create a texture
GLuint texture1;
GLuint texture2;
// ====================
// Texture 1
// ====================
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1); // All upcoming GL_TEXTURE_2D operations now have effect on our texture object
// Set our texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture wrapping to GL_REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Set texture filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load, create texture and generate mipmaps
int width, height;
unsigned char* image = SOIL_load_image("container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture.
// ===================
// Texture 2
// ===================
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
// Set our texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Set texture filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load, create texture and generate mipmaps
image = SOIL_load_image("wuhan.jpg", &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0);
// Game loop
while (!glfwWindowShouldClose(window))
{
//Set frame time
GLfloat currentFrame = (GLfloat)glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
do_movement();
// Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Activate shader
ourShader.Use();
// Bind Textures using texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);
//Create camera transformation
glm::mat4 view;
view = camera.GetViewMatrix();
glm::mat4 projection;
projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 1000.0f);
//Get the uniform locations
GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
GLint viewLoc = glGetUniformLocation(ourShader.Program, "view");
GLint projectionLoc = glGetUniformLocation(ourShader.Program, "projection");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
// Draw container
glBindVertexArray(VAO);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
for (GLuint i = 0; i < 10; i++)
{
glm::mat4 model;
model = glm::translate(model, cubePositions[i]);
GLfloat angle = 20.f * i;
if (i % 3 == 0)
{
angle = (GLfloat)glfwGetTime() * 50.0f;
}
model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
// Set current value of uniform mix
glUniform1f(glGetUniformLocation(ourShader.Program, "mixValue"), mixValue);
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
cout << key << endl;
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (action == GLFW_PRESS)
keys[key] = true;
else if (action == GLFW_RELEASE)
keys[key] = false;
// Change value of uniform with arrow keys (sets amount of textre mix)
if (key == GLFW_KEY_UP && action == GLFW_PRESS)
{
mixValue += 0.1f;
if (mixValue >= 1.0f)
mixValue = 1.0f;
}
if (key == GLFW_KEY_DOWN && action == GLFW_PRESS)
{
mixValue -= 0.1f;
if (mixValue <= 0.0f)
mixValue = 0.0f;
}
}
void do_movement()
{
if (keys[GLFW_KEY_W])
camera.ProcessKeyboard(FORWARD, deltaTime);
if (keys[GLFW_KEY_S])
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (keys[GLFW_KEY_A])
camera.ProcessKeyboard(LEFT, deltaTime);
if (keys[GLFW_KEY_D])
camera.ProcessKeyboard(RIGHT, deltaTime);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos; // Reversed since y-coordinates go from bottom to left
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
#pragma once
#ifndef SHADER_H
#define SHADER_H
#include
#include
#include
#include
#include
#include
using namespace std;
class Shader
{
public:
GLuint Program;
Shader(const GLchar *vertexPath, const GLchar *fragmentPath)
{
string vertexCode, fragmentCode;
ifstream vShaderFile, fShaderFile;
vShaderFile.exceptions(ifstream::badbit);
fShaderFile.exceptions(ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << endl;
}
const GLchar *vShaderCode = vertexCode.c_str();
const GLchar *fShaderCode = fragmentCode.c_str();
GLint success;
GLchar infoLog[512];
GLuint vertexShader, fragmentShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vShaderCode, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, &infoLog[1]);
cout << "ERROR_CREATE_SHADER\n" << infoLog << endl;
}
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fShaderCode, NULL);
glCompileShader(fragmentShader);
Program = glCreateProgram();
glAttachShader(Program, vertexShader);
glAttachShader(Program, fragmentShader);
glLinkProgram(Program);
glGetProgramiv(Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(Program, 512, NULL, infoLog);
cout << "ERROR_CREATE_PROGRAM\n" << infoLog << endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void Use()
{
glUseProgram(this->Program);
}
};
#endif // !SHADER_H
#include
#include
#include
#include
using namespace::std;
// Defines several possible options for camera movement. Used as abstraction to
// stay away from window-system specific input methods
enum Camera_Movement {
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
//Default camera valuds
const GLfloat YAW = -90.0f;
const GLfloat PITCH = 0.0f;
const GLfloat SPEED = 3.0f;
const GLfloat SENSITIVTY = 0.15f;
const GLfloat ZOOM = 45.0f;
//An abstract camera class that processes input and calculates the corresponding
//Eular Angles, Vectors and Matrices for use in OPENGL
class Camera
{
public:
//Camera Attributes
glm::vec3 Position;
glm::vec3 Front;
glm::vec3 Up;
glm::vec3 Right;
glm::vec3 WorldUp;
//Eular Angles
GLfloat Yaw;
GLfloat Pitch;
//Camera options
GLfloat MovementSpeed;
GLfloat MouseSensitivity;
GLfloat Zoom;
//Constructor with vectors
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), GLfloat yaw = YAW, GLfloat pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
{
this->Position = position;
this->WorldUp = up;
this->Yaw = yaw;
this->Pitch = pitch;
this->updateCameraVectors();
}
//Constructor with Scalar values
Camera(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
{
this->Position = glm::vec3(posX, posY, posZ);
this->WorldUp = glm::vec3(upX, upY, upZ);
this->Yaw = yaw;
this->Pitch = pitch;
this->updateCameraVectors();
}
//Return the view matrix calculate using Eular Angles and the LookAt Matrix
glm::mat4 GetViewMatrix()
{
return glm::lookAt(this->Position, this->Position + this->Front, this->Up);
}
//Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM
void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime)
{
GLfloat velocity = this->MovementSpeed * deltaTime;
if (direction == FORWARD)
this->Position += this->Front * velocity;
if (direction == BACKWARD)
this->Position -= this->Front * velocity;
if (direction == LEFT)
this->Position -= this->Right * velocity;
if (direction == RIGHT)
this->Position += this->Right * velocity;
//real FPS camera, staying on XZ plane
this->Position.y = 0.0f;
}
//Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
void ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true)
{
xoffset *= this->MouseSensitivity;
yoffset *= this->MouseSensitivity;
this->Yaw += xoffset;
this->Pitch += yoffset;
//Make sure that wen pitch is out of bounds, screen doesn't get flipped
if (constrainPitch)
{
if (this->Pitch > 89.0f)
this->Pitch = 89.0f;
if (this->Pitch < -89.0f)
this->Pitch = -89.0f;
}
//Update Front, Right and Up Vectros using the updated Eular angles
this->updateCameraVectors();
}
//Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
void ProcessMouseScroll(GLfloat fov)
{
if (this->Zoom > 1.0f && this->Zoom <= 45.0f)
this->Zoom -= fov;
if (this->Zoom <= 1.0f)
this->Zoom = 1.0f;
if (this->Zoom >= 45.0f)
this->Zoom = 45.0f;
}
private:
// Calculates the front vector from the Camera's (updated) Eular Angles
void updateCameraVectors()
{
//Calculate the new Front vector
glm::vec3 front;
front.x = cos(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
front.y = sin(glm::radians(this->Pitch));
front.z = sin(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
this->Front = glm::normalize(front);
//Also re-calculate the Right and Up vector
this->Right = glm::normalize(glm::cross(this->Front, this->WorldUp));
this->Up = glm::normalize(glm::cross(this->Right, this->Front));
}
};
default.vs:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
}
#version 330 core
in vec2 TexCoord;
out vec4 color;
uniform sampler2D ourTexture1;
uniform sampler2D ourTexture2;
uniform float mixValue;
void main()
{
color = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), mixValue);
}
今天去公司询问了师傅~纹理变化的原因很有可能确实和分辨率有关系,因为测试的所有数据确实符合一个规律:分辨率的width
1.若能被4整除,则显示正常;
2.结果为0.75, 则倾斜
3.结果为0.5,则倾斜 且 变灰色
具体原因还为弄清楚
342 * 256(1.335) 倾斜,变色
高拉长
150 * 256(0.585) 倾斜,变色
300 * 256(1.171) 正常
342 * 257 倾斜,变色 343 * 256(1.339) 倾斜
342 * 342 倾斜,变色 344 * 256(1.343) 倾斜
342 * 684(0.5) 倾斜,变色 345 * 256(1.347) 倾斜,变色
370 * 256(1.445) 倾斜,变色
高缩短
342 * 255(1.341) 倾斜,变色 385 * 256 倾斜,变色
342 * 125(2.736) 倾斜,变色 390 * 256(1.523) 倾斜,变色 400 * 263(1.523)正常
343 * 125(2.744) 倾斜 391 * 256(1.527) 倾斜
341 * 125(2.728) 倾斜,变色(出现横条) 395 * 256(1.542) 倾斜
330 * 125 倾斜,变色(出现横条) 398 * 256(1.554) 倾斜,变色
325 * 125(2.816) 倾斜,变色(出现横条) 399 * 256(1.558) 倾斜
323 * 125(2.584) 倾斜 400 * 256(1.562) 正常
322 * 125(2.576) 倾斜,变色(出现横条) 600 * 256(2.343) 正常
321 * 125(2.568) 倾斜,变色(出现横条) 800 * 256(3.125) 正常
320 * 125(2.560) 正常
300 * 125(2.400) 正常