有人可以为我解释我如何在OpenGl中渲染多个对象?
我认为我几乎是最终结果,但是目前我被困在这里,我不知道下一步需要做什么。真的需要一些帮助!
目前这就是我所拥有的:
-
drawsphere():根据long和lats数量绘制一个紫外球
int numberOfverices = 0;
for(int i = 0; i <= lats; i++) { double lat0 = M_PI * (-0.5 + (double) (i - 1) / lats); double z0 = sin(lat0); double zr0 = cos(lat0); double lat1 = M_PI * (-0.5 + (double) i / lats); double z1 = sin(lat1); double zr1 = cos(lat1); for(int j = 0; j <= longs; j++) { double lng = 2 * M_PI * (double) (j - 1) / longs; double x = cos(lng); double y = sin(lng); glNormal3f(x * zr0, y * zr0, z0); vertices.push_back(x * zr0); vertices.push_back(y * zr0); vertices.push_back(z0); indices.push_back(numberOfVerices); numberOfVerices++; vertices.push_back(x * zr1); vertices.push_back(y * zr1); vertices.push_back(z1); indices.push_back(numberOfVerices); numberOfVerices++; } indices.push_back(GL_PRIMITIVE_RESTART_FIXED_INDEX); }
-
setupGeometry():此方法用于绑定顶点和纹理坐标。
drawsphere(300,300);
glGenBuffers(1, &vboVertex);
glBindBuffer(GL_ARRAY_BUFFER, vboVertex);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), &vertices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glGenBuffers(1, &vboTexture);
glBindBuffer(GL_ARRAY_BUFFER, vboTexture);
glBufferData(GL_ARRAY_BUFFER, texture.size() * sizeof(GLfloat), &texture[0], GL_STATIC_DRAW);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glGenBuffers(1, &vboIndex);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndex);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
numsToDraw = indices.size();
nums = indices.size();
- setupShader():创建着色器和编译着色器
char text [1000]; int长度;
vertexSource = filetobuf("space/sphere.vert");
fragmentSource = filetobuf("space/sphere.frag");
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexShader, 1, (const GLchar**) &vertexSource, 0);
glShaderSource(fragmentShader, 1, (const GLchar**) &fragmentSource, 0);
fprintf(stderr, "Compiling vertex shader....n");
glCompileShader(vertexShader);
fprintf(stderr, "Compiling fragment shader....n");
glCompileShader(fragmentShader);
fprintf(stderr, "Done....n");
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindAttribLocation(shaderProgram, 0, "in_Position");
glBindAttribLocation(shaderProgram, 1, "Texture_Coord");
printf("Linking program ... n");
glLinkProgram(shaderProgram);
glGetProgramInfoLog(shaderProgram, 1000, &length, text);
if(length > 0){
fprintf(stderr, "Validate Shader Programn%sn", text );
}
glUseProgram(shaderProgram);
- setePlextexture(char * fileName):加载图像,生成2个纹理阵列,一个到gl_texture0,另一个到gl_texture1
Gluint纹理[2]; glgentextures(2,纹理);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture[0]);
data = stbi_load(fileName, &w, &h, &n, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glUniform1i(glGetUniformLocation(shaderProgram, "texture_Sun"), 0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
stbi_image_free(data);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture[1]);
data = stbi_load(fileName1, &w, &h, &n, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glUniform1i(glGetUniformLocation(shaderProgram, "texture_Earth"), 1);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
stbi_image_free(data);
- 渲染(int i):渲染2个对象,是球体。
glclearcolor(0.0,0.0,0.0,1.0);/*使我们的背景黑色 */ glclear(gl_color_buffer_bit | gl_depth_buffer_bit);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(GL_PRIMITIVE_RESTART_FIXED_INDEX);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndex);
glPushMatrix();
glLoadIdentity();
glm::mat4 Projection = glm::perspective(50.0f, 5.0f / 3.0f, 1.0f, 100.0f);
glm::mat4 View = glm::lookAt(
glm::vec3(0, 5, 2),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0)
);
/* Animations */
GLfloat angle = (GLfloat) (i);
View = glm::translate(View, glm::vec3(2.0f, 0.0f, 0.0f));
View = glm::rotate(View, angle * 0.5f, glm::vec3(0.0f, 0.0f, 1.0f));
/* ******* */
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "mvpMatrix"), 1, GL_FALSE, glm::value_ptr(MVP));
glDrawElements(GL_QUAD_STRIP, numsToDraw, GL_UNSIGNED_INT, NULL);
glPopMatrix();
glPushMatrix();
glLoadIdentity();
glm::mat4 Projection1 = glm::perspective(50.0f, 5.0f / 3.0f, 1.0f, 100.0f);
glm::mat4 View1 = glm::lookAt(
glm::vec3(0, 5, 2),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0)
);
/* Animations */
GLfloat angle1 = (GLfloat) (i);
View1 = glm::translate(View1, glm::vec3(-2.0f, 0.0f, 0.0f));
View1 = glm::rotate(View1, angle1 * -0.5f, glm::vec3(0.0f, 0.0f, 1.0f));
/* ******* */
glm::mat4 Model1 = glm::mat4(1.0f);
MVP = Projection1 * View1 * Model1;
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "mvpMatrix"), 1, GL_FALSE, glm::value_ptr(MVP));
glDrawElements(GL_QUAD_STRIP, nums, GL_UNSIGNED_INT, NULL);
glPopMatrix();
vertexshader:
#version 330 core
precision highp float;
attribute vec3 in_Position;
attribute vec3 in_Position1;
varying vec4 Texture_Coord;
uniform mat4 mvpMatrix;
void main(void){
gl_Position = mvpMatrix * vec4(in_Position, 1.0);
Texture_Coord = vec4(in_Position, 1.0);
}
fragmentshader:
#version 330 core
precision highp float;
varying vec4 Texture_Coord;
uniform sampler2D texture_Sun;
uniform sampler2D texture_Earth;
out vec4 FragColor;
void main(void){
vec2 longLat = vec2((atan(Texture_Coord.y, Texture_Coord.x)/3.1415926 + 1) * 0.5, (asin(Texture_Coord.z) / 3.1415926 + 0.5));
FragColor = texture2D(texture_Sun, longLat);
FragColor = texture2D(texture_Earth, longLat);
}
主要代码:
SetupGeomtry();
SetupShader();
SetupTexture("images/Earth.jpg", "images/sun.jpg");
/*
* Main loop
*/
int i = 0;
while(!glfwWindowShouldClose(window)){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Render(i+=1);
glfwSwapBuffers(window);
glfwPollEvents();
Sleep(10);
}
通常您会加载纹理(即缓冲它们到GPU):
GLuint texture[2];
glGenTextures(2, texture);
glBindTexture(GL_TEXTURE_2D, texture[0]);
data = stbi_load(fileName, &w, &h, &n, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
stbi_image_free(data);
glBindTexture(GL_TEXTURE_2D, texture[1]);
data = stbi_load(fileName1, &w, &h, &n, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
stbi_image_free(data);
然后在绘制每个对象之前绑定上述对象的相关纹理:
// already selected the shader programme for both Sun and Earth
GLint textureLocation = glGetUniformLocation(shaderProgram, "texture_CelestialBody");
// optionally remember more locations for multi texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glUniform1i(textureLocation, 0);
// optionally bind more textures for multi texture shader...
// draw Sun now
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glUniform1i(textureLocation, 0);
// optionally bind more textures for multi texture shader...
// draw Earth now
然后 texture_CelestialBody
识别太阳和地球的纹理 - 即片段着色器不会区分两者。