三维茶壶
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HeaderFiles
geometry3.h
/**** Basic setup for defining and drawing objects ****/// Moved to a header for the second and subsequent OpenGL programs#ifndef __INCLUDEGEOMETRY#define __INCLUDEGOEMETRYconst int numobjects = 2 ; // ** NEW ** number of objects for buffer const int numperobj = 3 ;const int ncolors = 4 ; GLuint buffers[numperobj*numobjects+ncolors+1] ; // ** NEW ** List of buffers for geometric data GLuint objects[numobjects] ; // ** NEW ** For each objectGLenum PrimType[numobjects] ;GLsizei NumElems[numobjects] ; // ** NEW ** Floor Geometry is specified with a vertex array// ** NEW ** Same for other Geometry // The Buffer Offset Macro is from Red Book, page 103, 106#define BUFFER_OFFSET(bytes) ((GLubyte *) NULL + (bytes))#define NumberOf(array) (sizeof(array)/sizeof(array[0])) enum {Vertices, Colors, Elements} ; // For arrays for object enum {FLOOR, CUBE} ; // For objects, for the floorconst GLfloat floorverts[4][3] = { {0.5, 0.5, 0.0}, {-0.5, 0.5, 0.0}, {-0.5, -0.5, 0.0}, {0.5, -0.5, 0.0}} ; const GLfloat floorcol[4][3] = { {1.0, 1.0, 1.0}, {1.0, 1.0, 1.0}, {1.0, 1.0, 1.0}, {1.0, 1.0, 1.0}} ; const GLubyte floorinds[1][4] = { {0, 1, 2, 3} } ; const GLfloat floortex[4][2] = { {1.0, 1.0}, {0.0, 1.0}, {0.0, 0.0}, {1.0, 0.0}} ;// CUBES FOR ADDING TO THE SCENEconst GLfloat wd = 0.1 ; const GLfloat ht = 0.5 ; const GLfloat _cubecol[4][3] = { {1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}, {1.0, 1.0, 0.0} } ; const GLfloat cubeverts[8][3] = { {-wd, -wd, 0.0}, {-wd, wd, 0.0}, {wd, wd, 0.0}, {wd, -wd, 0.0}, {-wd, -wd, ht}, {wd, -wd, ht}, {wd, wd, ht}, {-wd, wd, ht} } ; GLfloat cubecol[8][3] ;const GLubyte cubeinds[6][4] = { {0, 1, 2, 3}, // BOTTOM {4, 5, 6, 7}, // TOP {0, 4, 7, 1}, // LEFT {0, 3, 5, 4}, // FRONT {3, 2, 6, 5}, // RIGHT {1, 7, 6, 2} // BACK} ; void initobject(GLuint object, GLfloat * vert, GLint sizevert, GLfloat * col, GLint sizecol, GLubyte * inds, GLint sizeind, GLenum type) ;void initobjectnocol(GLuint object, GLfloat * vert, GLint sizevert, GLubyte * inds, GLint sizeind, GLenum type) ;void drawobject(GLuint object) ; void initcolorscube (void) ;void drawcolor(GLuint object, GLuint color) ;void inittexture (const char * filename, GLuint program) ;void drawtexture(GLuint object, GLuint texture) ;// This function takes in a vertex, color, index and type array // And does the initialization for an object. // The partner function below it draws the object void initobject(GLuint object, GLfloat * vert, GLint sizevert, GLfloat * col, GLint sizecol, GLubyte * inds, GLint sizeind, GLenum type) { int offset = object * numperobj ; glBindBuffer(GL_ARRAY_BUFFER, buffers[Vertices+offset]) ; glBufferData(GL_ARRAY_BUFFER, sizevert, vert,GL_STATIC_DRAW); glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glEnableClientState(GL_VERTEX_ARRAY) ; glBindBuffer(GL_ARRAY_BUFFER, buffers[Colors+offset]) ; glBufferData(GL_ARRAY_BUFFER, sizecol, col,GL_STATIC_DRAW); glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glEnableClientState(GL_COLOR_ARRAY) ; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[Elements+offset]) ; glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeind, inds,GL_STATIC_DRAW); PrimType[object] = type ; NumElems[object] = sizeind ; }// Very basic code to read a ppm file// And then set up buffers for texture coordinatesvoid inittexture (const char * filename, GLuint program) { int i,j,k ; FILE * fp ; GLint err ; assert(fp = fopen(filename,"rb")) ; fscanf(fp,"%*s %*d %*d %*d%*c") ; for (i = 0 ; i < 256 ; i++) for (j = 0 ; j < 256 ; j++) for (k = 0 ; k < 3 ; k++) fscanf(fp,"%c",&(woodtexture[i][j][k])) ; fclose(fp) ; // Set up Texture Coordinates glGenTextures(1, texNames) ; glBindBuffer(GL_ARRAY_BUFFER, buffers[numobjects*numperobj+ncolors]) ; glBufferData(GL_ARRAY_BUFFER, sizeof (floortex), floortex,GL_STATIC_DRAW); glActiveTexture(GL_TEXTURE0) ; glEnable(GL_TEXTURE_2D) ; glTexCoordPointer(2,GL_FLOAT,0,BUFFER_OFFSET(0)) ; glEnableClientState(GL_TEXTURE_COORD_ARRAY) ; glBindTexture (GL_TEXTURE_2D, texNames[0]) ; glTexImage2D(GL_TEXTURE_2D,0,GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, woodtexture) ; glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) ; glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) ; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) ; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) ; // Define a sampler. See page 709 in red book, 7th ed. GLint texsampler ; texsampler = glGetUniformLocation(program, "tex") ; glUniform1i(texsampler,0) ; // Could also be GL_TEXTURE0 istex = glGetUniformLocation(program,"istex") ; }// Simple function to set the color separately. Takes out colorsvoid initobjectnocol(GLuint object, GLfloat * vert, GLint sizevert, GLubyte * inds, GLint sizeind, GLenum type) { int offset = object * numperobj ; glBindBuffer(GL_ARRAY_BUFFER, buffers[Vertices+offset]) ; glBufferData(GL_ARRAY_BUFFER, sizevert, vert,GL_STATIC_DRAW); glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glEnableClientState(GL_VERTEX_ARRAY) ; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[Elements+offset]) ; glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeind, inds,GL_STATIC_DRAW); PrimType[object] = type ; NumElems[object] = sizeind ; }// Simple function to init a bunch of color buffers for the cube void initcolorscube (void) { int base = numobjects * numperobj ; for (int i = 0 ; i < ncolors ; i++) { for (int j = 0 ; j < 8 ; j++) for (int k = 0 ; k < 3 ; k++) cubecol[j][k] = _cubecol[i][k] ; glBindBuffer(GL_ARRAY_BUFFER, buffers[base+i]) ; glBufferData(GL_ARRAY_BUFFER, sizeof(cubecol), cubecol ,GL_STATIC_DRAW); glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glEnableClientState(GL_COLOR_ARRAY) ; } }// And a function to draw with them, similar to drawobject but with colorvoid drawcolor(GLuint object, GLuint color) { int offset = object * numperobj ; int base = numobjects * numperobj ; glBindBuffer(GL_ARRAY_BUFFER, buffers[Vertices+offset]) ; glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glEnableClientState(GL_VERTEX_ARRAY) ; glBindBuffer(GL_ARRAY_BUFFER, buffers[base+color]) ; // Set color correctly glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glEnableClientState(GL_COLOR_ARRAY) ; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[Elements+offset]) ; glDrawElements(PrimType[object], NumElems[object], GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)) ; }// And a function to draw with textures, similar to drawobjectvoid drawtexture(GLuint object, GLuint texture) { int offset = object * numperobj ; int base = numobjects * numperobj + ncolors ; glBindBuffer(GL_ARRAY_BUFFER, buffers[Vertices+offset]) ; glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glEnableClientState(GL_VERTEX_ARRAY) ; // Even with texturing, so we can blend if needed. glBindBuffer(GL_ARRAY_BUFFER, buffers[Colors+offset]) ; glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glEnableClientState(GL_COLOR_ARRAY) ; glActiveTexture(GL_TEXTURE0) ; glEnable(GL_TEXTURE_2D) ; glBindTexture(GL_TEXTURE_2D, texture) ; glEnableClientState(GL_TEXTURE_COORD_ARRAY) ; glBindBuffer(GL_ARRAY_BUFFER, buffers[base]) ; // Set texcoords glTexCoordPointer(2, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[Elements+offset]) ; glDrawElements(PrimType[object], NumElems[object], GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)) ; }void drawobject(GLuint object) { int offset = object * numperobj ; glBindBuffer(GL_ARRAY_BUFFER, buffers[Vertices+offset]) ; glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glEnableClientState(GL_VERTEX_ARRAY) ; glBindBuffer(GL_ARRAY_BUFFER, buffers[Colors+offset]) ; glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glEnableClientState(GL_COLOR_ARRAY) ; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[Elements+offset]) ; glDrawElements(PrimType[object], NumElems[object], GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)) ; }#endif
shaders.h
#include <iostream>#include <string>#ifndef __INCLUDESHADERS #define __INCLUDESHADERS std::string textFileRead (const char * filename) ;void programerrors (const GLint program) ;void shadererrors (const GLint shader) ;GLuint initshaders (GLenum type, const char * filename) ;GLuint initprogram (GLuint vertexshader, GLuint fragmentshader) ;#endif
SourceFiles
shaders.cpp
#include <iostream>#include <fstream>#include <cstring>#include <string>#include <gl/glew.h>#include <GL/glut.h>using namespace std ; // This is a basic program to initiate a shader// The textFileRead function reads in a filename into a string// programerrors and shadererrors output compilation errors// initshaders initiates a vertex or fragment shader// initprogram initiates a program with vertex and fragment shadersstring textFileRead (const char * filename) { string str, ret = "" ; ifstream in ; in.open(filename) ; if (in.is_open()) { getline (in, str) ; while (in) { ret += str + "\n" ; getline (in, str) ; } // cout << "Shader below\n" << ret << "\n" ; return ret ; } else { cerr << "Unable to Open File " << filename << "\n" ; throw 2 ; }}void programerrors (const GLint program) { GLint length ; GLchar * log ; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length) ; log = new GLchar[length+1] ; glGetProgramInfoLog(program, length, &length, log) ; cout << "Compile Error, Log Below\n" << log << "\n" ; delete [] log ; }void shadererrors (const GLint shader) { GLint length ; GLchar * log ; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length) ; log = new GLchar[length+1] ; glGetShaderInfoLog(shader, length, &length, log) ; cout << "Compile Error, Log Below\n" << log << "\n" ; delete [] log ; }GLuint initshaders (GLenum type, const char *filename) { // Using GLSL shaders, OpenGL book, page 679 GLuint shader = glCreateShader(type) ; GLint compiled ; string str = textFileRead (filename) ; GLchar * cstr = new GLchar[str.size()+1] ; const GLchar * cstr2 = cstr ; // Weirdness to get a const char strcpy(cstr,str.c_str()) ; glShaderSource (shader, 1, &cstr2, NULL) ; glCompileShader (shader) ; glGetShaderiv (shader, GL_COMPILE_STATUS, &compiled) ; if (!compiled) { shadererrors (shader) ; throw 3 ; } return shader ; }GLuint initprogram (GLuint vertexshader, GLuint fragmentshader) { GLuint program = glCreateProgram() ; GLint linked ; glAttachShader(program, vertexshader) ; glAttachShader(program, fragmentshader) ; glLinkProgram(program) ; glGetProgramiv(program, GL_LINK_STATUS, &linked) ; if (linked) glUseProgram(program) ; else { programerrors(program) ; throw 4 ; } return program ; }
mytest3.cpp
/***************************************************************************//* This is a simple demo program written for CS 184 by Ravi Ramamoorthi *//* This program corresponds to the final OpenGL lecture on shading. *//* *//* This program draws some simple geometry, a plane with four pillars *//* textures the ground plane, and adds in a teapot that moves *//* Lighting effects are also included with fragment shaders *//* The keyboard function should be clear about the keystrokes *//* The mouse can be used to zoom into and out of the scene *//***************************************************************************/#include <stdio.h>#include <assert.h>#include <stdlib.h>#include <gl/glew.h>#include <GL/glut.h>#include <FreeImage.h>#include <iomanip>int mouseoldx, mouseoldy ; // For mouse motionint windowWidth = 500, windowHeight = 500; //Width/Height of OpenGL windowGLdouble eyeloc = 2.0 ; // Where to look from; initially 0 -2, 2GLfloat teapotloc = -0.5 ; // ** NEW ** where the teapot is locatedGLfloat rotamount = 0.0; // ** NEW ** amount to rotate teapot byGLint animate = 0 ; // ** NEW ** whether to animate or notGLuint vertexshader, fragmentshader, shaderprogram ; // shadersGLubyte woodtexture[256][256][3] ; // ** NEW ** texture (from grsites.com)GLuint texNames[1] ; // ** NEW ** texture bufferGLuint istex ; // ** NEW ** blend parameter for texturingGLuint islight ; // ** NEW ** for lightingGLint texturing = 1 ; // ** NEW ** to turn on/off texturingGLint lighting = 1 ; // ** NEW ** to turn on/off lighting/* Variables to set uniform params for lighting fragment shader */GLuint light0dirn ; GLuint light0color ; GLuint light1posn ; GLuint light1color ; GLuint ambient ; GLuint diffuse ; GLuint specular ; GLuint shininess ; const int DEMO = 5 ; // ** NEW ** To turn on and off features#include "shaders.h"#include "geometry3.h"/* New helper transformation function to transform vector by modelview */ void transformvec (const GLfloat input[4], GLfloat output[4]) { GLfloat modelview[16] ; // in column major order glGetFloatv(GL_MODELVIEW_MATRIX, modelview) ; for (int i = 0 ; i < 4 ; i++) { output[i] = 0 ; for (int j = 0 ; j < 4 ; j++) output[i] += modelview[4*j+i] * input[j] ; }}void display(void){ // clear all pixels glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ; // draw white polygon (square) of unit length centered at the origin // Note that vertices must generally go counterclockwise // Change from the first program, in that I just made it white. // The old OpenGL code of using glBegin... glEnd no longer appears. // The new version uses vertex buffer objects from init. // Does the order of drawing matter? What happens if I draw the ground // after the pillars? I will show this in class //DEBUG glUniform1i(islight,false) ; // Turn off lighting (except on teapot, later) glUniform1i(istex,texturing) ; drawtexture(FLOOR,texNames[0]) ; // Texturing floor // drawobject(FLOOR) ; glUniform1i(istex,0) ; // Other items aren't textured // Now draw several cubes with different transforms, colors // I continue to use the deprecated push-pop and matrix mode // Since it is convenient (or you have to write your own stack). glMatrixMode(GL_MODELVIEW) ; // 1st pillar glPushMatrix() ; glTranslatef(-0.4,-0.4,0.0) ; drawcolor(CUBE, 0) ; glPopMatrix() ; // 2nd pillar glPushMatrix() ; glTranslatef(0.4,-0.4,0.0) ; drawcolor(CUBE, 1) ; glPopMatrix() ; // 3rd pillar glPushMatrix() ; glTranslatef(0.4,0.4,0.0) ; drawcolor(CUBE, 2) ; glPopMatrix() ; // 4th pillar glPushMatrix() ; glTranslatef(-0.4,0.4,0.0) ; drawcolor(CUBE, 3) ; glPopMatrix() ; // Draw the glut teapot // This is using deprecated old-style OpenGL certainly /* New for Demo 3; add lighting effects */ const GLfloat one[] = {1, 1, 1, 1}; const GLfloat medium[] = {0.5, 0.5, 0.5, 1}; const GLfloat small[] = {0.2, 0.2, 0.2, 1}; const GLfloat high[] = {100} ; const GLfloat zero[] = {0.0, 0.0, 0.0, 1.0} ; const GLfloat light_specular[] = {1, 0.5, 0, 1}; const GLfloat light_specular1[] = {0, 0.5, 1, 1}; const GLfloat light_direction[] = {0.5, 0, 0, 0}; // Dir light 0 in w const GLfloat light_position1[] = {0, -0.5, 0, 1}; GLfloat light0[4], light1[4] ; // Set Light and Material properties for the teapot // Lights are transformed by current modelview matrix. // The shader can't do this globally. // So we need to do so manually. transformvec(light_direction, light0) ; transformvec(light_position1, light1) ; glUniform3fv(light0dirn, 1, light0) ; glUniform4fv(light0color, 1, light_specular) ; glUniform4fv(light1posn, 1, light1) ; glUniform4fv(light1color, 1, light_specular1) ; // glUniform4fv(light1color, 1, zero) ; glUniform4fv(ambient,1,small) ; glUniform4fv(diffuse,1,medium) ; glUniform4fv(specular,1,one) ; glUniform1fv(shininess,1,high) ; // Enable and Disable everything around the teapot // Generally, we would also need to define normals etc. // But glut already does this for us if (DEMO > 4) glUniform1i(islight,lighting) ; // turn on lighting only for teapot. // ** NEW ** Put a teapot in the middle that animates glColor3f(0.0,1.0,1.0) ; // Deprecated command to set the color glPushMatrix() ; // I now transform by the teapot translation for animation glTranslatef(teapotloc, 0.0, 0.0) ; // The following two transforms set up and center the teapot // Remember that transforms right-multiply the stack glTranslatef(0.0,0.0,0.1) ; glRotatef(rotamount, 0.0, 0.0, 1.0); glRotatef(90.0,1.0,0.0,0.0) ; glutSolidTeapot(0.15) ; glUniform1i(islight,0) ; // turn off lighting glPopMatrix() ; // Does order of drawing matter? // What happens if I draw the ground after the pillars? // I will show this in class. // drawobject(FLOOR) ; // don't wait! // start processing buffered OpenGL routines glutSwapBuffers() ; glFlush ();}// ** NEW ** in this assignment, is an animation of a teapot // Hitting p will pause this animation; see keyboard callbackvoid animation(void) { teapotloc = teapotloc + 0.0025 ; rotamount = rotamount + 0.25; if (teapotloc > 0.5) teapotloc = -0.5 ; if (rotamount > 360.0) rotamount = 0.0; glutPostRedisplay() ; }void moveTeapot() { rotamount = 45.0; teapotloc = -0.05;}// Defines a Mouse callback to zoom in and out // This is done by modifying gluLookAt // The actual motion is in mousedrag // mouse simply sets state for mousedrag void mouse(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON) { if (state == GLUT_UP) { // Do Nothing ; } else if (state == GLUT_DOWN) { mouseoldx = x ; mouseoldy = y ; // so we can move wrt x , y } } else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) { // Reset gluLookAt eyeloc = 2.0 ; glMatrixMode(GL_MODELVIEW) ; glLoadIdentity() ; gluLookAt(0,-eyeloc,eyeloc,0,0,0,0,1,1) ; glutPostRedisplay() ; }}void mousedrag(int x, int y) { int yloc = y - mouseoldy ; // We will use the y coord to zoom in/out eyeloc += 0.005*yloc ; // Where do we look from if (eyeloc < 0) eyeloc = 0.0 ; mouseoldy = y ; /* Set the eye location */ glMatrixMode(GL_MODELVIEW) ; glLoadIdentity() ; gluLookAt(0,-eyeloc,eyeloc,0,0,0,0,1,1) ; glutPostRedisplay() ;}void printHelp() { std::cout << "\nAvailable commands:\n" << "press 'h' to print this message again.\n" << "press Esc to quit.\n" << "press 'o' to save a screenshot to \"./screenshot.png\".\n" << "press 'i' to move teapot into position for HW0 screenshot.\n" << "press 'p' to start/stop teapot animation.\n" << "press 't' to turn texturing on/off.\n" << "press 's' to turn shading on/off.\n";}void saveScreenshot() { int pix = windowWidth * windowHeight; BYTE *pixels = new BYTE[3*pix]; glReadBuffer(GL_FRONT); glReadPixels(0,0,windowWidth,windowHeight,GL_BGR,GL_UNSIGNED_BYTE,pixels); FIBITMAP *img = FreeImage_ConvertFromRawBits(pixels, windowWidth, windowHeight, windowWidth * 3, 24, 0xFF0000, 0x00FF00, 0x0000FF, false); std::cout << "Saving screenshot: screenshot.png\n"; FreeImage_Save(FIF_PNG, img, "screenshot.png", 0); delete pixels;}// Defines what to do when various keys are pressed void keyboard (unsigned char key, int x, int y) { switch (key) { case 'h': printHelp(); break; case 'o': saveScreenshot(); break; case 'i': moveTeapot(); eyeloc = 2.0f; texturing = 1; lighting = 1; animate = 0; glutIdleFunc(NULL); glutPostRedisplay(); break; case 27: // Escape to quit exit(0) ; break ; case 'p': // ** NEW ** to pause/restart animation animate = !animate ; if (animate) glutIdleFunc(animation) ; else glutIdleFunc(NULL) ; break ; case 't': // ** NEW ** to turn on/off texturing ; texturing = !texturing ; glutPostRedisplay() ; break ; case 's': // ** NEW ** to turn on/off shading (always smooth) ; lighting = !lighting ; glutPostRedisplay() ; break ; default: break ; }}/* Reshapes the window appropriately */void reshape(int w, int h){ windowWidth = w; windowHeight = h; glViewport (0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Think about the rationale for this choice for gluPerspective // What would happen if you changed near and far planes? gluPerspective(30.0, (GLdouble)w/(GLdouble)h, 1.0, 10.0) ;}void checkOpenGLVersion() { const char *version_p = (const char *)glGetString(GL_VERSION); float version = 0.0f; if(version_p != NULL) version = atof(version_p); if(version < 2.1f) { std::cout << std::endl << "*****************************************" << std::endl; if(version_p != NULL) { std::cout << "WARNING: Your OpenGL version is not supported." << std::endl; std::cout << "We detected version " << std::fixed << std::setprecision(1) << version; std::cout << ", but at least version 2.1 is required." << std::endl << std::endl; } else { std::cout << "WARNING: Your OpenGL version could not be detected." << std::endl << std::endl; } std::cout << "Please update your graphics drivers BEFORE posting on the forum. If this" << std::endl << "doesn't work, ensure your GPU supports OpenGL 2.1 or greater." << std::endl; std::cout << "If you receive a 0xC0000005: Access Violation error, this is likely the reason." << std::endl; std::cout << std::endl; std::cout << "Additional OpenGL Info:" << std::endl; std::cout << "(Please include with support requests)" << std::endl; std::cout << "GL_VERSION: "; std::cout << glGetString(GL_VERSION) << std::endl; std::cout << "GL_VENDOR: "; std::cout << glGetString(GL_VENDOR) << std::endl; std::cout << "GL_RENDERER: "; std::cout << glGetString(GL_RENDERER) << std::endl; std::cout << std::endl << "*****************************************" << std::endl; std::cout << std::endl << "Select terminal and press <ENTER> to continue." << std::endl; std::cin.get(); std::cout << "Select OpenGL window to use commands below." << std::endl; }}void init (void) { //Warn students about OpenGL version before 0xC0000005 error checkOpenGLVersion(); printHelp(); /* select clearing color */ glClearColor (0.0, 0.0, 0.0, 0.0); /* initialize viewing values */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Think about this. Why is the up vector not normalized? glMatrixMode(GL_MODELVIEW) ; glLoadIdentity() ; gluLookAt(0,-eyeloc,eyeloc,0,0,0,0,1,1) ; // Initialize the shaders // vertexshader = initshaders(GL_VERTEX_SHADER, "shaders/tex.vert") ; // fragmentshader = initshaders(GL_FRAGMENT_SHADER, "shaders/tex.frag") ; vertexshader = initshaders(GL_VERTEX_SHADER, "shaders/light.vert.glsl") ; fragmentshader = initshaders(GL_FRAGMENT_SHADER, "shaders/light.frag.glsl") ; GLuint program = glCreateProgram() ; shaderprogram = initprogram(vertexshader, fragmentshader) ; GLint linked; glGetProgramiv(shaderprogram, GL_LINK_STATUS, &linked) ; // * NEW * Set up the shader parameter mappings properly for lighting. islight = glGetUniformLocation(shaderprogram,"islight") ; light0dirn = glGetUniformLocation(shaderprogram,"light0dirn") ; light0color = glGetUniformLocation(shaderprogram,"light0color") ; light1posn = glGetUniformLocation(shaderprogram,"light1posn") ; light1color = glGetUniformLocation(shaderprogram,"light1color") ; ambient = glGetUniformLocation(shaderprogram,"ambient") ; diffuse = glGetUniformLocation(shaderprogram,"diffuse") ; specular = glGetUniformLocation(shaderprogram,"specular") ; shininess = glGetUniformLocation(shaderprogram,"shininess") ; // Set up the Geometry for the scene. // From OpenGL book pages 103-109 glGenBuffers(numperobj*numobjects+ncolors+1, buffers) ; // 1 for texcoords initcolorscube() ; // Initialize texture // inittexture("wood.ppm", fragmentprogram) ; inittexture("wood.ppm", shaderprogram) ; // Initialize objects initobject(FLOOR, (GLfloat *) floorverts, sizeof(floorverts), (GLfloat *) floorcol, sizeof (floorcol), (GLubyte *) floorinds, sizeof (floorinds), GL_POLYGON) ; // initobject(CUBE, (GLfloat *) cubeverts, sizeof(cubeverts), (GLfloat *) cubecol, sizeof (cubecol), (GLubyte *) cubeinds, sizeof (cubeinds), GL_QUADS) ; initobjectnocol(CUBE, (GLfloat *) cubeverts, sizeof(cubeverts), (GLubyte *) cubeinds, sizeof (cubeinds), GL_QUADS) ; // Enable the depth test glEnable(GL_DEPTH_TEST) ; glDepthFunc (GL_LESS) ; // The default option}int main(int argc, char** argv){ FreeImage_Initialise(); glutInit(&argc, argv); // Requests the type of buffers (Single, RGB). // Think about what buffers you would need... // Request the depth if needed, later swith to double buffer glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize (windowWidth, windowHeight); //glutInitWindowPosition (100, 100); glutCreateWindow ("Simple Demo with Shaders"); GLenum err = glewInit() ; if (GLEW_OK != err) { std::cerr << "Error: " << glewGetString(err) << std::endl; } init(); // Always initialize first // Now, we define callbacks and functions for various tasks. glutDisplayFunc(display); glutReshapeFunc(reshape) ; glutKeyboardFunc(keyboard); glutMouseFunc(mouse) ; glutMotionFunc(mousedrag) ; glutMainLoop(); // Start the main code FreeImage_DeInitialise(); return 0; /* ANSI C requires main to return int. */}
note
1.这次任务的代码框架包括GLM库。
2.程序中有一个贴有纹理的地面,上面有4个支柱和带有移动光照的茶壶。
3.注意在这个程序中,shader文件夹包含的是glsl着色器。这些文件是在OpenGL程序运行时加载和编译的,因此它们必须存在,但未必是Makefile或项目的一部分。
4.可以使用鼠标进行放大。mytest3.cpp中的keyboard函数,来了解可以按的键。p键可以开始或停止茶壶的动画。
5.一旦你的程序运行成功,按i键可以将茶壶移动。接下来,按o键将截图输出到程序的目录中。
反思:可以将茶壶上的红色光照改成黄色(黄色是通过红色和绿色混合而成,也就是颜色向量中的前两个元素:第三个元素代表蓝色)。对应的RGBA值为(1,1,0,1)。相关的颜色和代码在mytest3.cpp中的display函数中,在注释“add lighting effects”的地方。注意,红色光照原来是有点橙色的,它的RGBA值是(1,0.5,0,1)。将光照的颜色从红色改成黄色后,重新编译,运行,然后像之前一样先按i键再按o键来输出截图。
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