南邮图形学第一次课堂测试 - 3D魔方转动

it2023-02-03  54

南邮图形学第一次课堂测试 - 3D魔方转动


效果图:

右侧(键盘方向→键)旋转:

右侧(键盘方向↑键)旋转: 基本思路:

3 × 3 的 魔 方 , 实 现 上 、 下 层 , 左 、 右 层 转 动 , 那 么 最 方 便 的 想 法 应 该 是 创 建 27 个 小 的 立 方 体 对 象 。 3×3的魔方,实现上、下层,左、右层转动,那么最方便的想法应该是创建27个小的立方体对象。 3×3便27

接 着 通 过 数 组 索 引 , 模 拟 给 这 27 个 立 方 体 的 顶 点 标 号 、 分 层 。 确 定 旋 转 轴 和 旋 转 的 小 立 方 体 编 号 即 可 。 接着通过数组索引,模拟给这27个立方体的顶点标号、分层。确定旋转轴和旋转的小立方体编号即可。 27


代码:

main.cpp

#define GLEW_STATIC #include <iostream> #include <glew.h> #include "Camera.h" #include <glfw3.h> #include "Shader.h" #include "SOIL2/SOIL2.h" #include "SOIL2/stb_image.h" #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> const GLint WIDTH = 800, HEIGHT = 600; //新建窗口 void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mode); void MouseCallback(GLFWwindow* window, double xPos, double yPos); void ScrollCallback(GLFWwindow* window, double xOffset, double yOffset); void DoMovement(); bool keys[1024]; //记录按键 GLfloat lastX = 0.0f, lastY = 0.0f; Camera camera(glm::vec3(0.0f, 0.0f, 2.0f)); GLfloat deltaTime = 0.0f; GLfloat lastTime = 0.0f; bool firstMouse = true; int l = 3; //魔方层级,0:顶层, 1:底层, 2:左侧, 3:右侧 int main() { glfwInit(); //OpenGL 版本 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); //窗口设置 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); //改为 GL_TRUE,改变窗口,纵横比会变 GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "B18090114", nullptr, nullptr); if (nullptr == window) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } // next two lines are for mac retina display int screenWidth, screenHeight; glfwGetFramebufferSize(window, &screenWidth, &screenHeight); //获取窗口大小 glfwMakeContextCurrent(window); //可以新建很多 window glfwSetKeyCallback(window, KeyCallback); //glfwSetCursorPosCallback(window, MouseCallback); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetScrollCallback(window, ScrollCallback); glewExperimental = GL_TRUE; if (GLEW_OK != glewInit()) { std::cout << "Failed to initialise GLEW" << std::endl; return -1; } //后片元处理 glEnable(GL_BLEND);//透明度 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //允许深度测试,深度测试方程, z坐标小的能覆盖之前的 glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glViewport(0, 0, screenWidth, screenHeight); //从(0,0)开始画点,直到 WIDTH 和 HEIGHT Shader shader1 = Shader("res/Shader/core.vs", "res/Shader/core.fs"); Shader shader[30]; for (int i = 1; i <= 27; i++) shader[i] = shader1; GLfloat positions[30][3] = { {-0.9,0.9,0.67}, //front 1-9 {-0.9,0.9,0.67}, {0.0,0.9,0.67}, {0.9,0.9,0.67}, {-0.9,0.0,0.67}, {0.0,0.0,0.67}, {0.9,0.0,0.67}, {-0.9,-0.9,0.67}, {0.0,-0.9,0.67}, {0.9,-0.9,0.67}, //back 10-18 {-0.9,0.9,-0.67}, {0.0,0.9,-0.67}, {0.9,0.9,-0.67}, {-0.9,0.0,-0.67}, {0.0,0.0,-0.67}, {0.9,0.0,-0.67}, {-0.9,-0.9,-0.67}, {0.0,-0.9,-0.67}, {0.9,-0.9,-0.67}, //mid 19-27 {-0.9,0.9,0.0}, {0.0,0.9,0.0}, {0.9,0.9,0.0}, {-0.9,0.0,0.0}, {0.0,0.0,0.0}, {0.9,0.0,0.0}, {-0.9,-0.9,0.0}, {0.0,-0.9,0.0}, {0.9,-0.9,0.0}, }; int level[10][10] = { {0,1,2,3,10,11,12,19,20,21}, //up {0,7,8,9,16,17,18,25,26,27}, //buttom {0,1,4,7,10,13,16,19,22,25}, //left {0,3,6,9,12,15,18,21,24,27} //right }; int vec[2][3] = { {0.0,1.0,0.0},{1.0,0.0,0.0} }; //now the verte information comes below GLfloat vertices[] = { //back //color //红色 -0.5f,-0.5f,-0.5f, 1.0f,0.0f,0.0f, 0.5f,-0.5f,-0.5f, 1.0f,0.0f,0.0f, 0.5f,0.5f,-0.5f, 1.0f,0.0f,0.0f, 0.5f,0.5f,-0.5f, 1.0f,0.0f,0.0f, -0.5,0.5f,-0.5f, 1.0f,0.0f,0.0f, -0.5,-0.5f,-0.5f, 1.0f,0.0f,0.0f, //front -0.5f,-0.5f,0.5f, 0.0f,1.0f,0.0f, 0.5f,-0.5f,0.5f, 0.0f,1.0f,0.0f, 0.5f,0.5f,0.5f, 0.0f,1.0f,0.0f, 0.5f,0.5f,0.5f, 0.0f,1.0f,0.0f, -0.5,0.5f,0.5f, 0.0f,1.0f,0.0f, -0.5,-0.5f,0.5f, 0.0f,1.0f,0.0f, //left -0.5f,0.5f,0.5f, 0.0f,0.0f,1.0f, -0.5f,0.5f,-0.5f, 0.0f,0.0f,1.0f, -0.5f,-0.5f,-0.5f, 0.0f,0.0f,1.0f, -0.5f,-0.5f,-0.5f, 0.0f,0.0f,1.0f, -0.5,-0.5f,0.5f, 0.0f,0.0f,1.0f, -0.5,0.5f,0.5f, 0.0f,0.0f,1.0f, //right 0.5f,0.5f,0.5f, 0.0f,1.0f,1.0f, 0.5f,0.5f,-0.5f, 0.0f,1.0f,1.0f, 0.5f,-0.5f,-0.5f, 0.0f,1.0f,1.0f, 0.5f,-0.5f,-0.5f, 0.0f,1.0f,1.0f, 0.5,-0.5f,0.5f, 0.0f,1.0f,1.0f, 0.5,0.5f,0.5f, 0.0f,1.0f,1.0f, //bottom -0.5f,-0.5f,-0.5f, 1.0f,0.0f,1.0f, 0.5f,-0.5f,-0.5f, 1.0f,0.0f,1.0f, 0.5f,-0.5f,0.5f, 1.0f,0.0f,1.0f, 0.5f,-0.5f,0.5f, 1.0f,0.0f,1.0f, -0.5f,-0.5f,0.5f, 1.0f,0.0f,1.0f, -0.5f,-0.5f,-0.5f, 1.0f,0.0f,1.0f, //up -0.5f,0.5f,-0.5f, 1.0f,1.0f,0.0f, 0.5f,0.5f,-0.5f, 1.0f,1.0f,0.0f, 0.5f,0.5f,0.5f, 1.0f,1.0f,0.0f, 0.5f,0.5f,0.5f, 1.0f,1.0f,0.0f, -0.5f,0.5f,0.5f, 1.0f,1.0f,0.0f, -0.5f,0.5f,-0.5f, 1.0f,1.0f,0.0f, }; //the date should be transfered to the memory on the Graphics Card,传到显存 GLuint VAO, VBO; //VAO:Vertex Array Object VBO:Vertex Buffer Object传数据 glGenVertexArrays(1, &VAO); //创建 VAO glGenBuffers(1, &VBO); glBindVertexArray(VAO); //设当前直线 glBindBuffer(GL_ARRAY_BUFFER, VBO); //VAO 和 VBO 成对出现 // transfer the data:传数据 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //静态访问,几乎不修改 // set the attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); GLuint VAO1, VBO1; glGenVertexArrays(1, &VAO1); glGenBuffers(1, &VBO1); glBindVertexArray(VAO1); glBindBuffer(GL_ARRAY_BUFFER, VBO1); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //通道选择(core.vs中的location) 取几个浮点型 隔几个浮点型取下一个参数 起始位置 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); //解绑定 glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); //画图 while (!glfwWindowShouldClose(window)) { GLfloat currentTime = glfwGetTime(); deltaTime = currentTime - lastTime; lastTime = currentTime; glViewport(0, 0, screenWidth, screenHeight); glfwPollEvents(); //把所有事件系统都取过来:键盘/鼠标等操作 DoMovement(); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //窗口背景颜色,RGB,最后一个是透明度 glEnable(GL_DEPTH_TEST); //深度测试 glDepthFunc(GL_LESS); //深度信息小于当期信息,就把进行测试 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //glm 从 0.9.9 版本起,默认会将矩阵类型初始化为一个零矩阵(所有元素均为 0) glm::mat4 view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(glm::radians(camera.GetZoom()), static_cast<GLfloat>(screenWidth) / static_cast<GLfloat>(screenHeight), 0.1f, 100.0f); glm::mat4 transform = glm::mat4(1.0f); GLuint transLoc = glGetUniformLocation(shader1.Program, "transform"); GLuint viewLoc = glGetUniformLocation(shader1.Program, "view"); GLuint proLoc = glGetUniformLocation(shader1.Program, "projection"); for (int i = 1; i <= 27; i++) { shader[i].Use(); transform = glm::mat4(1.0f); //if(i<=9) for(int j=1;j<=9;j++) if (i == level[l][j]) { int k = l / 2; transform = glm::rotate(transform, glm::radians(500.0f) * static_cast<GLfloat>(glfwGetTime()), glm::vec3(vec[k][0], vec[k][1], vec[k][2]));//旋转 break; } transform = glm::scale(transform, glm::vec3(0.1f, 0.1f, 0.1f));//缩放 transform = glm::translate(transform, glm::vec3(positions[i][0], positions[i][1], positions[i][2]));//平移 transLoc = glGetUniformLocation(shader[i].Program, "transform"); glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(transform)); viewLoc = glGetUniformLocation(shader[i].Program, "view"); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); proLoc = glGetUniformLocation(shader[i].Program, "projection"); glUniformMatrix4fv(proLoc, 1, GL_FALSE, glm::value_ptr(projection)); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 36); //n个点 glBindVertexArray(0); } glfwSwapBuffers(window); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; } void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mode) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GL_TRUE); if (key == GLFW_KEY_UP) l = 0; if (key == GLFW_KEY_DOWN) l = 1; if (key == GLFW_KEY_LEFT) l = 2; if (key == GLFW_KEY_RIGHT) l = 3; } void MouseCallback(GLFWwindow* window, double xPos, double yPos) { if (firstMouse) { lastX = xPos; lastY = yPos; firstMouse = false; } GLfloat xOffset = xPos - lastX; GLfloat yOffset = lastY - yPos; lastX = xPos; lastY = yPos; camera.ProcessMouseMovement(xOffset, yOffset); } void DoMovement() { if (keys[GLFW_KEY_W] || keys[GLFW_KEY_UP]) { camera.ProcessKeyboard(FOWARD, deltaTime); } if (keys[GLFW_KEY_S] || keys[GLFW_KEY_DOWN]) { camera.ProcessKeyboard(BACKWARD, deltaTime); } if (keys[GLFW_KEY_A] || keys[GLFW_KEY_LEFT]) { camera.ProcessKeyboard(LEFT, deltaTime); } if (keys[GLFW_KEY_D] || keys[GLFW_KEY_RIGHT]) { camera.ProcessKeyboard(RIGHT, deltaTime); } } void ScrollCallback(GLFWwindow* window, double xOffset, double yOffset) { camera.ProcessScroll(yOffset); }

shader.h

#pragma once #include<string> #include<fstream> //可以打开文件 #include<sstream> #include<iostream> #include<glew.h> class Shader { GLuint vertex, fragment; public: GLuint Program; Shader() {} ; Shader(const GLchar* vertexPath, const GLchar* fragmentPath) { std::string vertexCode; std::string fragmentCode; std::ifstream vShaderFile; std::ifstream fShaderFile; vShaderFile.exceptions(std::ifstream::badbit); fShaderFile.exceptions(std::ifstream::badbit); try { vShaderFile.open(vertexPath); fShaderFile.open(fragmentPath); std::stringstream vShaderStream, fShaderStream; vShaderStream << vShaderFile.rdbuf(); fShaderStream << fShaderFile.rdbuf(); //文件关闭顺序,先 v 再 f vShaderFile.close(); fShaderFile.close(); vertexCode = vShaderStream.str(); fragmentCode = fShaderStream.str(); } catch (std::ifstream::failure a) { std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl; } //类型转换 const GLchar* vShaderCode = vertexCode.c_str(); const GLchar* fShaderCode = fragmentCode.c_str(); //import and compile the shader vertex = glCreateShader(GL_VERTEX_SHADER); //不用重新定义 glShaderSource(vertex, 1, &vShaderCode, NULL); glCompileShader(vertex); //编译 GLint success; GLchar infoLog[512]; glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); //编译是否完成的位置 if (!success) { glGetShaderInfoLog(vertex, 512, NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } //边缘调色器 fragment = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment, 1, &fShaderCode, NULL); glCompileShader(fragment); //编译 glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); //编译是否完成的位置 if (!success) { glGetShaderInfoLog(fragment, 512, NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } //create the program and link the program this->Program = glCreateProgram(); //创建着色器程序 glAttachShader(this->Program, vertex); glAttachShader(this->Program, fragment); glLinkProgram(this->Program); //链接 glValidateProgram(this->Program); //可省略 glGetProgramiv(this->Program, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(this->Program, 512, NULL, infoLog); //获取链接情况 std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } } ~Shader() { glDetachShader(this->Program, vertex); glDetachShader(this->Program, fragment); glDeleteShader(vertex); glDeleteShader(fragment); glDeleteProgram(this->Program); } void Use() { glUseProgram(this->Program); } };

Camera.h

#pragma once #include<vector> #define GLEW_STATIC #include<glew.h> #include<glm/glm.hpp> #include<glm/gtc/matrix_transform.hpp> enum Camera_Movement { FOWARD, BACKWARD, LEFT, RIGHT }; const GLfloat YAW = -90.0f; const GLfloat PITCH = 0.0f; const GLfloat SPEED = 6.0f; const GLfloat SENSITIVITY = 0.25f; const GLfloat ZOOM = 45.0f; class Camera { public: 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(SENSITIVITY), zoom(ZOOM) { this->position = position; this->worldUp = up; this->yaw = yaw; this->pitch = pitch; this->updateCameraVectors(); } Camera(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw = YAW, GLfloat pitch = PITCH) :front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM) { this->position = glm::vec3(posX, posY, posZ); this->worldUp = glm::vec3(upX, upY, upZ); this->yaw = yaw; this->pitch = pitch; this->updateCameraVectors(); } void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime) { GLfloat velocity = this->movementSpeed * deltaTime; if (direction == FOWARD) { 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; } } void ProcessMouseMovement(GLfloat xOffset, GLfloat yOffset) { xOffset *= this->mouseSensitivity; yOffset *= this->mouseSensitivity; this->yaw += xOffset; this->pitch += yOffset; this->updateCameraVectors(); } void ProcessScroll(GLfloat yOffset) { this->zoom += yOffset; } GLfloat GetZoom() { return this->zoom; } glm::mat4 GetViewMatrix() { return glm::lookAt(this->position, this->position + this->front, this->up); } private: GLfloat yaw; GLfloat pitch; GLfloat movementSpeed; GLfloat mouseSensitivity; GLfloat zoom; glm::vec3 position; glm::vec3 front; glm::vec3 up; glm::vec3 right; glm::vec3 worldUp; void updateCameraVectors() { glm::vec3 front; front.x = cos(glm::radians(this->pitch)) * cos(glm::radians(this->yaw)); front.y = sin(glm::radians(this->pitch)); front.z = cos(glm::radians(this->pitch)) * sin(glm::radians(this->yaw)); this->front = glm::normalize(front); this->right = glm::normalize(glm::cross(this->front, this->worldUp)); this->up = glm::normalize(glm::cross(this->right, this->front)); } };

顶点着色器: core.vs

//顶点着色器 #version 330 core layout(location = 0) in vec3 position; layout (location = 1) in vec3 color; out vec3 ourColor; uniform mat4 transform; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * transform * vec4(position, 1.0f); ourColor = color; }

片元着色器: core.fs

#version 330 core in vec3 ourColor; out vec4 color; void main() { color = vec4(ourColor, 1.0f); }

light.fs

//片元着色器 #version 330 core in vec3 ourColor; out vec4 color; void main() { color = vec4(1.0f, 1.0f, 1.0f, 1.0f); }

light.vs

#version 330 core layout(location = 0) in vec3 position; layout (location = 1) in vec3 color; out vec3 ourColor; uniform mat4 transform; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * transform * vec4(position, 1.0f); ourColor = color; }
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