link : http://www.opengl-tutorial.org/kr/beginners-tutorials/tutorial-4-a-colored-cube/
이번 튜토리얼은 육면체를 그린다.
이 튜토리얼에서는 삼각형 12개로 6면체를 그린다고 한다. (왜 삼각형만 된다고 적었을까 Quad가 있는걸로 아는데)
일일이 12개의 삼각형의 색과 위치를 데이터로 넣어주고 그려서 정육면체를 완성한다.
튜토리얼에서 보다 뒤에 있는 물체가 있어도 "가까운" 것을 overdraw하는 것을 확인해보라고 했기에 착하게 따라서 수행해보았다.
(컴퓨터그래픽스 시간에도 했던 기억이 난다)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 | #include <stdio.h> #include <stdlib.h> #include <iostream> #include <fstream> #include <sstream> #include <vector> #include <GL/glew.h> #include <glfw3.h> GLFWwindow* window; #include <glm/glm.hpp> #include <glm/gtx/transform.hpp> using namespace glm; GLuint LoadShaders(const char *, const char *); int main() { // Initialise GLFW if (!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW\n"); getchar(); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context window = glfwCreateWindow(1024, 768, "QBOT_opengl", NULL, NULL); if (window == NULL) { fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n"); getchar(); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // Initialize GLEW glewExperimental = true; if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); getchar(); glfwTerminate(); return -1; } // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); // Dark blue background glClearColor(0.0f, 0.0f, 0.4f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); //Shader를 불러온다. GLuint programID = LoadShaders("TransformVertexShader.vertexshader", "ColorFragmentShader.fragmentshader"); //매트릭스ID 추가 GLuint MatrixID = glGetUniformLocation(programID, "MVP"); glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f); //카메라 매트릭스 glm::mat4 View = glm::lookAt( glm::vec3(-4, -3, 3), //카메라 위치 glm::vec3(0, 0, 0), //보는 Look glm::vec3(0, 1, 0) //head-up ); //모델 glm::mat4 Model = glm::mat4(1.0f); glm::mat4 MVP = Projection * View * Model; //vertex 데이터 static const GLfloat g_vertex_buffer_data[] = { -1.0f,-1.0f,-1.0f, -1.0f,-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f, 1.0f,-1.0f, 1.0f,-1.0f, 1.0f, -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f,-1.0f, 1.0f,-1.0f, 1.0f, -1.0f,-1.0f, 1.0f, -1.0f,-1.0f,-1.0f, -1.0f, 1.0f, 1.0f, -1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, -1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f,-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f }; // color 데이터 static const GLfloat g_color_buffer_data[] = { 0.583f, 0.771f, 0.014f, 0.609f, 0.115f, 0.436f, 0.327f, 0.483f, 0.844f, 0.822f, 0.569f, 0.201f, 0.435f, 0.602f, 0.223f, 0.310f, 0.747f, 0.185f, 0.597f, 0.770f, 0.761f, 0.559f, 0.436f, 0.730f, 0.359f, 0.583f, 0.152f, 0.483f, 0.596f, 0.789f, 0.559f, 0.861f, 0.639f, 0.195f, 0.548f, 0.859f, 0.014f, 0.184f, 0.576f, 0.771f, 0.328f, 0.970f, 0.406f, 0.615f, 0.116f, 0.676f, 0.977f, 0.133f, 0.971f, 0.572f, 0.833f, 0.140f, 0.616f, 0.489f, 0.997f, 0.513f, 0.064f, 0.945f, 0.719f, 0.592f, 0.543f, 0.021f, 0.978f, 0.279f, 0.317f, 0.505f, 0.167f, 0.620f, 0.077f, 0.347f, 0.857f, 0.137f, 0.055f, 0.953f, 0.042f, 0.714f, 0.505f, 0.345f, 0.783f, 0.290f, 0.734f, 0.722f, 0.645f, 0.174f, 0.302f, 0.455f, 0.848f, 0.225f, 0.587f, 0.040f, 0.517f, 0.713f, 0.338f, 0.053f, 0.959f, 0.120f, 0.393f, 0.621f, 0.362f, 0.673f, 0.211f, 0.457f, 0.820f, 0.883f, 0.371f, 0.982f, 0.099f, 0.879f }; GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); GLuint colorbuffer; glGenBuffers(1, &colorbuffer); glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW); do { // Clear the screen. It's not mentioned before Tutorial 02, but it can cause flickering, so it's there nonetheless. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); //transformation을 현재 쉐이더에 보냄 glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer( 0, //0번째 속성. 0이 될 특별한 이유는 없지만 쉐이더의 레이아웃과 반드시 맞춰야함 3, //크기(size) GL_FLOAT, //타입(type) GL_FALSE, //정규화(normalized)? 0, //다음 요소까지의 간격(stride) (void*)0 //배열 버퍼의 오프셋(offset) ); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0 ); glDrawArrays(GL_TRIANGLES, 0, 12 * 3); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // Swap buffers glfwSwapBuffers(window); glfwPollEvents(); } // Check if the ESC key was pressed or the window was closed while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS && glfwWindowShouldClose(window) == 0); // Cleanup VBO glDeleteBuffers(1, &vertexbuffer); glDeleteVertexArrays(1, &VertexArrayID); glDeleteProgram(programID); // Close OpenGL window and terminate GLFW glfwTerminate(); return 0; } GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path) { //쉐이더 생성 GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); //버텍스 쉐이더 코드를 파일에서 읽기 std::string VertexShaderCode; std::ifstream VertexShaderStream(vertex_file_path, std::ios::in); if (VertexShaderStream.is_open()) { std::stringstream sstr; sstr << VertexShaderStream.rdbuf(); VertexShaderCode = sstr.str(); VertexShaderStream.close(); } else { printf("파일 %s를 읽을 수 없음. 정확한 디렉토리를 사용 중입니까?\n", vertex_file_path); getchar(); return 0; } //프래그먼트 쉐이더 코드를 파일에서 읽기 std::string FragmentShaderCode; std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in); if (FragmentShaderStream.is_open()) { std::stringstream sstr; sstr << FragmentShaderStream.rdbuf(); FragmentShaderCode = sstr.str(); FragmentShaderStream.close(); } GLint Result = GL_FALSE; int InfoLogLength; //버텍스 쉐이더를 컴파일 printf("Compiling shader : %s\n", vertex_file_path); char const * VertexSourcePointer = VertexShaderCode.c_str(); glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL); glCompileShader(VertexShaderID); //버텍스 쉐이더를 검사 glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if (InfoLogLength > 0) { std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1); glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]); printf("%s\n", &VertexShaderErrorMessage[0]); } //프래그먼트 쉐이더를 컴파일 printf("Compiling shader : %s", fragment_file_path); char const * FragmentSourcePointer = FragmentShaderCode.c_str(); glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL); glCompileShader(FragmentShaderID); //프래그먼트 쉐이더를 검사 glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if (InfoLogLength > 0) { std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1); glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]); printf("%s\n", &FragmentShaderErrorMessage[0]); } //프로그램에 링크 printf("Linking program\n"); GLuint ProgramID = glCreateProgram(); glAttachShader(ProgramID, VertexShaderID); glAttachShader(ProgramID, FragmentShaderID); glLinkProgram(ProgramID); //프로그램 검사 glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); if (InfoLogLength > 0) { std::vector<char> ProgramErrorMessage(InfoLogLength + 1); glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]); printf("%s\n", &ProgramErrorMessage[0]); } glDetachShader(ProgramID, VertexShaderID); glDetachShader(ProgramID, FragmentShaderID); glDeleteShader(VertexShaderID); glDeleteShader(FragmentShaderID); return ProgramID; } | cs |
이번 챕터도 패스~
'Game > Graphics' 카테고리의 다른 글
OpenGL-Tutorial 6 : Keyboard and Mouse (0) | 2018.06.21 |
---|---|
OpenGL-Tutorial 5 : A Textured Cube (0) | 2018.06.20 |
OpenGL-Tutorial 3 : 행렬(매트릭스) (0) | 2018.06.20 |
OpenGL-Tutorial 2 : 첫 삼각형 (0) | 2018.06.20 |
OpenGL-Tutorial 1 : 윈도우 열기 (0) | 2018.06.19 |