OpenGL でテクスチャの異なる複数のオブジェクトをレンダリングする方法を説明してもらえますか?
ほぼ最終結果に近づいていると思いますが、現時点ではここで行き詰まり、次に何をする必要があるのか わかりません。本当に助けが必要です!
現時点では、これは私が持っているものです:
drawSphere(): 経度と緯度の数に基づいて UV 球体を描画します
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(): このメソッドは、頂点とテクスチャ座標をバインドするために使用されます。
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(): シェーダーの作成とシェーダーのコンパイル
文字テキスト[1000]; 整数の長さ;
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 Program\n%s\n", text );
}
glUseProgram(shaderProgram);
- SetupTexture(char * filename): 画像を読み込み、テクスチャの 2 つの配列を生成します。1 つは GL_TEXTURE0 に、もう 1 つは GL_TEXTURE1 に
Gluint テクスチャ[2]; glGenTextures(2, テクスチャ);
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);
- Render(int i): 球体である 2 つのオブジェクトをレンダリングします。
glClearColor(0.0, 0.0, 0.0, 1.0);/* 背景を黒くする */ 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();
頂点シェーダー:
#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);
}
フラグメントシェーダー:
#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);
}
メインのメインコード:
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);
}