如何利用opengl代码画一座山
以下是一个简单的例子,展示如何使用OpenGL绘制一个山:
首先,我们需要一个高度图,可以使用任何图片编辑器来创建。在这个例子中,我们将使用一个简单的黑白图像,其中黑色表示低海拔,白色表示高海拔。
然后,我们需要使用OpenGL载入这个高度图,并根据其像素值计算山的顶点位置和颜色。具体步骤如下:
- 载入高度图并转换为灰度图像
unsigned char* image = SOIL_load_image("heightmap.png", &width, &height, 0, SOIL_LOAD_L);
- 对每个灰度像素值计算相应的顶点高度和颜色
for (int z = 0; z < height; z++) {
for (int x = 0; x < width; x++) {
float height = (float)image[(z * width + x)] / 255.0f * MAX_HEIGHT;
float r = height / MAX_HEIGHT;
float g = height / MAX_HEIGHT;
float b = height / MAX_HEIGHT;
vertices.push_back(glm::vec3(x, height, z));
colors.push_back(glm::vec3(r, g, b));
}
}
- 根据相邻顶点计算三角形索引
for (int z = 0; z < height - 1; z++) {
for (int x = 0; x < width - 1; x++) {
int i1 = z * width + x;
int i2 = i1 + 1;
int i3 = (z + 1) * width + x;
int i4 = i3 + 1;
indices.push_back(i1);
indices.push_back(i3);
indices.push_back(i2);
indices.push_back(i2);
indices.push_back(i3);
indices.push_back(i4);
}
}
- 将顶点位置和颜色数据传递给OpenGL
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &colorBuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), &colors[0], GL_STATIC_DRAW);
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
- 绘制山
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
完整的代码如下:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <SOIL/SOIL.h>
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <vector>
const int WIDTH = 800;
const int HEIGHT = 600;
const float MAX_HEIGHT = 50.0f;
GLFWwindow* window;
GLuint program;
GLuint vertexBuffer;
GLuint colorBuffer;
GLuint indexBuffer;
int width, height;
std::vector<glm::vec3> vertices;
std::vector<glm::vec3> colors;
std::vector<unsigned int> indices;
void init() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(WIDTH, HEIGHT, "Mountain", NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
}
void loadHeightmap() {
unsigned char* image = SOIL_load_image("heightmap.png", &width, &height, 0, SOIL_LOAD_L);
for (int z = 0; z < height; z++) {
for (int x = 0; x < width; x++) {
float height = (float)image[(z * width + x)] / 255.0f * MAX_HEIGHT;
float r = height / MAX_HEIGHT;
float g = height / MAX_HEIGHT;
float b = height / MAX_HEIGHT;
vertices.push_back(glm::vec3(x, height, z));
colors.push_back(glm::vec3(r, g, b));
}
}
SOIL_free_image_data(image);
}
void calculateIndices() {
for (int z = 0; z < height - 1; z++) {
for (int x = 0; x < width - 1; x++) {
int i1 = z * width + x;
int i2 = i1 + 1;
int i3 = (z + 1) * width + x;
int i4 = i3 + 1;
indices.push_back(i1);
indices.push_back(i3);
indices.push_back(i2);
indices.push_back(i2);
indices.push_back(i3);
indices.push_back(i4);
}
}
}
void loadBuffers() {
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &colorBuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), &colors[0], GL_STATIC_DRAW);
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
}
void setupShaders() {
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const char* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"layout (location = 1) in vec3 color;\n"
"out vec3 fColor;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main() {\n"
" gl_Position = projection * view * model * vec4(position, 1.0);\n"
" fColor = color;\n"
"}\n";
const char* fragmentShaderSource =
"#version 330 core\n"
"in vec3 fColor;\n"
"out vec4 color;\n"
"void main() {\n"
" color = vec4(fColor, 1.0);\n"
"}\n";
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "Vertex shader compilation failed: " << infoLog << std::endl;
}
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "Fragment shader compilation failed: " << infoLog << std::endl;
}
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(program, 512, NULL, infoLog);
std::cout << "Shader program linking failed: " << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void render() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glUseProgram(program);
glm::mat4 view = glm::lookAt(glm::vec3(50, 50, 50), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WIDTH / HEIGHT, 0.1f, 1000.0f);
glm::mat4 model = glm::mat4(1.0f);
glUniformMatrix4fv(glGetUniformLocation(program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(program, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glfwSwapBuffers(window);
}
int main() {
init();
loadHeightmap();
calculateIndices();
loadBuffers();
setupShaders();
while (!glfwWindowShouldClose(window)) {
render();
glfwPollEvents();
}
glDeleteBuffers(1, &vertexBuffer);
glDeleteBuffers(1, &colorBuffer);
glDeleteBuffers(1, &indexBuffer);
glDeleteProgram(program);
glfwTerminate();
return 0;
}
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