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Today, I will
[Open GL] Tutorial 4 : A Colored Cube 예제풀이 본문
예제풀이
아래 문서의 예제를 풀어보는 포스팅입니다.
Tutorial 4 : A Colored Cube
Welcome for the 4rth tutorial ! You will do the following : Draw a cube instead of the boring triangle Add some fancy colors Learn what the Z-Buffer is Draw a cube A cube has six square faces. Since OpenGL only knows about triangles, we’ll have to draw 1
www.opengl-tutorial.org
기존 코드는 아래와 같은 정육면체가 1개가 그려진다.
- 서로 다른 위치에 큐브를 하나 더 그리기.
- 색상 값을 직접 생성. 무작위로 실행될 때마다 색상이 변경(아래는 예시)
static GLfloat g_color_buffer_data[12*3*3];
for (int v = 0; v < 12*3 ; v++){
g_color_buffer_data[3*v+0] = your red color here;
g_color_buffer_data[3*v+1] = your green color here;
g_color_buffer_data[3*v+2] = your blue color here;
}
- 각 프레임마다 색상이 변경되. 매 프레임마다 glBufferData를 호출
- 전에 적절한 버퍼가 바인딩되었는지(glBindBuffer) 확인
1) 2번째 정육면체 버텍스 정의
두번째 정육면체를 첫번째 정육면체의 오른쪽에 그리기 위해 x축 방향으로 2.0f 만큼 이동하게끔 작성
// Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
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,
2.0f,-1.0f,-1.0f,
2.0f,-1.0f, 1.0f,
2.0f, 1.0f, 1.0f,
4.0f, 1.0f,-1.0f,
2.0f,-1.0f,-1.0f,
2.0f, 1.0f,-1.0f,
4.0f,-1.0f, 1.0f,
2.0f,-1.0f,-1.0f,
4.0f,-1.0f,-1.0f,
4.0f, 1.0f,-1.0f,
4.0f,-1.0f,-1.0f,
2.0f,-1.0f,-1.0f,
2.0f,-1.0f,-1.0f,
2.0f, 1.0f, 1.0f,
2.0f, 1.0f,-1.0f,
4.0f,-1.0f, 1.0f,
2.0f,-1.0f, 1.0f,
2.0f,-1.0f,-1.0f,
2.0f, 1.0f, 1.0f,
2.0f,-1.0f, 1.0f,
4.0f,-1.0f, 1.0f,
4.0f, 1.0f, 1.0f,
4.0f,-1.0f,-1.0f,
4.0f, 1.0f,-1.0f,
4.0f,-1.0f,-1.0f,
4.0f, 1.0f, 1.0f,
4.0f,-1.0f, 1.0f,
4.0f, 1.0f, 1.0f,
4.0f, 1.0f,-1.0f,
2.0f, 1.0f,-1.0f,
4.0f, 1.0f, 1.0f,
2.0f, 1.0f,-1.0f,
2.0f, 1.0f, 1.0f,
4.0f, 1.0f, 1.0f,
2.0f, 1.0f, 1.0f,
4.0f,-1.0f, 1.0f,
};
glDrawArrays에 기존 인자에 * 2
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, (12*3)*2); // 12*3 indices starting at 0 -> 12 triangles
2) 카메라 xpos를 변경
(4,3,-3) -> (8,3,-3)
// Camera matrix
glm::mat4 View = glm::lookAt(
glm::vec3(8,3,-3), // Camera is at (4,3,-3), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
3) 컬러 인덱스
기존
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,
}
변경
정점 데이터와 색상 데이터를 맞추기 위해 정점 데이터의 배열 g_vertex_buffer_data 크기와 동일하도록 변경하였다.
또한 매프레임 마다 랜덤한 색상을 보여주기 위해
#include <ctime>
srand(static_cast<unsigned int>(time(0)));
위의 2줄을 추가해주었다. C++ rand()함수는 srand() 함수를 사용하여 현재 시간을 기반으로 시드를 설정한다. 이러면 매번 프로그램을 실행할 때 마다 다른 랜덤 씨드별 시퀀스를 얻을 수 있다.
static GLfloat g_color_buffer_data2[sizeof(g_vertex_buffer_data)];
for (int v = 0; v < sizeof(g_vertex_buffer_data) / sizeof(g_vertex_buffer_data[0]); v++) {
// 랜덤한 색상 생성
float random_color1 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
float random_color2 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
float random_color3 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
g_color_buffer_data2[3 * v + 0] = random_color3;
g_color_buffer_data2[3 * v + 1] = random_color3;
g_color_buffer_data2[3 * v + 2] = random_color3;
}
GLuint colorbuffer2;
glGenBuffers(1, &colorbuffer2);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer2);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data2), g_color_buffer_data2, GL_STATIC_DRAW);
4) 최종 결과
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
#include <ctime>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <GLFW/glfw3.h>
GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
#include <common/shader.hpp>
int main( void )
{
srand(static_cast<unsigned int>(time(0)));
// 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, "Tutorial 04 - Colored Cube", 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; // Needed for core profile
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);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders( "TransformVertexShader.vertexshader", "ColorFragmentShader.fragmentshader" );
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
// Projection matrix : 45?Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f);
// Camera matrix
glm::mat4 View = glm::lookAt(
glm::vec3(8,3,-3), // Camera is at (4,3,-3), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
// Model matrix : an identity matrix (model will be at the origin)
glm::mat4 Model = glm::mat4(1.0f);
// Our ModelViewProjection : multiplication of our 3 matrices
glm::mat4 MVP = Projection * View * Model; // Remember, matrix multiplication is the other way around
// Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
static const GLfloat g_vertex_buffer_data[] = {
// 첫 번째 정육면체
-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,
// 두 번째 정육면체
2.0f,-1.0f,-1.0f,
2.0f,-1.0f, 1.0f,
2.0f, 1.0f, 1.0f,
4.0f, 1.0f,-1.0f,
2.0f,-1.0f,-1.0f,
2.0f, 1.0f,-1.0f,
4.0f,-1.0f, 1.0f,
2.0f,-1.0f,-1.0f,
4.0f,-1.0f,-1.0f,
4.0f, 1.0f,-1.0f,
4.0f,-1.0f,-1.0f,
2.0f,-1.0f,-1.0f,
2.0f,-1.0f,-1.0f,
2.0f, 1.0f, 1.0f,
2.0f, 1.0f,-1.0f,
4.0f,-1.0f, 1.0f,
2.0f,-1.0f, 1.0f,
2.0f,-1.0f,-1.0f,
2.0f, 1.0f, 1.0f,
2.0f,-1.0f, 1.0f,
4.0f,-1.0f, 1.0f,
4.0f, 1.0f, 1.0f,
4.0f,-1.0f,-1.0f,
4.0f, 1.0f,-1.0f,
4.0f,-1.0f,-1.0f,
4.0f, 1.0f, 1.0f,
4.0f,-1.0f, 1.0f,
4.0f, 1.0f, 1.0f,
4.0f, 1.0f,-1.0f,
2.0f, 1.0f,-1.0f,
4.0f, 1.0f, 1.0f,
2.0f, 1.0f,-1.0f,
2.0f, 1.0f, 1.0f,
4.0f, 1.0f, 1.0f,
2.0f, 1.0f, 1.0f,
4.0f,-1.0f, 1.0f
};
static GLfloat g_color_buffer_data2[sizeof(g_vertex_buffer_data)];
for (int v = 0; v < sizeof(g_vertex_buffer_data) / sizeof(g_vertex_buffer_data[0]); v++) {
// 랜덤한 색상 생성
float random_color1 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
float random_color2 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
float random_color3 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
g_color_buffer_data2[3 * v + 0] = random_color3;
g_color_buffer_data2[3 * v + 1] = random_color3;
g_color_buffer_data2[3 * v + 2] = random_color3;
}
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 colorbuffer2;
glGenBuffers(1, &colorbuffer2);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer2);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data2), g_color_buffer_data2, GL_DYNAMIC_DRAW);
do {
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : colors
for (int v = 0; v < sizeof(g_vertex_buffer_data) / sizeof(g_vertex_buffer_data[0]); v++) {
// 랜덤한 색상 생성
float random_color1 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
float random_color2 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
float random_color3 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
g_color_buffer_data2[3 * v + 0] = random_color1;
g_color_buffer_data2[3 * v + 1] = random_color2;
g_color_buffer_data2[3 * v + 2] = random_color3;
}
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer2);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data2), g_color_buffer_data2, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer2);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, (12 * 3) * 2); // 12*3 indices starting at 0 -> 12 triangles
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 and shader
glDeleteBuffers(1, &vertexbuffer);
glDeleteBuffers(1, &colorbuffer2);
glDeleteProgram(programID);
glDeleteVertexArrays(1, &VertexArrayID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
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