一、文本渲染原理
1.1经典文本渲染:位图字体
早期的文本渲染,是将需要的字符集放到一个大纹理中,这个纹理称为“位图字体”,渲染某个字符时,通过查找坐标,找到该字符对应的区域并渲染出来,再启动混合,让字符纹理的背景保持透明,非常容易理解。
这种方式的缺点也比较明显:
1)字符集非常小,不支持拓展,因为已经生成了字符表);
2)已经预光栅化了,所以分辨率已经固化了,修改分辨率需要重新编译一张字符纹理表(“纹理表”是笔者自创的称呼)
1.2 现代文本渲染
上面的图很清楚的说明了一个字符的定义规则,注意,有些字符在基准线之上,有少数字符在基准线之下,比如g p j等。
关于字符更详细的定义,参考:https://www.supremo.co.uk/typeterms/
基于经典文本渲染的瓶颈,现在有更好的文本渲染方式,基于FreeType处理。
FreeType有以下优点:
1)跨平台
2)能加载TrueType字体,TrueType不是基于像素定义的,而是通过数学公式(曲线)来定义,类似矢量图像,所以方便渲染不同大小的字形,有更好的适配能力
二、基于freetype渲染文本
文本渲染文本轮廓
关闭混合,可以看到每个字符占的区域大小是不一样的
2.1 先看看着shader的实现
顶点着色器:很简单,有个小技巧,一个vec4 xy存字符position,zw存纹理,节省内存
#version 330 core
layout (location = 0) in vec4 vertex;
out vec2 TexCoords;
uniform mat4 projection;
void main ()
{
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0); // z坐标=0,在原点,w坐标为1,无缩放
TexCoords = vertex.zw;
}
片段着色器: sampled取出r值,字形原始数据没有颜色,r通道存放的是alpha值,r值与设置的color做混合,即可得到带颜色的文字。
注意下面代码中注释的部分,如果不开启混合,需要判断alpha通道的值为0时,进行discard操作,否则按照当前的逻辑字符会渲染成一个矩形图案。开启混合模式,当前窗口的颜色缓冲会把字符的背景中镂空的部分覆盖掉
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
// if (sampled.w == 0) {
// discard;
// }
color = vec4(textColor, 1.0) * sampled;
}
2.1 工程中引入需要的头文件
#include <ft2build.h>
#include FT_FREETYPE_H
2.2 启用混合模式,某则渲染出来是方形图案(不启用混合,通过其他方式也可以实现)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2.3 freetype库初始化
// FreeType
FT_Library ft;
// All functions return a value different than 0 whenever an error occurred
if (FT_Init_FreeType(&ft)) {
std::cout << "ERROR::freetype: Could not init FreeType Library" << std::endl;
}
// Load font as face
FT_Face face;
if (FT_New_Face(ft, "fonts/Antonio-Bold.ttf", 0, &face)) {
std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl;
}
FT_Set_Pixel_Sizes(face, 0, 48);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2.4 加载128个常用字符(降低使用难度),存放到map中,使用完记得释放freetype
for (GLubyte c = 0; c < 128; c++) {
// Load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER))
{
std::cout << "ERROR::FREETYPE: Failed to load Glyph" << std::endl;
continue;
}
// Generate texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer);
// Set texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Now store character for later use
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
static_cast<GLuint>(face->glyph->advance.x)
};
Characters.insert(std::pair<GLchar, Character>(c, character));
}
// Destroy FreeType once we're finished
FT_Done_Face(face);
FT_Done_FreeType(ft);
2.5 render loop中渲染两端测试文字
注意,这里渲染文字使用正交矩阵,没有像之前使用投影矩阵,并且投影矩阵的左下角是(0, 0)坐标
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(SCR_WIDTH), 0.0f, static_cast<GLfloat>(SCR_HEIGHT));
RenderText(shader, "This is sample text", 25.0f, 25.0f, 1.0f, glm::vec3(0.5f, 0.8f, 0.2f));
RenderText(shader, "(C) LearnOpenGL.com", 540.0f, 570.0f, 0.5f, glm::vec3(0.3f, 0.7f, 0.9f));
RenderText的逻辑不复杂,直接看代码理解即可
void RenderText(Shader &shader, std::string text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color)
{
shader.use();
shader.setVec3("textColor", color.x, color.y, color.z);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
std::string::const_iterator c;
for (c = text.begin(); c != text.end(); c++) {
Character ch = Characters[*c];
GLfloat xpos = x + ch.Bearing.x * scale;
GLfloat ypos = y - (ch.Size.y - ch.Bearing.y) * scale;
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
// Update VBO for each character
GLfloat vertices[6][4] = {
{xpos, ypos + h, 0.0, 0.0},
{xpos, ypos, 0.0, 1.0},
{xpos + w, ypos, 1.0, 1.0},
{xpos, ypos + h, 0.0, 0.0},
{xpos + w, ypos, 1.0, 1.0},
{xpos + w, ypos + h, 1.0, 0.0},
};
// Render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
// Update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//Render quad
glDrawArrays(GL_TRIANGLES, 0, 6);
// Now advance cursors for next glyph (note that advance is number of 1/64 pixels)
x += (ch.Advance >> 6) * scale;
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
三、补充:mac freetype安装配置,不复杂,简单说明
如果是Android/iOS,需通过freetype源码编译对应的平台库,前端直接引用freetype.js更方便
1. brew install freetype
安装完成会在local/include/freetype2/下生成头文件
因为freetype的代码依赖结构,需要修改header文件,讲freetype2目录下的头文件copy到include下,否则会编译报错
2. Xcode环境变量配置
2.1 xcode->preference->locations->custom paths
2.2 Search Paths 增加Header和 Library
2.3 Build Phases 增加库依赖
四、完整代码
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Shader.h"
#include "camera.h"
#include "model.h"
#include <iostream>
#include <random>
#include <ft2build.h>
#include FT_FREETYPE_H
// Holds all state information relevant to a character as loaded using FreeType
struct Character {
GLuint TextureID; // ID handle of the glyph texture
glm::ivec2 Size;
glm::ivec2 Bearing; // bearing 这里翻译成方位/方向
GLuint Advance;
};
std::map<GLchar, Character> Characters;
GLuint VAO, VBO;
void RenderText(Shader &shader, std::string text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
unsigned int loadCubemap(vector<std::string> faces);
void renderScene (const Shader &shader);
void renderCube();
void RenderQuad();
void renderSphere();
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
bool blinn = false;
bool blinnKeyPressed = false;
bool gammaEnabled = true;
bool gammaKeyPressed = false;
bool bloom = true;
bool hdr = true; //change with 'space'
float exposure = 1.0f; // change with Q and E
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
unsigned int draw_mode = 1;
float lerp(float a, float b, float f)
{
return a + f * (b - a);
}
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "天哥学opengl", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// glPolygonMode(GL_FRONT_AND_BACK ,GL_LINE );
glEnable(GL_CULL_FACE);
// glEnable(GL_BLEND);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// build and compile shaders
Shader shader("text.vs", "text.fs");
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(SCR_WIDTH), 0.0f, static_cast<GLfloat>(SCR_HEIGHT));
shader.use();
shader.setMat4("projection", projection);
// FreeType
FT_Library ft;
// All functions return a value different than 0 whenever an error occurred
if (FT_Init_FreeType(&ft)) {
std::cout << "ERROR::freetype: Could not init FreeType Library" << std::endl;
}
// Load font as face
FT_Face face;
if (FT_New_Face(ft, "fonts/Antonio-Bold.ttf", 0, &face)) {
std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl;
}
FT_Set_Pixel_Sizes(face, 0, 48);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (GLubyte c = 0; c < 128; c++) {
// Load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER))
{
std::cout << "ERROR::FREETYPE: Failed to load Glyph" << std::endl;
continue;
}
// Generate texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer);
// Set texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Now store character for later use
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
static_cast<GLuint>(face->glyph->advance.x)
};
Characters.insert(std::pair<GLchar, Character>(c, character));
}
glBindTexture(GL_TEXTURE_2D, 0);
// Destroy FreeType once we're finished
FT_Done_Face(face);
FT_Done_FreeType(ft);
// Confiture VAO/VBO for texture quads
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glBindVertexArray(0);
glBindVertexArray(0);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
//render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
RenderText(shader, "This is sample text", 25.0f, 25.0f, 1.0f, glm::vec3(0.5f, 0.8f, 0.2f));
RenderText(shader, "(C) LearnOpenGL.com", 540.0f, 570.0f, 0.5f, glm::vec3(0.3f, 0.7f, 0.9f));
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
void RenderText(Shader &shader, std::string text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color)
{
shader.use();
shader.setVec3("textColor", color.x, color.y, color.z);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
std::string::const_iterator c;
for (c = text.begin(); c != text.end(); c++) {
Character ch = Characters[*c];
GLfloat xpos = x + ch.Bearing.x * scale;
GLfloat ypos = y - (ch.Size.y - ch.Bearing.y) * scale;
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
// Update VBO for each character
GLfloat vertices[6][4] = {
{xpos, ypos + h, 0.0, 0.0},
{xpos, ypos, 0.0, 1.0},
{xpos + w, ypos, 1.0, 1.0},
{xpos, ypos + h, 0.0, 0.0},
{xpos + w, ypos, 1.0, 1.0},
{xpos + w, ypos + h, 1.0, 0.0},
};
// Render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
// Update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//Render quad
glDrawArrays(GL_TRIANGLES, 0, 6);
// Now advance cursors for next glyph (note that advance is number of 1/64 pixels)
x += (ch.Advance >> 6) * scale;
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
bool startRecord = false;
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS) {
draw_mode = 1;
}
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS) {
draw_mode = 2;
}
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
draw_mode = 3;
}
if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS) {
draw_mode = 4;
}
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && !gammaKeyPressed)
{
gammaEnabled = !gammaEnabled;
gammaKeyPressed = true;
}
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_RELEASE)
{
gammaKeyPressed = false;
}
if (glfwGetKey(window, GLFW_KEY_Y))
{
std::cout << "Y" << std::endl;
startRecord = true;
firstMouse = true;
}
if (glfwGetKey(window, GLFW_KEY_N))
{
std::cout << "N" << std::endl;
startRecord = false;
}
if (startRecord) {
return;
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
exposure -= 0.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
exposure += 0.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS && !gammaKeyPressed)
{
hdr = !hdr;
gammaKeyPressed = true;
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_RELEASE)
{
gammaKeyPressed = false;
}
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
// std::cout << "xpos : " << xpos << std::endl;
// std::cout << "ypos : " << ypos << std::endl;
if (startRecord) {
return;
}
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
// std::cout << "xoffset : " << xoffset << std::endl;
// std::cout << "yoffset : " << yoffset << std::endl;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const * path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
unsigned int loadCubemap(vector<std::string> faces)
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrChannels;
for (unsigned int i = 0; i < faces.size(); i++) {
unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
}
else
{
std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
stbi_image_free(data);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
return textureID;
}
void renderScene(const Shader &shader)
{
// room cube
glm::mat4 model = glm::mat4(1.0f);
model = glm::scale(model, glm::vec3(5.0f));
shader.setMat4("model", model);
glDisable(GL_CULL_FACE); // note that we disable culling here since we render 'inside' the cube instead of the usual 'outside' which throws off the normal culling methods.
shader.setInt("reverse_normals", 1); // A small little hack to invert normals when drawing cube from the inside so lighting still works.
renderCube();
shader.setInt("reverse_normals", 0); // and of course disable it
glEnable(GL_CULL_FACE);
// cubes
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(4.0f, -3.5f, 0.0));
model = glm::scale(model, glm::vec3(0.5f));
shader.setMat4("model", model);
renderCube();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(2.0f, 3.0f, 1.0));
model = glm::scale(model, glm::vec3(0.75f));
shader.setMat4("model", model);
renderCube();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-3.0f, -1.0f, 0.0));
model = glm::scale(model, glm::vec3(0.5f));
shader.setMat4("model", model);
renderCube();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-1.5f, 1.0f, 1.5));
model = glm::scale(model, glm::vec3(0.5f));
shader.setMat4("model", model);
renderCube();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-1.5f, 2.0f, -3.0));
model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
model = glm::scale(model, glm::vec3(0.75f));
shader.setMat4("model", model);
renderCube();
}
// renderCube() renders a 1x1 3D cube in NDC.
// -------------------------------------------------
unsigned int cubeVAO = 0;
unsigned int cubeVBO = 0;
void renderCube()
{
// initialize (if necessary)
if (cubeVAO == 0)
{
float vertices[] = {
// back face
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
// front face
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
// left face
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
// right face
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
// bottom face
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
// top face
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
};
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
// fill buffer
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// link vertex attributes
glBindVertexArray(cubeVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
}
// RenderQuad() Renders a 1x1 quad in NDC
unsigned int quadVAO = 0;
unsigned int quadVBO;
void RenderQuad()
{
if (quadVAO == 0)
{
GLfloat quadVertices[] = {
// Positions // Texture Coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// Setup plane VAO
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
unsigned int sphereVAO = 0;
unsigned int indexCount;
void renderSphere()
{
if (sphereVAO == 0)
{
glGenVertexArrays(1, &sphereVAO);
unsigned int vbo, ebo;
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
std::vector<glm::vec3> positions;
std::vector<glm::vec2> uv;
std::vector<glm::vec3> normals;
std::vector<unsigned int> indices;
const unsigned int X_SEGMENTS = 64;
const unsigned int Y_SEGMENTS = 64;
const float PI = 3.14159265359;
for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
{
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
{
float xSegment = (float)x / (float)X_SEGMENTS;
float ySegment = (float)y / (float)Y_SEGMENTS;
float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
float yPos = std::cos(ySegment * PI);
float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
positions.push_back(glm::vec3(xPos, yPos, zPos));
uv.push_back(glm::vec2(xSegment, ySegment));
normals.push_back(glm::vec3(xPos, yPos, zPos));
}
}
bool oddRow = false;
for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
{
if (!oddRow) // even rows: y == 0, y == 2; and so on
{
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
{
indices.push_back(y * (X_SEGMENTS + 1) + x);
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
}
}
else
{
for (int x = X_SEGMENTS; x >= 0; --x)
{
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
indices.push_back(y * (X_SEGMENTS + 1) + x);
}
}
oddRow = !oddRow;
}
indexCount = indices.size();
std::vector<float> data;
for (unsigned int i = 0; i < positions.size(); ++i)
{
data.push_back(positions[i].x);
data.push_back(positions[i].y);
data.push_back(positions[i].z);
if (uv.size() > 0)
{
data.push_back(uv[i].x);
data.push_back(uv[i].y);
}
if (normals.size() > 0)
{
data.push_back(normals[i].x);
data.push_back(normals[i].y);
data.push_back(normals[i].z);
}
}
glBindVertexArray(sphereVAO);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
float stride = (3 + 2 + 3) * sizeof(float);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
}
glBindVertexArray(sphereVAO);
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
}
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