效果
实现了一个魔方能够按照某一边旋转,但本内容没有过多考虑纹理,所以魔方内部也有颜色。

工具
glad、glfw(这个无所谓)、glm(这个也主要是为了和glad配合,使用eigen也行)
思路
- 状态机
- STOP 停止不动时如何刷新界面
- RUNX(Y/Z) 沿着X/Y/Z轴旋转时如何作图
- UPDATE 当旋转到位置时,更新模型矩阵,包括旋转以及位置
- UPDATE状态中更新旋转矩阵
每一个小块(27块)都有专门为其设置的姿态矩阵model,每次旋转之后,记录一个块的旋转矩阵(表明颜色的翻转)
gl_Position = projection * view * model * vec4(aPos, 1.0f);
- RUN状态中 更新每一个块的位置,更新对象的旋转与model的构建过程有关。更新对象魏 model*Vec(aPos,1.f)的三维坐标中符合要求的值。
如我们希望让下面的那一层转(这个是y轴负方向),因为我们应该更新那些 三维坐标位于 y=1的位置的块,写出来就是
model*Vec(aPos,1) . y() ==1 //希望这些块被选中。
代码
main.cpp
着色器相关
main.cpp
#pragma execution_character_set("utf-8")
#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_m.h"
#include <iostream>
#include <string>
#include <vector>
#include <Eigen/Eigen>
#include <mutex>
using namespace std;
using namespace Eigen;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void Eigen3Eigen4(Eigen::Matrix3f m3, Eigen::Matrix4f& m4);
void Eigen4Eigen3(Eigen::Matrix4f m4, Eigen::Matrix3f& m3);
void Eigen2glm(Eigen::Matrix4f e, glm::mat4& g);
void show(glm::mat4 m);
void showmodel(glm::mat4 m);
// settings
const unsigned int SCR_WIDTH = 400;
const unsigned int SCR_HEIGHT = 400;
// camera
glm::vec3 cameraPos = glm::vec3(5.f, 5.f, 5.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
//整体旋转使用
float deltaalpha = 0.f;
float deltabeta = 0.f;
float deltatheta = 0.f; //左右转
//测试某一层旋转所用, 如果我知道了每一个块的最初编号。
double alltime = 0;
int axis =-1;
float angle = 0;
float targetangle = 90;
glm::vec3 axisVec;
mutex axismutex;
glm::mat4 currentModel = glm::mat4(1.0f);
vector<glm::mat4> allMats(27, glm::mat4(1.f));
glm::mat4 world = glm::mat4(1.f);
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
enum State
{
STOP,
RUNX,
RUNY,
RUNZ,
UPDATE,
OTHER
};
State state = STOP;
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
// glfw window creation
// --------------------
std::cout << "一个可以旋转的正方体(WASD,R)" << std::endl;
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "一个可以旋转的正方体(WASD,R)", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("cube.vs", "cube.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
};
float yanse[] = {
//白色
1.f,1.f,1.f,
1.f,1.f,1.f,
1.f,1.f,1.f,
1.f,1.f,1.f,
1.f,1.f,1.f,
1.f,1.f,1.f,
//红色
1.0f,0.f,0.f,
1.0f,0.f,0.f,
1.0f,0.f,0.f,
1.0f,0.f,0.f,
1.0f,0.f,0.f,
1.0f,0.f,0.f,
//绿色
0.0f,1.f,0.f,
0.0f,1.f,0.f,
0.0f,1.f,0.f,
0.0f,1.f,0.f,
0.0f,1.f,0.f,
0.0f,1.f,0.f,
//蓝色
0.0f,0.f,1.f,
0.0f,0.f,1.f,
0.0f,0.f,1.f,
0.0f,0.f,1.f,
0.0f,0.f,1.f,
0.0f,0.f,1.f,
//黑色
0.f,0.f,0.f,
0.f,0.f,0.f,
0.f,0.f,0.f,
0.f,0.f,0.f,
0.f,0.f,0.f,
0.f,0.f,0.f,
//浅蓝
0.f,1.f,1.f,
0.f,1.f,1.f,
0.f,1.f,1.f,
0.f,1.f,1.f,
0.f,1.f,1.f,
0.f,1.f,1.f
};
// world space positions of our cubes
glm::vec3 cubePositions[] = {
glm::vec3(0.0f,0.0f,-1.f),
glm::vec3(1.0f,0.f,-1.f),
glm::vec3(0.f,1.f,-1.0f),
glm::vec3(-1.f,0.f,-1.f),
glm::vec3(0.f,-1.f,-1.0f),
glm::vec3(1.f,1.f,-1.f),
glm::vec3(-1.f,1.f,-1.0f),
glm::vec3(-1.f,-1.f,-1.f),
glm::vec3(1.f,-1.f,-1.0f),
glm::vec3(0.0f,0.0f,0.0f), //0
glm::vec3(1.0f,0.f,0.f),
glm::vec3(0.f,1.f,0.0f),
glm::vec3(-1.f,0.f,0.f),
glm::vec3(0.f,-1.f,0.0f),
glm::vec3(1.f,1.f,0.f),
glm::vec3(-1.f,1.f,0.0f),
glm::vec3(-1.f,-1.f,0.f),
glm::vec3(1.f,-1.f,0.0f),
glm::vec3(0.0f,0.0f,1.f),
glm::vec3(1.0f,0.f,1.f),
glm::vec3(0.f,1.f,1.0f),
glm::vec3(-1.f,0.f,1.f),
glm::vec3(0.f,-1.f,1.0f),
glm::vec3(1.f,1.f,1.f),
glm::vec3(-1.f,1.f,1.0f),
glm::vec3(-1.f,-1.f,1.f),
glm::vec3(1.f,-1.f,1.0f)
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texture coord attribute
unsigned int colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(yanse), yanse, GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
ourShader.use();
// pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
// -----------------------------------------------------------------------------------------------------------
glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// activate shader
ourShader.use();
// camera/view transformation
glm::mat4 view = glm::lookAt(cameraPos, glm::vec3(0.f,0.f,0.f), cameraUp);
ourShader.setMat4("view", view);
// calculate the model matrix for each object and pass it to shader before drawing
currentModel = glm::rotate(currentModel, glm::radians(deltaalpha), glm::vec3(0.0f, 1.f, 0.f));
currentModel = glm::rotate(currentModel, glm::radians(deltabeta), glm::vec3(1.0f, 0.f, 0.f));
currentModel = glm::rotate(currentModel, glm::radians(deltatheta), glm::vec3(0.0f, 0.f, 1.f));
glm::mat4 thismodel;
Eigen::Matrix4f rotation;
glm::mat4 before;
switch (state)
{
case STOP:
{
for (int i = 0; i < 27; i++)
{
glm::mat4 hh = currentModel;
hh *= allMats[i];
thismodel = glm::translate(hh, cubePositions[i]);
ourShader.setMat4("model", thismodel);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
if (axis == 0)
{
state = RUNX;
angle = 0;
axisVec = glm::vec3(1.f, 0.f, 0.f);
}
else if (axis == 1)
{
state = RUNY;
angle = 0;
axisVec = glm::vec3(0.f, 1.f, 0.f);
}
else if (axis == 2)
{
state = RUNZ;
angle = 0;
axisVec = glm::vec3(0.f, 0.f, 1.f);
}
break;
}
case RUNX:
{
angle += deltaTime /2 * targetangle;
for (int i = 0; i < 27; i++)
{
glm::mat3 aya = allMats[i];
glm::vec3 newcube = aya * cubePositions[i];
float& x = newcube.x;
if (x > -1.01f && x < -0.99f)
{
glm::mat4 hh = glm::rotate(currentModel, glm::radians(angle), axisVec);
hh *= allMats[i];
thismodel = glm::translate(hh, cubePositions[i]);
}
else
{
glm::mat4 hh = currentModel;
hh *= allMats[i];
thismodel = glm::translate(hh, cubePositions[i]);
}
ourShader.setMat4("model", thismodel);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
if (angle > targetangle)
{
state = UPDATE;
}
break;
}
case RUNY:
{
angle += deltaTime / 2 * targetangle;
for (int i = 0; i < 27; i++)
{
glm::mat3 aya = allMats[i];
glm::vec3 newcube = aya * cubePositions[i];
float& y = newcube.y;
if (y > -1.01f && y < -0.99f)
{
glm::mat4 hh = glm::rotate(currentModel, glm::radians(angle), axisVec);
hh *= allMats[i];
thismodel = glm::translate(hh, cubePositions[i]);
}
else
{
glm::mat4 hh = currentModel;
hh *= allMats[i];
thismodel = glm::translate(hh, cubePositions[i]);
}
ourShader.setMat4("model", thismodel);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
if (angle > targetangle)
{
state = UPDATE;
}
break;
}
case RUNZ:
{
angle += deltaTime / 2 * targetangle;
for (int i = 0; i < 27; i++)
{
glm::mat3 aya = allMats[i];
glm::vec3 newcube = aya * cubePositions[i];
float& z = newcube.z;
if (z > -1.01f && z < -0.99f)
{
glm::mat4 hh = glm::rotate(currentModel, glm::radians(angle), axisVec);
hh *= allMats[i];
thismodel = glm::translate(hh, cubePositions[i]);
}
else
{
glm::mat4 hh = currentModel;
hh *= allMats[i];
thismodel = glm::translate(hh, cubePositions[i]);
}
ourShader.setMat4("model", thismodel);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
if (angle > targetangle)
{
state = UPDATE;
}
break;
}
case UPDATE:
{
//需要对axis变量上锁。
unique_lock<mutex> lock(axismutex);
for (int i = 0; i < 27; i++)
{
glm::mat3 aya = allMats[i];
glm::vec3 newcube = aya * cubePositions[i];
float& x = newcube.x;
float& y = newcube.y;
float& z = newcube.z;
if (axis == 0)
{
//cout << "update X" << endl;
if (x > -1.01f && x < -0.99f)
{
//先更新旋转
glm::mat4 thistime = glm::rotate(world, glm::radians(targetangle), glm::vec3(1.f, 0.f, 0.f));
allMats[i] = thistime * allMats[i];
}
}
else if (axis == 1)
{
//cout << "update Y" << endl;
if (y > -1.01f && y < -0.99f)
{
glm::mat4 thistime = glm::rotate(world, glm::radians(targetangle), glm::vec3(0.f, 1.f, 0.f));
allMats[i] = thistime * allMats[i];
}
}
else if (axis == 2)
{
//cout << "update Z" << endl;
if (z > -1.01f && z < -0.99f)
{
glm::mat4 thistime = glm::rotate(world, glm::radians(targetangle), glm::vec3(0.f, 0.f, 1.f));
allMats[i] = thistime * allMats[i];
}
}
else
{
//否则没必要更新点了
}
}
lock.unlock();
for (int i = 0; i < 27; i++)
{
std::cout << "i th:" << i << " x,y,z: " << cubePositions[i].x << ' ' << cubePositions[i].y << ' ' << cubePositions[i].z << endl;
}
//更新完点之后,我再重新画这些点
for (int i = 0; i < 27; i++)
{
glm::mat4 hh = currentModel;
hh *= allMats[i];
thismodel = glm::translate(hh, cubePositions[i]);
ourShader.setMat4("model", thismodel);
showmodel(thismodel);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
state = STOP;
targetangle = 0;
axis = -1;
break;
}
}
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
deltaalpha = 0;
deltabeta = 0;
deltatheta = 0;
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
deltabeta -= 0.015f;
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
deltabeta += 0.015f;
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
deltaalpha -= 0.015f;
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
deltaalpha += 0.015f;
}
if (glfwGetKey(window, GLFW_KEY_J) == GLFW_PRESS)
{
deltatheta -= 0.015f;
}
if (glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS)
{
deltatheta += 0.015f;
}
if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS)
{
currentModel = glm::mat4(1.0f);
}
if (glfwGetKey(window, GLFW_KEY_0) == GLFW_PRESS)
{
lock_guard<mutex> l(axismutex);
axis = 0;
targetangle = 90;
}
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
{
lock_guard<mutex> l(axismutex);
axis = 1;
targetangle = 90;
}
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
{
lock_guard<mutex> l(axismutex);
axis = 2;
targetangle = 90;
}
}
// 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);
}
void Eigen3Eigen4(Eigen::Matrix3f m3, Eigen::Matrix4f& m4)
{
m4 << m3(0), m3(1), m3(2), 0,
m3(3), m3(4), m3(5), 0,
m3(6), m3(7), m3(8), 0,
0, 0, 0, 1;
}
void Eigen4Eigen3(Eigen::Matrix4f m4, Eigen::Matrix3f& m3)
{
m3 << m4(0), m4(1), m4(2),
m4(4), m4(5), m4(6),
m4(8), m4(9), m4(10);
}
void Eigen2glm(Eigen::Matrix4f e, glm::mat4& g)
{
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
glm::value_ptr(g)[i * 4 + j] = e(i, j);
}
}
}
void show(glm::mat4 m)
{
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
cout << glm::value_ptr(m)[i * 4 + j] << ' ';
}
cout << endl;
}
}
void showmodel(glm::mat4 m)
{
std::cout << glm::value_ptr(m)[12] << ' ' << glm::value_ptr(m)[13] << ' ' << glm::value_ptr(m)[14] << endl;
}
cube.vs
#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 vertexColor;
// Output data ; will be interpolated for each fragment.
out vec3 fragmentColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main(){
gl_Position = projection * view * model * vec4(aPos, 1.0f);
fragmentColor = vertexColor;
}
cube.fs
#version 330 core
// Interpolated values from the vertex shaders
in vec3 fragmentColor;
// Ouput data
out vec3 color;
void main(){
// Output color = color specified in the vertex shader,
// interpolated between all 3 surrounding vertices
color = fragmentColor;
}
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