목표
- 기본 렌더링 세팅
- 기본 도형 렌더링
공부 내용
테스트를 위해 렌더링 옵션들 설정
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// main.cpp - in main()
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW); // 시계 반대 방향으로 구성된 폴리곤을 전면으로 설정
// 픽셀 블렌딩 연산 지정
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// GL_LINE : 폴리곤을 선으로 그리기
// GL_FILL : 폴리곤을 색상으로 채우기
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
키보드 입력 테스트
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// functions.hpp
void UpdateInputs(GLFWwindow* window)
{
// ESC 누르면 윈도우 종료
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
}
// main.cpp - in Main Loop
UpdateInputs(window);
Vertex 정의, 데이터 생성
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struct Vertex
{
glm::vec3 position;
glm::vec3 color;
glm::vec2 texcoord;
};
Vertex vertices[] =
{
// Position // Color // TexCoord
glm::vec3( 0.0f, 0.5f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 1.0f),
glm::vec3(-0.5f, -0.5f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec2(0.0f, 0.0f),
glm::vec3( 0.5f, -0.5f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec2(1.0f, 0.0f)
};
unsigned int numOfVertices = sizeof(vertices) / sizeof(Vertex);
GLuint indices[] =
{
0, 1, 2
};
unsigned int numOfIndices = sizeof(indices) / sizeof(GLuint);
VAO, VBO, EBO 생성 및 바인딩
- VAO : VBO를 담는 객체
- VBO : 버텍스 데이터(위치, 색상, ..)를 담는 객체
- EBO : 인덱스 데이터를 담는 객체
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// VAO : Vertex Array Object
// VAO Gen & Bind
GLuint vao;
glCreateVertexArrays(1, &vao);
glBindVertexArray(vao);
// VBO : Vertex Buffer Object
// VBO Gen & Bind & Send Data
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// EBO : Element Buffer Object
// EBO Gen & Bind & Send Data
GLuint ebo;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Set VertexAttribPointers & Enable
// 1. Position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
glEnableVertexAttribArray(0);
// 2. Color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
glEnableVertexAttribArray(1);
// 3. TexCoord
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texcoord));
glEnableVertexAttribArray(2);
// Bind VAO 0
glBindVertexArray(0);
메인 루프에서 렌더링
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while (!glfwWindowShouldClose(window))
{
// Update Input
glfwPollEvents();
// Update
UpdateInputs(window);
// Clear
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Use a program
glUseProgram(coreProgram);
// Bind VAO
glBindVertexArray(vao);
// Draw
//glDrawArrays(GL_TRIANGLES, 0, numOfVertices);
glDrawElements(GL_TRIANGLES, numOfIndices, GL_UNSIGNED_INT, 0);
// End Draw
glfwSwapBuffers(window);
glFlush();
}
실행 결과
- 채우기 모드
- 와이어프레임 모드
사각형 렌더링하기
- 버텍스와 인덱스를 다음처럼 수정한다.
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Vertex vertices[] =
{
// Position // Color // TexCoord
glm::vec3(-0.5f, 0.5f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 1.0f), // LT
glm::vec3(-0.5f, -0.5f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec2(0.0f, 0.0f), // LB
glm::vec3( 0.5f, -0.5f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec2(1.0f, 0.0f), // RB
glm::vec3( 0.5f, 0.5f, 0.0f), glm::vec3(1.0f, 1.0f, 0.0f), glm::vec2(1.0f, 1.0f) // RT
};
// NOTE : Counter Clockwise
GLuint indices[] =
{
0, 1, 2,
0, 2, 3
};
unsigned int numOfVertices = sizeof(vertices) / sizeof(Vertex);
unsigned int numOfIndices = sizeof(indices) / sizeof(GLuint);
실행 결과
Source Code
vertex_core.glsl
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#version 440
layout (location = 0) in vec3 vertex_position;
layout (location = 1) in vec3 vertex_color;
layout (location = 2) in vec3 vertex_texcoord;
out vec3 vs_position;
out vec3 vs_color;
out vec2 vs_texcoord;
void main()
{
vs_position = vertex_position;
vs_color = vertex_color;
vs_texcoord = vec2(vertex_texcoord.x, vertex_texcoord.y * -1.f);
gl_Position = vec4(vertex_position, 1.f);
}
fragment_core.glsl
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#version 440
in vec3 vs_position;
in vec3 vs_color;
in vec2 vs_texcoord;
out vec4 fs_color;
void main()
{
fs_color = vec4(vs_color, 1.f);
}
libs.h
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#pragma once
#include <iostream>
#include <fstream>
#include <string>
#include <GL/glew.h> // Before GLFW
#include <GLFW/glfw3.h>
#include <GLM/glm.hpp>
#include <GLM/vec2.hpp>
#include <GLM/vec3.hpp>
#include <GLM/vec4.hpp>
#include <GLM/mat4x4.hpp>
#include <GLM/gtc/matrix_transform.hpp>
#include <GLM/gtc/type_ptr.hpp>
#include <SOIL2/SOIL2.h>
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
glm::vec2 texcoord;
};
variables.hpp
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#pragma once
Vertex vertices[] =
{
// Position // Color // TexCoord
glm::vec3(-0.5f, 0.5f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 1.0f), // LT
glm::vec3(-0.5f, -0.5f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec2(0.0f, 0.0f), // LB
glm::vec3( 0.5f, -0.5f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec2(1.0f, 0.0f), // RB
glm::vec3( 0.5f, 0.5f, 0.0f), glm::vec3(1.0f, 1.0f, 0.0f), glm::vec2(1.0f, 1.0f) // RT
};
// NOTE : Counter Clockwise
GLuint indices[] =
{
0, 1, 2,
0, 2, 3
};
unsigned int numOfVertices = sizeof(vertices) / sizeof(Vertex);
unsigned int numOfIndices = sizeof(indices) / sizeof(GLuint);
functions.hpp
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#pragma once
// 키보드 입력받아 처리
void UpdateInputs(GLFWwindow* window)
{
// ESC 누르면 윈도우 종료
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
}
void FramebufferResizeCallback(GLFWwindow* window, int fbW, int fbH)
{
glViewport(0, 0, fbW, fbH);
}
// 버텍스 또는 프래그먼트 쉐이더 파일에서 읽어와 컴파일
GLuint CompileShader(GLenum shaderType, const char* fileDir)
{
std::string fileOpenErrorMsg = "ERROR::LOAD_SHADER::COULD_NOT_OPEN_";
std::string compileErrorMsg = "ERROR::LOAD_SHADER::COULD_NOT_COMPILE_";
switch (shaderType)
{
case GL_VERTEX_SHADER:
fileOpenErrorMsg += "VERTEX_FILE";
compileErrorMsg += "VERTEX_SHADER";
break;
default:
fileOpenErrorMsg += "FRAGMENT_FILE";
compileErrorMsg += "FRAGMENT_SHADER";
break;
}
char infoLog[512];
GLint success;
std::string line = "";
std::string src = "";
std::ifstream in_file;
// 쉐이더 파일 읽어오기
in_file.open(fileDir);
if (in_file.is_open())
{
while (std::getline(in_file, line))
{
src += line + "\n";
}
}
else
{
std::cout << fileOpenErrorMsg << std::endl;
in_file.close();
return NULL;
}
in_file.close();
// 쉐이더 객체 생성, 컴파일
GLuint shader = glCreateShader(shaderType);
const GLchar* vertSrc = src.c_str();
glShaderSource(shader, 1, &vertSrc, NULL);
glCompileShader(shader);
// 컴파일 에러 검사
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 512, NULL, infoLog);
std::cout << compileErrorMsg << std::endl;
std::cout << infoLog << std::endl;
return NULL;
}
return shader;
}
// 버텍스, 프래그먼트 쉐이더, 프로그램 생성
bool CreateShaders(GLuint& program)
{
char infoLog[512];
GLint success;
const char* ProgramLinkErrorMsg = "ERROR::LOADSHADERS::COULD_NOT_LINK_PROGRAM";
GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, "vertex_core.glsl");
GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, "fragment_core.glsl");
// 프로그램 객체 생성 및 쉐이더 부착
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
// 링크 에러 검사
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(program, 512, NULL, infoLog);
std::cout << ProgramLinkErrorMsg << std::endl;
std::cout << infoLog << std::endl;
return NULL;
}
// End
glUseProgram(0);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
main.cpp
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#include "libs.h"
#include "variables.hpp"
#include "functions.hpp"
int main()
{
/*****************************************************************
GLFW Init
******************************************************************/
if (!glfwInit())
{
std::cout << "GLFW Init ERROR\n";
return -1;
}
const int WINDOW_WIDTH = 640;
const int WINDOW_HEIGHT = 480;
int framebufferWidth = 0;
int framebufferHeight = 0;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
GLFWwindow* window
= glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "OpenGL", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window, FramebufferResizeCallback);
//glfwGetFramebufferSize(window, &framebufferWidth, &framebufferHeight);
//glViewport(0, 0, framebufferWidth, framebufferHeight);
// 현재 컨텍스트에서 윈도우 생성
glfwMakeContextCurrent(window);
// 프레임 진행 속도 설정
glfwSwapInterval(1);
/*****************************************************************
GLEW Init
******************************************************************/
// glewInit은 rendering context를 만들고 난 이후에 해야 함
if (glewInit() != GLEW_OK)
{
std::cout << "GLEW INIT ERROR\n";
glfwTerminate();
}
// 간단히 GLEW 버전 확인
std::cout << glGetString(GL_VERSION) << std::endl;
/*****************************************************************
Options
******************************************************************/
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW); // 시계 반대 방향으로 구성된 폴리곤을 전면으로 설정
// 픽셀 블렌딩 연산 지정
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// GL_LINE : 폴리곤을 선으로 그리기 (Wireframe Mode)
// GL_FILL : 폴리곤을 색상으로 채우기
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
/*****************************************************************
Objects
******************************************************************/
// Shader Init
GLuint coreProgram;
if (!CreateShaders(coreProgram))
{
glfwTerminate();
}
// Model
// VAO : Vertex Array Object
// VAO Gen & Bind
GLuint vao;
glCreateVertexArrays(1, &vao);
glBindVertexArray(vao);
// VBO : Vertex Buffer Object
// VBO Gen & Bind & Send Data
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// EBO : Element Buffer Object
// EBO Gen & Bind & Send Data
GLuint ebo;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Set VertexAttribPointers & Enable
// 1. Position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
glEnableVertexAttribArray(0);
// 2. Color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
glEnableVertexAttribArray(1);
// 3. TexCoord
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texcoord));
glEnableVertexAttribArray(2);
// Bind VAO 0
glBindVertexArray(0);
/*****************************************************************
Main Loop
******************************************************************/
while (!glfwWindowShouldClose(window))
{
// Update Input
glfwPollEvents();
// Update
UpdateInputs(window);
// Clear
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Use a program
glUseProgram(coreProgram);
// Bind VAO
glBindVertexArray(vao);
// Draw
//glDrawArrays(GL_TRIANGLES, 0, numOfVertices);
glDrawElements(GL_TRIANGLES, numOfIndices, GL_UNSIGNED_INT, 0);
// End Draw
glfwSwapBuffers(window);
glFlush();
}
// End of Program
glfwDestroyWindow(window);
glfwTerminate();
glDeleteProgram(coreProgram);
return 0;
}