// FlatShader.cpp
// OpenGL SuperBible
// Demonstrates a simple flat shader with transformations
// Program by Richard S. Wright Jr.
#pragma comment(lib, "gltools.lib")
#include <GLTools.h> // OpenGL toolkit
#include <GLMatrixStack.h>
#include <GLFrame.h>
#include <GLFrustum.h>
#include <GLGeometryTransform.h>
#include <StopWatch.h>
#include <math.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif
GLFrame viewFrame;
GLFrustum viewFrustum;
GLTriangleBatch torusBatch;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
GLGeometryTransform transformPipeline;
GLuint flatShader; // The Flat shader
GLint locMVP; // The location of the ModelViewProjection matrix uniform
GLint locColor; // The location of the color value uniform
// This function does any needed initialization on the rendering
// context.
void SetupRC(void)
{
// Background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
viewFrame.MoveForward(4.0f);
// Make the torus
gltMakeTorus(torusBatch, .80f, 0.25f, 52, 26);
flatShader = gltLoadShaderPairWithAttributes("FlatShader.vp", "FlatShader.fp", 1, GLT_ATTRIBUTE_VERTEX, "vVertex");
locMVP = glGetUniformLocation(flatShader, "mvpMatrix");
locColor = glGetUniformLocation(flatShader, "vColorValue");
}
// Cleanup
void ShutdownRC(void)
{
}
// Called to draw scene
void RenderScene(void)
{
static CStopWatch rotTimer;
// Clear the window and the depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
modelViewMatrix.PushMatrix(viewFrame);
modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 10.0f, 0.0f, 1.0f, 0.0f);
GLfloat vColor[] = { 0.1f, 0.1f, 1.f, 1.0f };
glUseProgram(flatShader);
glUniform4fv(locColor, 1, vColor);
glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
torusBatch.Draw();
modelViewMatrix.PopMatrix();
glutSwapBuffers();
glutPostRedisplay();
}
void ChangeSize(int w, int h)
{
// Prevent a divide by zero
if (h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
viewFrustum.SetPerspective(35.0f, float(w) / float(h), 1.0f, 100.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
///
// Main entry point for GLUT based programs
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(800, 600);
glutCreateWindow("Simple Transformed Geometry");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
SetupRC();
glutMainLoop();
ShutdownRC();
return 0;
}
OpenGL案例代码发现的问题:
1、ShutdownRC函数没有glDeleteProgram(flatShader);
2、RenderScene函数中一直在创建vColor一维数组