#include "ground.h" void Ground::Init() { mVertexBuffer = new VertexBuffer;//创建顶点数据和vbo mVertexBuffer->SetSize(1600); for (int z = 0; z < 20; ++z) { float zStart = 100.0f - z*10.0f; for (int x = 0; x < 20; ++x) { int offset = (x + z * 20) * 4; float xStart = x*10.0f - 100.0f; mVertexBuffer->SetPosition(offset, xStart, -1.0f, zStart); mVertexBuffer->SetPosition(offset + 1, xStart + 10.0f, -1.0f, zStart); mVertexBuffer->SetPosition(offset + 2, xStart, -1.0f, zStart - 10.0f); mVertexBuffer->SetPosition(offset + 3, xStart + 10.0f, -1.0f, zStart - 10.0f); mVertexBuffer->SetNormal(offset, 0.0f, 1.0f, 0.0f); mVertexBuffer->SetNormal(offset + 1, 0.0f, 1.0f, 0.0f); mVertexBuffer->SetNormal(offset + 2, 0.0f, 1.0f, 0.0f); mVertexBuffer->SetNormal(offset + 3, 0.0f, 1.0f, 0.0f); if ((z % 2) ^ (x % 2)) { mVertexBuffer->SetColor(offset, 0.1f, 0.1f, 0.1f); mVertexBuffer->SetColor(offset + 1, 0.1f, 0.1f, 0.1f); mVertexBuffer->SetColor(offset + 2, 0.1f, 0.1f, 0.1f); mVertexBuffer->SetColor(offset + 3, 0.1f, 0.1f, 0.1f); } else { mVertexBuffer->SetColor(offset, 0.8f, 0.8f, 0.8f); mVertexBuffer->SetColor(offset + 1, 0.8f, 0.8f, 0.8f); mVertexBuffer->SetColor(offset + 2, 0.8f, 0.8f, 0.8f); mVertexBuffer->SetColor(offset + 3, 0.8f, 0.8f, 0.8f); } } } /*编译和链接shader*/ mShader = new Shader; mShader->Init("Res/ground.vs", "Res/ground.fs"); mShader->SetVec4("U_LightPos", 0.0f, 0.0f, 1.0f, 0.0f); mShader->SetVec4("U_LightAmbient", 1.0f, 1.0f, 1.0f, 1.0f); mShader->SetVec4("U_LightDiffuse", 1.0f, 1.0f, 1.0f, 1.0f); mShader->SetVec4("U_LightOpt", 32.0f, 0.0f, 0.0f, 1.0f); mShader->SetVec4("U_AmbientMaterial", 0.1f, 0.1f, 0.1f, 1.0f); mShader->SetVec4("U_DiffuseMaterial", 0.1f, 0.4f, 0.6f, 1.0f); } void Ground::Draw(glm::mat4 & viewMatrix, glm::mat4 & projectionMatrix) { glEnable(GL_DEPTH_TEST); mVertexBuffer->Bind(); mShader->Bind(glm::value_ptr(mModelMatrix), glm::value_ptr(viewMatrix), glm::value_ptr(projectionMatrix)); for (int i = 0; i < 400; i++) { glDrawArrays(GL_TRIANGLE_STRIP, i * 4, 4); } mVertexBuffer->Unbind(); }