Bonjour,

Je poursuis le tutoriel http://www.opengl-tutorial.org/fr/be...-colored-cube/ qui est disponible également sur developpez.com

Je suis rendu au cube coloré. A la fin on propose des exercices, notamment afficher plusieurs objets.

Serait-il possible d'avoir de l'aide ? Il n'y a pas de solution donnée dans le tutoriel. Ou alors, je ne l'ai pas trouvée.

Voici ce que j'ai fait maintenant (en partant du tutoriel précédant) sans réussir à afficher 2 objets :

Code : Sélectionner tout - Visualiser dans une fenêtre à part
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// Include standard headers
#include <stdio.h>
#include <stdlib.h>
 
// Include GLEW
#include <GL/glew.h>
 
// Include GLFW
#include <GLFW/glfw3.h>
GLFWwindow* window;
 
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
 
#include <common/shader.hpp>
 
int main( void )
{
	// Initialise GLFW
	if( !glfwInit() )
	{
		fprintf( stderr, "Failed to initialize GLFW\n" );
		getchar();
		return -1;
	}
 
	glfwWindowHint(GLFW_SAMPLES, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL 
 
	// Open a window and create its OpenGL context
    window = glfwCreateWindow( 1024, 768, "Tutorial 03 - Matrices test", NULL, NULL);
	if( window == NULL ){
		fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
		getchar();
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
 
	// Initialize GLEW
	glewExperimental = true; // Needed for core profile
	if (glewInit() != GLEW_OK) {
		fprintf(stderr, "Failed to initialize GLEW\n");
		getchar();
		glfwTerminate();
		return -1;
	}
 
	// Ensure we can capture the escape key being pressed below
	glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
 
	// Dark blue background
	glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
 
	GLuint VertexArrayID;
	glGenVertexArrays(1, &VertexArrayID);
	glBindVertexArray(VertexArrayID);
 
	// Create and compile our GLSL program from the shaders
	GLuint programID = LoadShaders( "SimpleTransform.vertexshader", "SingleColor.fragmentshader" );
 
	// Get a handle for our "MVP" uniform
	GLuint MatrixID = glGetUniformLocation(programID, "MVP");
 
    GLuint MatrixID2 = glGetUniformLocation(programID, "MVPTriangle");
 
    // Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
    glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f);
	// Or, for an ortho camera :
    //glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // In world coordinates
 
	// Camera matrix
	glm::mat4 View       = glm::lookAt(
                                glm::vec3(4,3,-3), // Camera is at (4,3,3), in World Space
								glm::vec3(0,0,0), // and looks at the origin
                                glm::vec3(0,1,0)  // Head is up (set to 0,-1,0 to look upside-down)
						   );
	// Model matrix : an identity matrix (model will be at the origin)
    glm::mat4 Model      = glm::mat4(1.0f);
	// Our ModelViewProjection : multiplication of our 3 matrices
	glm::mat4 MVP        = Projection * View * Model; // Remember, matrix multiplication is the other way around
 
    glm::mat4 ModelTriangle      = glm::mat4(1.0f);
    glm::mat4 MVPTriangle        = Projection * View * ModelTriangle; // Remember, matrix multiplication is the other way around
//	static const GLfloat g_vertex_buffer_data[] = {
//		-1.0f, -1.0f, 0.0f,
//		 1.0f, -1.0f, 0.0f,
//		 0.0f,  1.0f, 0.0f,
//	};
 
    // Our vertices. Three consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
    // A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
    static const GLfloat g_vertex_buffer_data[] = {
        -1.0f,-1.0f,-1.0f, // triangle 1 : begin
        -1.0f,-1.0f, 1.0f,
        -1.0f, 1.0f, 1.0f, // triangle 1 : end
        1.0f, 1.0f,-1.0f, // triangle 2 : begin
        -1.0f,-1.0f,-1.0f,
        -1.0f, 1.0f,-1.0f, // triangle 2 : end
        1.0f,-1.0f, 1.0f,
        -1.0f,-1.0f,-1.0f,
        1.0f,-1.0f,-1.0f,
        1.0f, 1.0f,-1.0f,
        1.0f,-1.0f,-1.0f,
        -1.0f,-1.0f,-1.0f,
        -1.0f,-1.0f,-1.0f,
        -1.0f, 1.0f, 1.0f,
        -1.0f, 1.0f,-1.0f,
        1.0f,-1.0f, 1.0f,
        -1.0f,-1.0f, 1.0f,
        -1.0f,-1.0f,-1.0f,
        -1.0f, 1.0f, 1.0f,
        -1.0f,-1.0f, 1.0f,
        1.0f,-1.0f, 1.0f,
        1.0f, 1.0f, 1.0f,
        1.0f,-1.0f,-1.0f,
        1.0f, 1.0f,-1.0f,
        1.0f,-1.0f,-1.0f,
        1.0f, 1.0f, 1.0f,
        1.0f,-1.0f, 1.0f,
        1.0f, 1.0f, 1.0f,
        1.0f, 1.0f,-1.0f,
        -1.0f, 1.0f,-1.0f,
        1.0f, 1.0f, 1.0f,
        -1.0f, 1.0f,-1.0f,
        -1.0f, 1.0f, 1.0f,
        1.0f, 1.0f, 1.0f,
        -1.0f, 1.0f, 1.0f,
        1.0f,-1.0f, 1.0f
    };
 
    // One color for each vertex. They were generated randomly.
    static const GLfloat g_color_buffer_data[] = {
        0.583f,  0.771f,  0.014f,
        0.609f,  0.115f,  0.436f,
        0.327f,  0.483f,  0.844f,
        0.822f,  0.569f,  0.201f,
        0.435f,  0.602f,  0.223f,
        0.310f,  0.747f,  0.185f,
        0.597f,  0.770f,  0.761f,
        0.559f,  0.436f,  0.730f,
        0.359f,  0.583f,  0.152f,
        0.483f,  0.596f,  0.789f,
        0.559f,  0.861f,  0.639f,
        0.195f,  0.548f,  0.859f,
        0.014f,  0.184f,  0.576f,
        0.771f,  0.328f,  0.970f,
        0.406f,  0.615f,  0.116f,
        0.676f,  0.977f,  0.133f,
        0.971f,  0.572f,  0.833f,
        0.140f,  0.616f,  0.489f,
        0.997f,  0.513f,  0.064f,
        0.945f,  0.719f,  0.592f,
        0.543f,  0.021f,  0.978f,
        0.279f,  0.317f,  0.505f,
        0.167f,  0.620f,  0.077f,
        0.347f,  0.857f,  0.137f,
        0.055f,  0.953f,  0.042f,
        0.714f,  0.505f,  0.345f,
        0.783f,  0.290f,  0.734f,
        0.722f,  0.645f,  0.174f,
        0.302f,  0.455f,  0.848f,
        0.225f,  0.587f,  0.040f,
        0.517f,  0.713f,  0.338f,
        0.053f,  0.959f,  0.120f,
        0.393f,  0.621f,  0.362f,
        0.673f,  0.211f,  0.457f,
        0.820f,  0.883f,  0.371f,
        0.982f,  0.099f,  0.879f
    };
 
    static const GLfloat g_vertex_buffer_data_triangle[] = {
        -1.0f, -1.0f, 0.0f,
         1.0f, -1.0f, 0.0f,
         0.0f,  1.0f, 0.0f,
    };
 
	GLuint vertexbuffer;
	glGenBuffers(1, &vertexbuffer);
	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
	glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
 
    GLuint colorbuffer;
    glGenBuffers(1, &colorbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
 
    GLuint vertexbufferTriangle;
    glGenBuffers(1, &vertexbufferTriangle);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbufferTriangle);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data_triangle), g_vertex_buffer_data_triangle, GL_STATIC_DRAW);
 
    // Enable depth test
    glEnable(GL_DEPTH_TEST);
    // Accept fragment if it closer to the camera than the former one
    glDepthFunc(GL_LESS);
	do{
 
        // Clear the screen
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
		// Clear the screen
        //glClear( GL_COLOR_BUFFER_BIT );
 
		// Use our shader
		glUseProgram(programID);
 
		// Send our transformation to the currently bound shader, 
		// in the "MVP" uniform
		glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
 
		// 1rst attribute buffer : vertices
		glEnableVertexAttribArray(0);
		glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
		glVertexAttribPointer(
			0,                  // attribute. No particular reason for 0, but must match the layout in the shader.
			3,                  // size
			GL_FLOAT,           // type
			GL_FALSE,           // normalized?
			0,                  // stride
			(void*)0            // array buffer offset
		);
 
 
 
        // 2nd attribute buffer : colors
        glEnableVertexAttribArray(1);
        glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
        glVertexAttribPointer(
            1,                                // attribute. No particular reason for 1, but must match the layout in the shader.
            3,                                // size
            GL_FLOAT,                         // type
            GL_FALSE,                         // normalized?
            0,                                // stride
            (void*)0                          // array buffer offset
        );
 
 
 
        glDrawArrays(GL_TRIANGLES, 0, 12*3); // 3 indices starting at 0 -> 1 triangle
 
 
        // Send our transformation to the currently bound shader,
        // in the "MVP" uniform
        glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVPTriangle[0][0]);
 
        // 3rst attribute buffer : triangle
        glEnableVertexAttribArray(2);
        glBindBuffer(GL_ARRAY_BUFFER, vertexbufferTriangle);
        glVertexAttribPointer(
            0,                  // attribute. No particular reason for 0, but must match the layout in the shader.
            3,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
        );
 
        // Draw the triangle !
        glDrawArrays(GL_TRIANGLES, 0, 3); // 3 indices starting at 0 -> 1 triangle
 
        glDisableVertexAttribArray(0);
 
		// Swap buffers
		glfwSwapBuffers(window);
		glfwPollEvents();
 
	} // Check if the ESC key was pressed or the window was closed
	while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
		   glfwWindowShouldClose(window) == 0 );
 
	// Cleanup VBO and shader
	glDeleteBuffers(1, &vertexbuffer);
	glDeleteProgram(programID);
	glDeleteVertexArrays(1, &VertexArrayID);
 
	// Close OpenGL window and terminate GLFW
	glfwTerminate();
 
	return 0;
}
Sinon, ce tutoriel est très bien. J'avance et je compte bien continuer.

Amicalement,

Stéphane