OpenGL 几何着色器 Geometry Shader 初探

11 篇文章 1 订阅

参考:
http://learnopengl-cn.readthedocs.io/zh/latest/04%20Advanced%20OpenGL/09%20Geometry%20Shader/

main.cpp

#include <string>

#define GLEW_STATIC
#include <GL/glew.h>

#include <GLFW/glfw3.h>


#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include "shader.h"

#pragma comment (lib, "opengl32.lib")
#pragma comment (lib, "glew32s.lib")
#pragma comment (lib, "glfw3.lib") 
#pragma comment (lib, "glfw3dll.lib") 
#pragma comment (lib, "glew32mxs.lib")
#pragma comment (lib, "assimp.lib")
#pragma comment(lib, "SOIL.lib")

GLuint WIDTH = 800, HEIGHT = 600;

int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

    GLFWwindow* pWnd = glfwCreateWindow(WIDTH, HEIGHT, "OGL XX", nullptr, nullptr);
    glfwMakeContextCurrent(pWnd);
    glewExperimental = GL_TRUE;
    glewInit();

    glViewport(0, 0, WIDTH, HEIGHT);

    Shader shader("./shader/vertex", "./shader/geometry", "./shader/fragement");

    GLfloat points[] = {
        -0.5f,  0.5f, 1.0f, 0.0f, 0.0f, // Top-left
        0.5f,  0.5f, 0.0f, 1.0f, 0.0f, // Top-right
        0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
        -0.5f, -0.5f, 1.0f, 1.0f, 0.0f  // Bottom-l
    };

    GLuint VAO, VBO;
    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);
    {
        glGenBuffers(1, &VBO);
        glBindBuffer(GL_ARRAY_BUFFER, VBO);

        glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)0);
        glEnableVertexAttribArray(0);

        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
        glEnableVertexAttribArray(1);
    }
    glBindVertexArray(0);

    while (!glfwWindowShouldClose(pWnd))
    {
        glfwPollEvents();
        glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        shader.useShaderPrograme();

        glBindVertexArray(VAO);
        {
            glDrawArrays(GL_POINTS, 0, 4);
        }
        glBindVertexArray(0);

        glfwSwapBuffers(pWnd);
    }
    glfwTerminate();
    return 0;
}

Shader.h

//Shader.h 
#pragma once

#ifndef TEXTURE_SHADER_H_
#define TEXTURE_SHADER_H_

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

#include <gl/glew.h>

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

#include <GL/glew.h>

class Shader
{
public:
    Shader(const GLchar* vertexPath, const GLchar* geometryPath, const GLchar* fragmentPath);
    ~Shader();

public:
    void useShaderPrograme();

    GLuint getPrograme() {
        return this->m_nProgram;
    }

private:
    GLuint  m_nProgram;
};

Shader::Shader(const GLchar* vertexPath, const GLchar* geometryPath, const GLchar* fragmentPath)
{
    std::string vertexCode;
    std::string geometryCode;
    std::string fragmentCode;

    std::ifstream vertexShaderF;
    std::ifstream geomertryShaderF;
    std::ifstream fragementShaderF;

    vertexShaderF.exceptions(std::ifstream::badbit);
    fragementShaderF.exceptions(std::ifstream::badbit);

    try
    {
        vertexShaderF.open(vertexPath);     // 打开文件
        geomertryShaderF.open(geometryPath);
        fragementShaderF.open(fragmentPath);

        std::stringstream vertexShaderStream, geometryShaderStream, fragementShaderStream;
        vertexShaderStream << vertexShaderF.rdbuf();    // 读取文件至stringstream中
        geometryShaderStream<< geomertryShaderF.rdbuf();
        fragementShaderStream << fragementShaderF.rdbuf();

        vertexShaderF.close();      // 关闭文件
        geomertryShaderF.close();
        fragementShaderF.close();

        vertexCode = vertexShaderStream.str();      // 转换成string类型
        geometryCode = geometryShaderStream.str();
        fragmentCode = fragementShaderStream.str();
    }
    catch (std::ifstream::failure e)
    {
        std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ:" << std::endl;
    }

    const GLchar* pVertexCode = vertexCode.c_str(); // string 转 char*
    const GLchar* pGeometryCode = geometryCode.c_str();
    const GLchar* pFragementCode = fragmentCode.c_str();

    GLuint nVertexShader, nGeometryShader, nFragementShader;
    GLint nRes = 0;
    GLchar chLogInfo[512] = { '\0' };

    // 创建顶点着色器
    nVertexShader = glCreateShader(GL_VERTEX_SHADER);
    // 将顶点着色程序的源代码字符数组绑定到顶点着色器对象
    glShaderSource(nVertexShader, 1, &pVertexCode, nullptr);
    glCompileShader(nVertexShader); // compile shader 编译着色器

    // 获取编译结果
    glGetShaderiv(nVertexShader, GL_COMPILE_STATUS, &nRes);
    if (!nRes)
    {
        glGetShaderInfoLog(nVertexShader, 512, nullptr, chLogInfo);
        std::cout << "ERROR::SHADEF::VERTEX::COMPILATION_FAILED:" << chLogInfo << std::endl;
    }

    // 创建几何着色器
    nGeometryShader = glCreateShader(GL_GEOMETRY_SHADER);
    glShaderSource(nGeometryShader, 1, &pGeometryCode, nullptr);
    glCompileShader(nGeometryShader);
    glGetShaderiv(nGeometryShader, GL_COMPILE_STATUS, &nRes);
    if (!nRes)
    {
        glGetShaderInfoLog(nGeometryShader, 512, nullptr, chLogInfo);
        std::cout << "ERROR::SHADER::GEOMETRY::COMPILATION_FAILED:" << chLogInfo << std::endl;
    }

    // 创建片断着色器
    nFragementShader = glCreateShader(GL_FRAGMENT_SHADER);
    // 将片段着色程序的源代码字符数组绑定到片段着色器对象
    glShaderSource(nFragementShader, 1, &pFragementCode, nullptr);
    glCompileShader(nFragementShader);
    glGetShaderiv(nFragementShader, GL_COMPILE_STATUS, &nRes);
    if (!nRes)
    {
        glGetShaderInfoLog(nFragementShader, 512, nullptr, chLogInfo);
        std::cout << "ERROR::SHADEF::FRAGEMENT::COMPILATION_FAILED:" << chLogInfo << std::endl;
    }

    this->m_nProgram = glCreateProgram();   // 创建GLSL程序
    glAttachShader(this->m_nProgram, nVertexShader);    // 绑定shader到program
    glAttachShader(this->m_nProgram, nGeometryShader);
    glAttachShader(this->m_nProgram, nFragementShader);

    // glLinkProgram操作产生最后的可执行程序,它包含最后可以在硬件上执行的硬件指令
    glLinkProgram(this->m_nProgram);        // 链接
    glGetProgramiv(this->m_nProgram, GL_LINK_STATUS, &nRes);
    if (!nRes)
    {
        glGetProgramInfoLog(this->m_nProgram, 512, nullptr, chLogInfo);
        std::cout << "ERROR::SHADEF::FRAGEMENT::LINK_FAILED:" << chLogInfo << std::endl;
    }

    glDeleteShader(nVertexShader);
    glDeleteShader(nGeometryShader);
    glDeleteShader(nFragementShader);
}

Shader::~Shader()
{
}

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void Shader::useShaderPrograme()
{
    glUseProgram(this->m_nProgram); // 使用porgram
}

#endif



GLSL Shader 部分

vertex

#version 330 core
layout (location = 0) in vec2 position;
layout (location = 1) in vec3 color;

out VS_OUT {
    vec3 color;
} vs_out;

void main()
{
    gl_Position = vec4(position.x, position.y, 0.0f, 1.0f); 
    vs_out.color = color;
}

geometry

// ================
// Geometry shader:
// ================
#version 330 core

// 输入的是points类型
layout (points) in; 

// 输出的是triangle_strip类型,最多输出顶点数为5
layout (triangle_strip, max_vertices = 5) out; 

// 接口块
in VS_OUT {
    vec3 color;
} gs_in[];

out vec3 fColor;

void build_house(vec4 position)
{    
    fColor = gs_in[0].color; // gs_in[0] since there's only one input vertex

    gl_Position = position + vec4(-0.2f, -0.2f, 0.0f, 0.0f);    // 1:bottom-left   
    EmitVertex();   

    gl_Position = position + vec4( 0.2f, -0.2f, 0.0f, 0.0f);    // 2:bottom-right
    EmitVertex();

    gl_Position = position + vec4(-0.2f,  0.2f, 0.0f, 0.0f);    // 3:top-left
    EmitVertex();

    gl_Position = position + vec4( 0.2f,  0.2f, 0.0f, 0.0f);    // 4:top-right
    EmitVertex();

    gl_Position = position + vec4( 0.0f,  0.4f, 0.0f, 0.0f);    // 5:top
    fColor = vec3(1.0f, 1.0f, 1.0f);
    EmitVertex();

    EndPrimitive();
}

void main() {    
    build_house(gl_in[0].gl_Position);
}

fragement

// ================
// Fragment shader:
// ================
#version 330 core
in vec3 fColor;
out vec4 color;

void main()
{
    color = vec4(fColor, 1.0f);   
}

这里写图片描述

参考:
http://learnopengl-cn.readthedocs.io/zh/latest/04%20Advanced%20OpenGL/09%20Geometry%20Shader/

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