Modern OpenGL---06 使用GLFW_OPENGL_CORE_PROFILE,绑定VertexArray

在使用GLFW_OPENGL_COMPAT_PROFILE时,内部有一个默认的glBindVertexArray()过程,当在glfwWindowHinit()初始化时,使用了GLFW_OPENGL_CORE_PROFILE,则需要通过显示创建一个VertexArray(VAO),并将其绑定,绑定后,每当需要绘制这些vertices时,只需要绑定vao即可,不需要再绑定buffer和glEnableVetexAttribPointer()了,方便很多。

这只是一种可以选择的方法,可能会在时间性能上比别的方法有所提高,好几年前是这样的,但经过了这么长时间,已经不知道现在的情况了。

代码:

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
#include <vector>

#define ASSERT(x) if(!(x)) __debugbreak();
#define GLCall(x) GLClearError();\
	x;\
	ASSERT(GLLogCall(#x, __FILE__, __LINE__))  //对每个gl函数x,GLCall(x),可以在出错的地方break并且打印出错具体位置。注意:在 \ 后不能出现空格字符

static void GLClearError()
{
	while (glGetError() != GL_NO_ERROR); //用于清空之前的error
}

static bool GLLogCall(const char* function, const char* file, int line)
{
	while (GLenum error = glGetError()) //改成 if 也可以吧,有什么区别吗
	{
		std::cout << "[OpenGL Error] (" << error << "): " << function << 
			" " << file << ":" << line << std::endl;
		return false;
	}
	return true;
}


struct ShaderProgramSource
{
	std::string VertexSource;
	std::string FragmentSouce;
};

static ShaderProgramSource ParseShader(const std::string &filepath)
{
	std::ifstream stream(filepath);

	enum class ShaderType
	{
		NONE = -1, VERTEX = 0, FRAGMENT = 1
	};


	std::string line;
	std::stringstream ss[2];
	ShaderType type = ShaderType::NONE;
	while (getline(stream, line))
	{
		if (line.find("#shader") != std::string::npos)
		{
			if (line.find("vertex") != std::string::npos)
			{
				type = ShaderType::VERTEX;
			}
			else if (line.find("fragment") != std::string::npos)
			{
				type = ShaderType::FRAGMENT;
			}
		}
		else
		{
			ss[(int)type] << line << "\n";
		}
	}

	return { ss[0].str(), ss[1].str() };
}

static unsigned int CompiledShader(unsigned int type, const std::string &source)
{
	unsigned int id = glCreateShader(type);								//创建一个着色器
	const char* src = source.c_str();
	glShaderSource(id, 1, &src, nullptr);
	glCompileShader(id);												//编译着色器里的程序代码

	/*这是一些错误处理*/
	int result;
	glGetShaderiv(id, GL_COMPILE_STATUS, &result);
	if (result == GL_FALSE)
	{
		int length;
		glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
		char *message = (char*)alloca(length * sizeof(char));
		glGetShaderInfoLog(id, length, &length, message);
		std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader" << std::endl;
		std::cout << message << std::endl;
		glDeleteShader(id);
		return 0;
	}

	return id;
}

static unsigned int CreateShader(const std::string &vertexShader, const std::string& fragmentShader)
{
	unsigned int program = glCreateProgram();
	unsigned int vs = CompiledShader(GL_VERTEX_SHADER, vertexShader);
	unsigned int fs = CompiledShader(GL_FRAGMENT_SHADER, fragmentShader);

	//把两个编译好的着色器连接到同一个程序里面
	glAttachShader(program, vs);
	glAttachShader(program, fs);
	//链接程序(把程序放到显卡上?)
	glLinkProgram(program);
	//验证程序(非必要?)
	//glValidateProgram(program);

	glDeleteShader(vs);
	glDeleteShader(fs);

	return program;
}

int main(void)
{
	glewInit();

	/* Initialize the library */
	if (!glfwInit())
		return -1;

	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	GLFWwindow* window;

	/* Create a windowed mode window and its OpenGL context */
	window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
	if (!window)
	{
		glfwTerminate();
		return -1;
	}

	/* Make the window's context current */
	glfwMakeContextCurrent(window);

	if (glewInit() != GLEW_OK)
		std::cout << "ERROR!" << std::endl;

	std::cout << glGetString(GL_VERSION) << std::endl;

	float positions[] = {
		-0.5f, -0.5f, // 0
		 0.5f, -0.5f, // 1
		 0.5f,  0.5f, // 2
		-0.5f,  0.5f, // 3
	};

	unsigned int indices[] = {
		0, 1, 2,
		2, 3, 0
	};

	unsigned int vao;
	GLCall(glGenVertexArrays(1, &vao));
	GLCall(glBindVertexArray(vao));

	unsigned int buffer; 
	glGenBuffers(1, &buffer);																//创建一个缓存
	glBindBuffer(GL_ARRAY_BUFFER, buffer);													//绑定缓存
	glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(float), positions, GL_STATIC_DRAW);			//为缓存填充数据
	/*接下来启用顶点着色器*/
	glEnableVertexAttribArray(0);															//设置顶点着色器属性为坐标位置
	//参数分别为坐标属性的索引,每个顶点有2个元素,元素的类型,不需要normalized,步长(每个顶点元素的内存大小),指针的偏移量
	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0); 

	unsigned int ibo;
	glGenBuffers(1, &ibo);																//创建一个缓存
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);													//绑定缓存
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), indices, GL_STATIC_DRAW);			//为缓存填充数据


	ShaderProgramSource source = ParseShader("basic.shader");

	unsigned int shader = CreateShader(source.VertexSource, source.FragmentSouce);
	glUseProgram(shader);

	int location = glGetUniformLocation(shader, "u_Color");
	ASSERT(location != -1);
	GLCall(glUniform4f(location, 0.8f, 0.3f, 0.8f, 1.0f));

	GLCall(glBindVertexArray(0));
	GLCall(glUseProgram(0));
	GLCall(glBindBuffer(GL_ARRAY_BUFFER, 0));
	GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));

	float r = 0.0f;
	float increment = 0.05f;
	/* Loop until the user closes the window */
	while (!glfwWindowShouldClose(window))
	{
		/* Render here */
		glClear(GL_COLOR_BUFFER_BIT);

		GLCall(glUseProgram(shader));
		GLCall(glUniform4f(location, r, 0.3, 0.8, 1.0));

		/*GLCall(glBindBuffer(GL_ARRAY_BUFFER, buffer));
		GLCall(glEnableVertexAttribArray(0));
		GLCall(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0));*/

		GLCall(glBindVertexArray(vao));
		GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo)); //这个也可以不用绑定了

		GLCall(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr));

		if (r < 0)
			increment = 0.05f;
		else if (r > 1)
			increment = -0.05f;
		r += increment;

		/* Swap front and back buffers */
		glfwSwapBuffers(window);

		/* Poll for and process events */
		glfwPollEvents();
	}

	glDeleteProgram(shader);
	glfwTerminate();
	return 0;
}

.shader未改变,与05一致

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