xcode编译下面代码可能会有问题,因为open打开的着色器文件读取有问题。
用ifstream infile打开一样有问题
找到原因了。。。Xcode访问相对路径有问题。所以两个着色器一直读取错误。改成绝对路径就行了
xcode里资源文件和main.cpp放同一目录,用相对路径读取文件不行,资源文件必须和exe文件放在同一目录,用相对路径才正常。也就是下面Products里的程序打开的目录。
shader.h
#ifndef SHADER_H
#define SHADER_H
//预处理指令,让编译器只在该文件未被包含过的情况下才包含编译该文件,防止链接冲突
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>; // 包含glew来获取所有的必须OpenGL头文件
class Shader
{
public:
// 程序ID
GLuint Program;
// 构造器读取并构建着色器
Shader(const GLchar* vertexPath, const GLchar* fragmentPath);
GLuint getProgram() { return Program; };
// 使用程序
void Use();
};
#endif
shader.cpp
#include "shader.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
Shader::Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
{
std::string vertexCode;
std::string fragmentCode;
// 开辟内存空间
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// 保证ifstream对象可以抛出异常:
vShaderFile.exceptions(std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::badbit);
try
{
// 打开文件
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
// 转化为字符串
std::stringstream vShaderStream, fShaderStream;
// 读取文件的缓冲内容到流中
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// 关闭文件
vShaderFile.close();
fShaderFile.close();
// 转换流至GLchar数组
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* fShaderCode = fragmentCode.c_str();
GLuint vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vShaderCode, NULL);
glCompileShader(vertexShader);
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
};
GLuint fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fShaderCode, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENET::COMPILATION_FAILED\n" << infoLog << std::endl;
};
this->Program = glCreateProgram();
glAttachShader(this->Program, vertexShader);
glAttachShader(this->Program, fragmentShader);
glLinkProgram(this->Program);
glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void Shader::Use() {
glUseProgram(this->Program);
}
main.cpp
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "shader.h"
GLfloat vertices[] = {
//位置 //颜色
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f,1.0f
};
GLuint indices[] = {
0, 1, 3,
1, 2, 3
};
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "test", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
Shader* testShader = new Shader("test.vert", "test.frag");
while (!glfwWindowShouldClose(window))
{
processInput(window);
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
testShader->Use();
GLfloat timeValue = glfwGetTime();
GLfloat greenValue = (sin(timeValue) / 2) + 0.5;
// 查询定义的 ourColor 的位置值,-1代表未找到这个值。查询uniform地址不要求使用过program,但更新必须先激活对应program
GLint vertexColorLocation = glGetUniformLocation(testShader->getProgram(), "ourColor");
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
/* 后缀f:函数需要一个float作为它的值
后缀i:函数需要一个int作为它的值
后缀ui:函数需要一个unsigned int作为它的值
后缀3f:函数需要三个float作为它的值
后缀fv:函数需要一个float向量/数组作为它的值*/
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
顶点着色器
#version 330 core
layout (location = 0) in vec3 position; // position变量的属性位置值为0
layout (location = 1) in vec3 color; // color变量的属性位置值为1
out vec4 vertexColor; // 为片段着色器指定一个颜色输出
void main() //每个着色器的入口点都是main函数
{
gl_Position = vec4(position, 1.0);
/* 构造的语法
vec2 someVec;
vec4 differentVec = someVec.xyxx;
vec3 anotherVec = differentVec.zyw;
vec4 otherVec = someVec.xxxx + anotherVec.yxzy;
vec2 vect = vec2(0.5f, 0.7f);
vec4 result = vec4(vect, 0.0f, 0.0f);
vec4 otherResult = vec4(result.xyz, 1.0f); */
//vertexColor = vec4(0.5f, 0.0f, 0.0f, 1.0f); // 把输出变量设置为暗红色
vertexColor = vec4(color, 1.0f);
}
片段着色器
#version 330 core
in vec4 vertexColor; // 从顶点着色器传来的输入变量(名称相同、类型相同)
out vec4 color; // 片段着色器输出的变量名可以任意命名,类型必须是vec4
uniform vec4 ourColor; // uniform是全局的,在整个着色器程序对象(program)中唯一,并一直保存数据,直到被更新或重置
//可在OpenGL程序代码中设定这个变量。一个被声明未使用过的uniform,会被编译器移除,可能导致其他错误
//值的时机是在调用了glUseProgram()函数之后,即shader在激活了之后才能传值
//sample是GLSL供纹理对象使用的内建数据。以纹理类型为后缀
void main()
{
color = vertexColor;
}
练习一:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
out vec4 vertexColor;
void main()
{
gl_Position = vec4(position.x, -position.y, position.z, 1.0);
//vertexColor = vec4(0.5f, 0.0f, 0.0f, 1.0f); // 把输出变量设置为暗红色
vertexColor = vec4(color, 1.0f);
}
练习二:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
out vec4 vertexColor;
uniform float moveX;
void main()
{
gl_Position = vec4(position.x+moveX, position.y, position.z, 1.0);
vertexColor = vec4(color, 1.0f);
}
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "Shader.h"
GLfloat vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f,1.0f
};
GLuint indices[] = {
0, 1, 3,
1, 2, 3
};
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "test", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
Shader* testShader = new Shader("test.vert", "test.frag");
while (!glfwWindowShouldClose(window))
{
processInput(window);
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
testShader->Use();
GLfloat timeValue = glfwGetTime();
GLfloat greenValue = (sin(timeValue) / 2) + 0.5;
GLint moveX = glGetUniformLocation(testShader->getProgram(), "moveX");
glUseProgram(testShader->getProgram());
glUniform1f(moveX, 1.0f);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
练习三:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
out vec4 vertexColor;
uniform float moveX;
void main()
{
gl_Position = vec4(position.x+moveX, position.y, position.z, 1.0);
vertexColor = vec4(position, 1.0f);
}