learnOpenGL-着色器

GLSL语法

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。
在这里插入图片描述

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);
}
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