OpenGL三角形(2)-闪烁功能

重点部分:

在顶点着色器中定义一个out扔到片段着色器中(in),片段着色器将顶点着色器中vertexColor的值赋给每一个像素;

vertexColor
vertexColor
顶点着色器out
in片段着色器
每一个像素

定义uniform(global 全局变量),uniform变量在每个着色器程序对象中都是独一无二的,而且它可以被着色器程序的任意着色器在任意阶段访问。无论把uniform值设置成什么,uniform会一直保存它们的数据,直到它们被重置或更新

//GLSL类C语言 shader的结构如顶点着色器和片段着色器

//顶点着色器

const char* vertexShadersource =
"#version 330 core               \n"
"layout (location = 7) in vec3 aPos; \n"
"out vec4 vertexColor;    \n"   //在 vertexShadersource 中定义并输出到fragmentShadersource中的FragColor来使用
"void main(){ \n"
" gl_Position  = vec4(aPos.x, aPos.y, aPos.z, 1.0);   \n"
" vertexColor = vec4(1.0,0,0,1.0); \n"
"} \n";

//片段着色器
const char* fragmentShadersource =
"#version 330 core            \n   "
"in vec4 vertexColor;    \n        "
"uniform vec4 ourColor; \n"
"out vec4 FragColor; \n           "
"void main(){ \n                  "
" FragColor = ourColor;} \n    ";
		//闪烁
		float timeValue = glfwGetTime();
		float greenValue = (sin(timeValue) / 2.0f) + 0.5f;
		int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
		glUseProgram(shaderProgram);
		glUniform4f(vertexColorLocation, 0, greenValue, 0, 1.0f);

代码:

#define GLEW_STATIC
#include<iostream>

#include<GL/glew.h>
//#include<glad/glad.h>
#include<GLFW/glfw3.h>






float vertices[] = {
-0.5f, -0.5f, 0.0f,//右上角0
 0.5f, -0.5f, 0.0f,//右下角1
 0.0f, 0.5f, 0.0f, //左下角2
 //0.5f,0.5f,0.0f;
 //0.0f,0.5f,0.0f;
 0.8f, 0.8f,0.0f左上角3
};

unsigned int indices[] = {0,1,2,2,1,3};//按照顶点顺序绘制



/*
const char* vertexShadersource =
"#version 330 core               \n"
"layout (location = 7) in vec3 aPos; \n"
"void main(){ \n"
" gl_Position  = vec4(aPos.x, aPos.y, aPos.z, 1.0);} \n";

const char* fragmentShadersource =
"#version 330 core               \n"
"out vec4 FragColor; \n"
"void main(){ \n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);} \n";
*/


//shader的编译

//顶点着色器

const char* vertexShadersource =
"#version 330 core               \n"
"layout (location = 7) in vec3 aPos; \n"
"out vec4 vertexColor;    \n"   //在 vertexShadersource 中定义并输出到fragmentShadersource中的FragColor来使用
"void main(){ \n"
" gl_Position  = vec4(aPos.x, aPos.y, aPos.z, 1.0);   \n"
" vertexColor = vec4(1.0,0,0,1.0); \n"
"} \n";

//片段着色器
const char* fragmentShadersource =
"#version 330 core            \n   "
"in vec4 vertexColor;    \n        "
"uniform vec4 ourColor; \n"
"out vec4 FragColor; \n           "
"void main(){ \n                  "
" FragColor = ourColor;} \n    ";



//定义一个键盘输入
void processInput(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)//如果键盘输入为esc,则设置关闭功能为真
		glfwSetWindowShouldClose(window, true);
}


int main() {



	glfwInit();
	//告诉版本号
	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, "My Opengl", NULL, NULL);
	if (window == NULL)
	{
		printf("OPen Window failed");
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);//通知GLFW将窗口的上下文设置为当前线程的主上下文了。

	//init glew 得初始化glew 不然会出现异常问题
	glewExperimental = true;

	if (glewInit() != GLEW_OK)
	{
		printf("init glew failed");
		glfwTerminate();
		return -1;
	}

	glViewport(0, 0, 800, 600);//glViewport函数前两个参数控制 程序 (不是opengl的窗口)窗口左下角的位置。第三个和第四个参数控制渲染窗口的宽度和高度(像素)


	//进行面的剔除
	//glEnable(GL_CULL_FACE);//打开面剔除功能
	//glCullFace(GL_BACK);//进行背面的剔除,(猜测:如果三角形的法向量是朝屏幕里面的 应该就是背面)


	//线框模式绘制
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);


	unsigned int VAO;
	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);



	unsigned int VBO;
	glGenBuffers(1, &VBO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);





	unsigned int EBO;
	glGenBuffers(1, &EBO);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);


	unsigned int vertexShader;
	vertexShader = glCreateShader(GL_VERTEX_SHADER);
	//把需要创建的着色器类型以参数形式提供给glCreateShader。由于我们正在创建一个顶点着色器,传递的参数是GL_VERTEX_SHADER
	glShaderSource(vertexShader, 1, &vertexShadersource, NULL);
	glCompileShader(vertexShader);


	unsigned int fragmentShader;
	fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShadersource, NULL);
	glCompileShader(fragmentShader);
	//glShaderSource函数把要编译的着色器对象作为第一个参数。第二参数指定了传递的源码字符串数量,这里只有一个。第三个参数是顶点着色器真正的源码,第四个参数我们先设置为NULL

	//创建一个程序对象
	unsigned int shaderProgram;
	shaderProgram = glCreateProgram();
	//把之前编译的着色器附加到程序对象上
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	//用glLinkProgram链接它们
	glLinkProgram(shaderProgram);


	//使用glVertexAttribPointer函数告诉OpenGL该如何解析顶点数据

	glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);//第一个参数是layout(location = 0)中的0


	glEnableVertexAttribArray(7);//layout(location = 0)中的0



	while (!glfwWindowShouldClose(window))
	{
		//输入
		processInput(window);
		//渲染部分
		//设置opengl的窗口背景的颜色
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		glBindVertexArray(VAO);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
		//闪烁
		float timeValue = glfwGetTime();
		float greenValue = (sin(timeValue) / 2.0f) + 0.5f;
		int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
		glUseProgram(shaderProgram);
		glUniform4f(vertexColorLocation, 0, greenValue, 0, 1.0f);

		glUseProgram(shaderProgram);

		//glDrawArrays(GL_TRIANGLES, 0, 3);
		//使用ebo进行绘制 
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

		glfwSwapBuffers(window);//glfwWindowShouldClose函数在我们每次循环的开始前检查一次GLFW是否被要求退出,如果是的话该函数返回true然后渲染循环便结束了,之后为我们就可以关闭应用程序了
		glfwPollEvents();//glfwPollEvents函数检查有没有触发什么事件(比如键盘输入、鼠标移动等)、更新窗口状态,并调用对应的回调函数
	}

	glfwTerminate();//清除释放分配的资源
	return 0;
}
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