OpenGL(4)着色器 - 着色器的编写

main函数

#define GLEW_STATIC
#include<iostream>

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



//现在直接在顶点数据里加入颜色信息

float vertices[] = {
-0.5f, -0.5f, 0.0f,1.0f,0.0f,0.0f,//右上角0
 0.5f, -0.5f, 0.0f,0.0f,1.0f,0.0f,//右下角1
 0.0f, 0.5f, 0.0f,0.0f,0.0f,1.0f, //左下角2
 //0.5f,0.5f,0.0f;
 //0.0f,0.5f,0.0f;
 0.8f, 0.8f,0.0f,1.f,0.0f,1.0f左上角3
};

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

//着色器部分可以从外部读入了,因此下面部分可以删除不用了

/*
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"
//"layout (location = 8) in vec3 aColor; \n" //加入颜色属性位置是8;
//"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(aColor.x,aColor.y,aColor.z,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 = vertexColor;} \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() {

	//读取文件



	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);

	Shader* testShader = new Shader("vertexSource.txt", "fragmentSource.txt");

	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);

//下面这段已经在Shader.cpp中写好了因此不需要了

	//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, 6 * sizeof(float), (void*)0);//第一个参数是layout(location = 0)中的0,
	glEnableVertexAttribArray(7);//layout(location = 0)中的0
	
								 
	//颜色信息,对于每个顶点来说,位置顶点属性在前,所以它的偏移量是0。颜色属性紧随位置数据之后,所以偏移量就是3 * sizeof(float)
	glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));  //VBO里现在是6个数据,因此要跳6个,向右移动6个float,其中3个是位置值,另外3个是颜色值
	glEnableVertexAttribArray(8);//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);
 
		testShader->use();
		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;
}

Shader.cpp

#include "Shader.h"
#include<iostream>
#include<fstream>
#include<sstream>

#define GLEW_STATIC
#include<GL/glew.h>
#include<GLFW/glfw3.h>



using namespace std;

Shader::Shader()
{
}

Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
	
	ifstream vertexFile;
	ifstream fragmentFile;
	
	stringstream vertexSStream;
	stringstream fragmentSStream;//先是file 然后再转化为String(memory中)


	//打开文件,还没有写入内存
	vertexFile.open(vertexPath);
	fragmentFile.open(fragmentPath);
	//异常查询
	vertexFile.exceptions(ifstream::failbit || ifstream::badbit);
	fragmentFile.exceptions(ifstream::failbit || ifstream::badbit);



	try//异常检测机制
	{
		if (!vertexFile.is_open())
		{
			throw exception("open file erro");//如果检测到异常则丢出一个open file erro
		}

		vertexSStream << vertexFile.rdbuf();
		fragmentSStream << fragmentFile.rdbuf(); //把内存中的file转为string

		vertexString = vertexSStream.str();
		fragmentString = fragmentSStream.str();

		vertexSource = vertexString.c_str();
		fragmentSource = fragmentString.c_str();
		
		//与之前在main.cpp中定义的形式一样,这里两个着色器名字为vertex, fragment

		unsigned int vertex, fragment;
		vertex = glCreateShader(GL_VERTEX_SHADER);
		glShaderSource(vertex, 1, &vertexSource, NULL);
		glCompileShader(vertex);

		fragment = glCreateShader(GL_FRAGMENT_SHADER);
		glShaderSource(fragment, 1, &fragmentSource, NULL);
		glCompileShader(fragment);

		ID = glCreateProgram();
		glAttachShader(ID, vertex);//依附到ID着色器程序上
		glAttachShader(ID, fragment);
		glLinkProgram(ID);
		//两个着色器已经附着到ID上了可以删除了
		glDeleteShader(vertex);
		glDeleteShader(fragment);

	}
	catch (const std::exception& ex)
	{
		printf(ex.what());
	}
}

void Shader::use()
{
	glUseProgram(ID);
}

Shader.h

#pragma once
#include<string>
class Shader
{
public:
	Shader();
	Shader(const char * vertexPath, const char * fragmentPath);

	//cpu中的string 和 char*
	std::string vertexString;
	std::string fragmentString;
	const char* vertexSource;
	const char* fragmentSource;
	unsigned int ID;//shader program ID

	void use();
};


vertexSource.txt

#version 330 core               
layout (location = 7) in vec3 aPos; 
layout (location = 8) in vec3 aColor; 
out vec4 vertexColor;    
void main(){ 
 gl_Position  = vec4(aPos.x, aPos.y, aPos.z, 1.0);   
 vertexColor = vec4(aColor.x,aColor.y,aColor.z,1.0); 
} 

fragmentSource.txt

#version 330 core          
in vec4 vertexColor;    
//uniform vec4 ourColor; 
out vec4 FragColor;     
void main(){           
 FragColor = vertexColor;
 } 

需要注意的部分是Shader.h与Shader.cpp的编写,还有疑问可以看文件中的注释,已经写的很全了

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值