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