1.2.2 Visual Studio OpenGL着色器语言文件读取

主要介绍利用Visual Studio-OpenGL创建一个红色三角形,涉及到GLSL着色器语言,着色器语言文件创建,文件的载入,代码释义等内容。

参考视频 

https://b23.tv/VxpOTks

https://b23.tv/qRNwR9b

主程序实现glfw和glew的初始化以及VAO、VBO的创建及连接,画图等。主程序(.cpp)代码为:

​
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <common/shader.hpp>
using namespace glm;



// An array of 3 vectors which represents 3 vertices
static const GLfloat g_vertex_buffer_data[] = {
   -1.0f, -1.0f, 0.0f,
   1.0f, -1.0f, 0.0f,
   0.0f,  1.0f, 0.0f,
};

int main() {
    // Initialise GLFW
    glewExperimental = true; // Needed for core profile
    if (!glfwInit())
    {
        fprintf(stderr, "Failed to initialize GLFW\n");
        return -1;
    }
    glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL 

    // Open a window and create its OpenGL context
    GLFWwindow* window; // (In the accompanying source code, this variable is global for simplicity)
    window = glfwCreateWindow(1024, 768, "Tutorial 01", NULL, NULL);
    if (window == NULL) {
        fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window); // Initialize GLEW
    glewExperimental = true; // Needed in core profile
    if (glewInit() != GLEW_OK) {
        fprintf(stderr, "Failed to initialize GLEW\n");
        return -1;
    }

    GLuint VertexArrayID;
    glGenVertexArrays(1, &VertexArrayID);
    glBindVertexArray(VertexArrayID);

    // This will identify our vertex buffer
    GLuint vertexbuffer;
    // Generate 1 buffer, put the resulting identifier in vertexbuffer
    glGenBuffers(1, &vertexbuffer);
    // The following commands will talk about our 'vertexbuffer' buffer
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    // Give our vertices to OpenGL.
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);

	// Create and compile our GLSL program from the shaders
	GLuint programID = LoadShaders("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader");

    glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);

    do {
        // Clear the screen. It's not mentioned before Tutorial 02, but it can cause flickering, so it's there nonetheless.
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		// Use our shader
		glUseProgram(programID);
        // Draw nothing, see you in tutorial 2 !
        // 1st attribute buffer : vertices
        glEnableVertexAttribArray(0);
        //glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
        glVertexAttribPointer(
            0,                  // attribute 0. No particular reason for 0, but must match the layout in the shader.
            3,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
        );
        // Draw the triangle !
		
        glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
        glDisableVertexAttribArray(0);

        // Swap buffers
        glfwSwapBuffers(window);
        glfwPollEvents(); 

    } // Check if the ESC key was pressed or the window was closed
    while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
        glfwWindowShouldClose(window) == 0);
}



​

片段着色器将三角形渲染为红色,SimpleFragmentShader.fragmentshader 文件中GLSL代码为:

​
#version 330 core
out vec3 color;
void main(){
  color = vec3(1,0,0);
}

​

顶点着色器SimpleVertexShader.vertexshader 文件中GLSL代码为:

​
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
void main(){
  gl_Position.xyz = vertexPosition_modelspace;
  gl_Position.w = 1.0;
}

​

shader.hpp 文件定义GLSL文件读取函数,并生成程序对象ID。shader.hpp 文件中代码为:

​
#include <fstream>
#include <sstream>
#include <vector>
GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path) {

	// Create the shaders
	GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
	GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);

	// Read the Vertex Shader code from the file
	std::string VertexShaderCode;
	std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
	if (VertexShaderStream.is_open()) {
		std::stringstream sstr;
		sstr << VertexShaderStream.rdbuf();
		VertexShaderCode = sstr.str();
		VertexShaderStream.close();
	}
	else {
		printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
		getchar();
		return 0;
	}

	// Read the Fragment Shader code from the file
	std::string FragmentShaderCode;
	std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
	if (FragmentShaderStream.is_open()) {
		std::stringstream sstr;
		sstr << FragmentShaderStream.rdbuf();
		FragmentShaderCode = sstr.str();
		FragmentShaderStream.close();
	}

	GLint Result = GL_FALSE;
	int InfoLogLength;

	// Compile Vertex Shader
	printf("Compiling shader : %s\n", vertex_file_path);
	char const* VertexSourcePointer = VertexShaderCode.c_str();
	glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
	glCompileShader(VertexShaderID);

	// Check Vertex Shader
	glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
	glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
	if (InfoLogLength > 0) {
		std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
		glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
		printf("%s\n", &VertexShaderErrorMessage[0]);
	}

	// Compile Fragment Shader
	printf("Compiling shader : %s\n", fragment_file_path);
	char const* FragmentSourcePointer = FragmentShaderCode.c_str();
	glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
	glCompileShader(FragmentShaderID);

	// Check Fragment Shader
	glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
	glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
	if (InfoLogLength > 0) {
		std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
		glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
		printf("%s\n", &FragmentShaderErrorMessage[0]);
	}

	// Link the program
	printf("Linking program\n");
	GLuint ProgramID = glCreateProgram();
	glAttachShader(ProgramID, VertexShaderID);
	glAttachShader(ProgramID, FragmentShaderID);
	glLinkProgram(ProgramID);

	// Check the program
	glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
	glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
	if (InfoLogLength > 0) {
		std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
		glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
		printf("%s\n", &ProgramErrorMessage[0]);
	}

	glDetachShader(ProgramID, VertexShaderID);
	glDetachShader(ProgramID, FragmentShaderID);

	glDeleteShader(VertexShaderID);
	glDeleteShader(FragmentShaderID);

	return ProgramID;
}

​

运行结果为

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