Learn OpenGL - 从顶点着色器向片段着色器发送数据

在顶点着色器中设置了颜色,传递到片段着色器中

#include <iostream>
#include <cmath>

// GLEW
#include <GL/glew.h>

// GLFW
#include <GLFW/glfw3.h>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

int main(void)
{
	
	std::cout<< "start" << std::endl;
	GLFWwindow* window;
	
	if (!glfwInit())
		return -1;
	
	window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
	if (!window)
	{
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);
	
	glewExperimental = GL_TRUE;
	if (glewInit() != GLEW_OK)
		std::cout << "Error!" << std::endl;

	// 顶点着色器字符串
	const char *vertexShaderSource = "#version 330 core\n"
		"layout (location = 0) in vec3 aPos;\n"
		"out vec4 vertexColor;\n"
		"void main()\n"
		"{\n"
		"   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
		"	vertexColor = vec4(0.5, 0.2, 0.2, 1.0);\n"
		"}\0";
	const char *fragmentShaderSource = "#version 330 core\n"
		"in vec4 vertexColor;\n"
		"out vec4 FragColor;\n"
		"void main()\n"
		"{\n"
		"   FragColor = vertexColor;\n"
		"}\n\0";
	const char *fragmentShaderSource2 = "#version 330 core\n"
		"in vec4 vertexColor;\n"
		"out vec4 FragColor;\n"
		"void main()\n"
		"{\n"
		"   FragColor = vertexColor;\n"
		"}\n\0";

	// vertex shader
	unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	// check for shader compile errors
	int success;
	char 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;
	}
	
	// fragment shader1
	unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	// check for shader compile errors
	glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
	}
	// fragment shader2
	unsigned int fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader2, 1, &fragmentShaderSource2, NULL);
	glCompileShader(fragmentShader2);
	// check for shader compile errors
	glGetShaderiv(fragmentShader2, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(fragmentShader2, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::FRAGMENT2::COMPILATION_FAILED\n" << infoLog << std::endl;
	}


	// link shaders1
	unsigned int shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);
	// check for linking errors
	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
	}

	// link shaders2
	unsigned int shaderProgram2 = glCreateProgram();
	glAttachShader(shaderProgram2, vertexShader);
	glAttachShader(shaderProgram2, fragmentShader2);
	glLinkProgram(shaderProgram2);
	// check for linking errors
	glGetProgramiv(shaderProgram2, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(shaderProgram2, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::PROGRAM2::LINKING_FAILED\n" << infoLog << std::endl;
	}


	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);

	// set up vertex data (and buffer(s)) and configure vertex attributes
	// ------------------------------------------------------------------
	float firstTriangle[] = {
	   -0.9f, -0.5f, 0.0f,  // left 
	   -0.0f, -0.5f, 0.0f,  // right
	   -0.45f, 0.5f, 0.0f,  // top 
	};
	float secondTriangle[] = {
		0.0f, -0.5f, 0.0f,  // left
		0.9f, -0.5f, 0.0f,  // right
		0.45f, 0.5f, 0.0f   // top 
	};

	unsigned int indices[] = {
		0, 1, 2,
	};

	unsigned int VBO[2], VAO[2], EBO;
	glGenVertexArrays(2, VAO);
	glGenBuffers(2, VBO);
	// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
	glBindVertexArray(VAO[0]);
	glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
	glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	glBindVertexArray(VAO[1]);
	glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
	glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
	// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
	glBindVertexArray(0);


	// uncomment this call to draw in wireframe polygons.
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	// render loop
	// -----------
	while (!glfwWindowShouldClose(window))
	{
		// input
		// -----
		processInput(window);

		// render
		// ------
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		// draw our first triangle
		glUseProgram(shaderProgram);
		glBindVertexArray(VAO[0]); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
		glDrawArrays(GL_TRIANGLES, 0, 3);
		glUseProgram(shaderProgram2);
		glBindVertexArray(VAO[1]);
		glDrawArrays(GL_TRIANGLES, 0, 3);

		// glBindVertexArray(0); // no need to unbind it every time 

		// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
		// -------------------------------------------------------------------------------
		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glDeleteVertexArrays(2, VAO);
	glDeleteBuffers(2, VBO);
	glDeleteProgram(shaderProgram2);
	glfwTerminate();
	return 0;
}

void processInput(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
}


void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, width, height);
}


在这里插入图片描述

PS 有趣的地方 其实fragmentShaderSource、fragmentShaderSourc2只需要任意一处写上"in vec4 vertexColor;\n"就有效,不需要两个都写。估计创建属性后,全局所有着色器是共享的。

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