Learn OpenGL - 使用更多的数据(位置+颜色)

给顶点数据增加更多的数据,如位置+颜色

  1. 修改顶点数据
  2. 修改顶点着色器
  3. 修改片段着色器
  4. 分两次给位置、颜色分配不同的VAO位置
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);

例子:

#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"
		"layout (location = 1) in vec3 aColor;\n"
		"out vec4 vertexColor;\n"
		"void main()\n"
		"{\n"
		"   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
		"	vertexColor = vec4(aColor, 1.0f);\n"
		"}\0";
	const char *fragmentShaderSource = "#version 330 core\n"
		"uniform vec4 ourColor;\n"
		"out vec4 FragColor;\n"
		"void main()\n"
		"{\n"
		"   FragColor = ourColor;\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[] = {
		// positions         // colors
		 0.5f, -0.5f, 0.0f,  1.0f, 0.0f, 0.0f,  // bottom right
		-0.5f, -0.5f, 0.0f,  0.0f, 1.0f, 0.0f,  // bottom left
		 0.0f,  0.5f, 0.0f,  0.0f, 0.0f, 1.0f   // top
	};

	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, 6 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
	glEnableVertexAttribArray(1);

	// 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);

		float timeValue = glfwGetTime();

		glUseProgram(shaderProgram);
		float greenValue = sin(timeValue) / 2.0f + 0.5f;
		int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
		glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
		glBindVertexArray(VAO[0]);
		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);
}



  1. 右边的三角形就是用了位置+颜色数据
  2. 左边的三角形还是用的uniform
    在这里插入图片描述

当然你也可以可以给右边的三角形增加uniform参数,使他可以随着时间变换颜色(位置+颜色+uniform)

const char *fragmentShaderSource2 = "#version 330 core\n"
		"in vec4 vertexColor;\n"
		"out vec4 FragColor;\n"
		"uniform vec4 timeRate;\n"
		"void main()\n"
		"{\n"
		"   FragColor = vec4(vertexColor.x*timeRate.x, vertexColor.y*timeRate.y, vertexColor.z*timeRate.z, 1.0f);\n"
		"}\n\0";
glUseProgram(shaderProgram2);
float r = sin(timeValue) + 0.1f;
float g = cos(timeValue) + 0.1f;
float b = 1.0f;
float a = 1.0f;
int vertexColorLocation2 = glGetUniformLocation(shaderProgram2, "timeRate");
glUniform4f(vertexColorLocation2, r, g, b, a);
glBindVertexArray(VAO[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);

在这里插入图片描述

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