着色器(Shader)

9.4 着色器

​ 着色器(Shader):在GPU伤的片段,执行图形渲染的各个阶段,决定最终像素的颜色和其他属性;可以分为顶点着色器(Vertex Shader)和片段着色器(Fragment Shader),着色器使用GLSL语言;

顶点着色器(Vertex Shader):顶点着色器主要负责处理输入的顶点坐标,并对这些顶点进行变换

片段着色器(Fragment Shader):主要负责处理图形中的每个片段(像素)。它可以计算像素的最终颜色,进行光照计算、纹理映射、颜色插值等

着色器的结构:版本声明 + 输入/输出/全局变量 + main函数

9.4.1 uniform变量

uniform 是一个全局的变量,在着色器glsl代码上只有变量声明,但是并没有具体值,这个变量的值一般在c pp上进行赋值;

void setVec3(const std::string &name, float x, float y, float z) const
{ 
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z); 
}

glGetUniformLocation 函数获取指定名称的 uniform 变量在着色器程序中的位置。

使用 glUniform3f 函数将 vec3 类型的值设置给指定位置的 uniform 变量

9.4.2 Vertex Shader
#version 330 core //版本声明
//声明了两个输入属性,分别是顶点的位置和颜色
layout(location = 0) in vec3 aPosition;//顶点位置属性在顶点数据中的位置索引为0
in vec3 aColor;//颜色属性

out vec3 vColor;//传递顶点的颜色给片段着色器

//三个uniform变量,分别代表投影矩阵、视图矩阵和模型矩阵
uniform mat4 uProjection;//Uniform  是特殊的一种全局变量
uniform mat4 uView;
uniform mat4 uModel;

void main()
{
  //顶点位置从对象空间变换到裁剪空间
    gl_Position = uProjection * uView * uModel * vec4(aPosition, 1.0);
    vColor = aColor;//将顶点的颜色属性传递给输出属性
}

这段代码简单地描述了一个典型的顶点着色器结构,它将顶点从对象空间变换到裁剪空间,并传递了顶点的颜色属性给片段着色器。

9.4.3 Fragment Shader
#version 330 core

in vec3 vColor; // 接收从顶点着色器传递过来的颜色属性

//片段着色器的输出颜色是一个 vec4 类型的向量,其中的分量分别对应着红、绿、蓝和透明度
out vec4 FragColor; // 片段着色器的输出颜色

void main()
{
    FragColor = vec4(vColor, 1.0); // 使用顶点着色器传递的颜色属性作为片段的颜色输出
}

在这个示例中,片段着色器接收顶点着色器传递过来的颜色属性,并将其作为片段的颜色输出。

9.4.4 调用着色器

调用着色器的步骤:

创建: glCreateShader,glShaderSource

编译:glcompileShader,glGetShaderiv

链接使用:glCreateProgram,glAttachShader,glLinkProgram, glUseProgram,glGetProgramiv

while循环:glfwWindowShouldClose(),glClear,glfwSwapBuffers(),glfwPollEvents

清理:glDeleteShader,glDeleteProgram,glfwTerminate()

(1)创建

glCreateShader

作用:创建一个空的 shader 对象,并返回一个非0的shader ID值

unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);//创建顶点着色器

glShaderSource

作用:给shader对象指定源码

原型:

void glShaderSource(GLuint shader,  //需要设置源码的 shader 对象
				 	GLsizei count,//源码脚本的数量
				 	const GLchar **string,//shader的glsl代码对象
				 	const GLint *length);//shader的glsl代码对象的长度,一般NULL表示代码结束的位置
// 创建顶点着色器对象
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
// 将顶点着色器源代码加载到着色器对象中
const char* vertexShaderSourcePtr = vertexShaderSource.c_str();
glShaderSource(vertexShader, 1, &vertexShaderSourcePtr, NULL);

(2)编译

glCompileShader

作用:编译着色器

glCompileShader(vertexShader);//编译顶点着色器

glGetShaderiv

作用:从着色器对象返回一个信息数组

void glGetShaderiv(GLuint shader,GLenum pname,GLint *params);
//指定着色器对象的参数,GL_COMPILE_STATUS:
//params:函数返回结果

使用:

int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);//检查顶点着色器是否编译成功
if (!success)
{
  glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
  std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}

glGetShaderInfoLog

作用:反回着色器对象的信息日志

char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);

(3)链接

a. 在连接shader之前,首先要创建一个容纳程序的容器,称为着色器程序容器。通过glCreateProgram函数来创建一个程序容器。

函数原型:

int glCreateProgram () //如果函数调用成功将返回一个正整数作为该着色器程序的id。

b. shader容器添加到程序中,shader容器不一定需要被编译,甚至不需要包含任何的代码,lAttachShader函数将shader容器添加到程序中

函数原型:

void glAttachShader (int program, int shader)
/**
 program是着色器程序容器的id;
 shader是要添加的顶点或者片元shader容器的id
*/

参数含义:
program是着色器程序容器的id;
shader是要添加的顶点或者片元shader容器的id

c. 在链接操作执行以后,可以任意修改shader的源代码,对shader重新编译不会影响整个程序,除非重新链接程序。

函数原型:

void glLinkProgram (int program)
//program是着色器程序容器的id

d. 加载并使用链接好的程序,将program设置为0,表示使用固定功能管线。

函数原型:

void glUseProgram (int program)
//program是要使用的着色器程序的id

(4)while循环

// 渲染循环
while (!glfwWindowShouldClose(window)) {
  glClear(GL_COLOR_BUFFER_BIT);//清除缓存,GL_COLOR_BUFFER_BIT 颜色缓存

  // 绘制代码
  glfwSwapBuffers(window);//交换缓冲区,渲染操作一般是在后缓冲区完成的,而前缓冲区则用于显示。调用这个函数会交换前后缓冲区的内容,使得后缓冲区的内容被复制到前缓冲区,从而显示在窗口中
  glfwPollEvents();//挂起所有事件
}

(5)清理

 // 清理资源
 glDeleteShader(vertexShader);
 glDeleteShader(fragmentShader);
 glDeleteProgram(shaderProgram);
 glfwTerminate();

示例代码1:

#ifndef SHADER_H
#define SHADER_H

#include <glad/glad.h>
#include <glm/glm.hpp>

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

class Shader
{
public:
    unsigned int ID;
    // constructor generates the shader on the fly
    // ------------------------------------------------------------------------
    Shader(const char* vertexPath, const char* fragmentPath)
    {
        // 1. retrieve the vertex/fragment source code from filePath
        std::string vertexCode;
        std::string fragmentCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;
        // ensure ifstream objects can throw exceptions:
        vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
        fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
        try 
        {
            // open files
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream, fShaderStream;
            // read file's buffer contents into streams
            vShaderStream << vShaderFile.rdbuf();
            fShaderStream << fShaderFile.rdbuf();		
            // close file handlers
            vShaderFile.close();
            fShaderFile.close();
            // convert stream into string
            vertexCode = vShaderStream.str();
            fragmentCode = fShaderStream.str();			
        }
        catch (std::ifstream::failure& e)
        {
            std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
        }
        const char* vShaderCode = vertexCode.c_str();
        const char * fShaderCode = fragmentCode.c_str();
        // 2. compile shaders
        unsigned int vertex, fragment;
        // vertex shader
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        checkCompileErrors(vertex, "VERTEX");
        // fragment Shader
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        checkCompileErrors(fragment, "FRAGMENT");
        // shader Program
        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        glLinkProgram(ID);
        checkCompileErrors(ID, "PROGRAM");
        // delete the shaders as they're linked into our program now and no longer necessary
        glDeleteShader(vertex);
        glDeleteShader(fragment);

    }
    // activate the shader
    // ------------------------------------------------------------------------
    void use() const
    { 
        glUseProgram(ID); 
    }
    // utility uniform functions
    // ------------------------------------------------------------------------
    void setBool(const std::string &name, bool value) const
    {         
        glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); 
    }
    // ------------------------------------------------------------------------
    void setInt(const std::string &name, int value) const
    { 
        glUniform1i(glGetUniformLocation(ID, name.c_str()), value); 
    }
    // ------------------------------------------------------------------------
    void setFloat(const std::string &name, float value) const
    { 
        glUniform1f(glGetUniformLocation(ID, name.c_str()), value); 
    }
    // ------------------------------------------------------------------------
    void setVec2(const std::string &name, const glm::vec2 &value) const
    { 
        glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 
    }
    void setVec2(const std::string &name, float x, float y) const
    { 
        glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y); 
    }
    // ------------------------------------------------------------------------
    void setVec3(const std::string &name, const glm::vec3 &value) const
    { 
        glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 
    }
    void setVec3(const std::string &name, float x, float y, float z) const
    { 
        glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z); 
    }
    // ------------------------------------------------------------------------
    void setVec4(const std::string &name, const glm::vec4 &value) const
    { 
        glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 
    }
    void setVec4(const std::string &name, float x, float y, float z, float w) const
    { 
        glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w); 
    }
    // ------------------------------------------------------------------------
    void setMat2(const std::string &name, const glm::mat2 &mat) const
    {
        glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat3(const std::string &name, const glm::mat3 &mat) const
    {
        glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat4(const std::string &name, const glm::mat4 &mat) const
    {
        glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }

private:
    // utility function for checking shader compilation/linking errors.
    // ------------------------------------------------------------------------
    void checkCompileErrors(GLuint shader, std::string type)
    {
        GLint success;
        GLchar infoLog[1024];
        if (type != "PROGRAM")
        {
            glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
            if (!success)
            {
                glGetShaderInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
        else
        {
            glGetProgramiv(shader, GL_LINK_STATUS, &success);
            if (!success)
            {
                glGetProgramInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
    }
};
#endif

示例代码2:

cmakelist

cmake_minimum_required(VERSION 3.12)
project(OpenGL)

set(CMAKE_CXX_STANDARD 11)

set(GLEW_H /usr/local/Cellar/glew/2.2.0_1/include/GL)
set(GLFW_H /usr/local/Cellar/glfw/3.3.6/include/GLFW)
set(GLAD_H /Users/xiongzhiyao/glad/include)
set(KH_H /Users/xiongzhiyao/glad/include/)
include_directories(${GLEW_H} ${GLFW_H} ${GLAD_H} ${KH_H})



# 添加目标链接
set(GLEW_LINK /usr/local/Cellar/glew/2.2.0_1/lib/libGLEW.2.2.dylib)
set(GLFW_LINK /usr/local/Cellar/glfw/3.3.6/lib/libglfw.3.dylib)
link_libraries(${OPENGL} ${GLEW_LINK} ${GLFW_LINK})

# 执行编译命令
set(SOURCE_FILES glad.c main.cpp)
add_executable(OpenGL ${SOURCE_FILES})

# mac下这步很重要
if (APPLE)
    target_link_libraries(OpenGL "-framework OpenGL")
    target_link_libraries(OpenGL "-framework GLUT")
endif()

cpp

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

#include <iostream>

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

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource ="#version 330 core\n"
                                "layout (location = 0) in vec3 aPos;\n"
                                "layout (location = 1) in vec3 aColor;\n"
                                "out vec3 ourColor;\n"
                                "void main()\n"
                                "{\n"
                                "   gl_Position = vec4(aPos, 1.0);\n"
                                "   ourColor = aColor;\n"
                                "}\0";

const char *fragmentShaderSource = "#version 330 core\n"
                                   "out vec4 FragColor;\n"
                                   "in vec3 ourColor;\n"
                                   "void main()\n"
                                   "{\n"
                                   "   FragColor = vec4(ourColor, 1.0f);\n"
                                   "}\n\0";

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();//初始化glfw库
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//设置openGL的主版本号
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//设置openGL的次版本号
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//profile设置openGL的配置文件

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);//创建一个窗口
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);//将当前上下文设置为窗口上下文
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);//设置窗口大小回调函数

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // build and compile our shader program
    // ------------------------------------
    // vertex shader
    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);//创建顶点着色器
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);//将顶点着色器附加到着色器对象上
    glCompileShader(vertexShader);//编译顶点着色器
    // check for shader compile errors
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);//检查顶点着色器是否编译成功
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // fragment shader
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);//创建片段着色器
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);//添加对象
    glCompileShader(fragmentShader);//编译片段着色器
    // check for shader compile errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);//检查编译是否成功
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders
    unsigned int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // check for linking errors
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);//检查着色器链接是否错误
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);//删除顶点着色器
    glDeleteShader(fragmentShader);//删除片段着色器

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
            // 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, VAO;
    glGenVertexArrays(1, &VAO);//生成1个VAO
    glGenBuffers(1, &VBO);//生成一个VBO
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);//绑定VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//将顶点数据传递到VBO

    // position attribute 位置属性和颜色属性
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);//将当前顶点属性与VBO关联
    glEnableVertexAttribArray(0);//启动顶点属性
    // color attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    // 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);

    // as we only have a single shader, we could also just activate our shader once beforehand if we want to
    glUseProgram(shaderProgram);//使用着色程序

    // render loop 主任务渲染循环
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);//处理用户输入

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);//清空颜色
        glClear(GL_COLOR_BUFFER_BIT);//清空颜色缓冲区

        // render the triangle
        glBindVertexArray(VAO);//绑定VAO并绘制三角形
        glDrawArrays(GL_TRIANGLES, 0, 3);//绘制三角形

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);//交换前后缓冲区
        glfwPollEvents();//处理窗口事件
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteProgram(shaderProgram);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();//关闭glfw程序
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}
9.4.5 法线的计算

法线向量的计算通常需要根据具体的情况来决定,但是常见的方式包括以下几种:

(1)在顶点着色器中计算

法线向量乘以模型矩阵的逆转置矩阵来实现的

Normal = mat3(transpose(inverse(model))) * aNormal;

(2)在片段着色器中计算 (3)使用法线贴图

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