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OpenGL实践的部分心得

前言:根据cherno的课程学习,

VS调试警告

输出栏警告:严重性 代码 说明 项目 文件 行 禁止显示状态 警告 LNK4098 默认库“LIBCMT”与其他库的使用冲突;请使用 /NODEFAULTLIB:library
处理方法:右键项目属性,进入链接器中的输入,在忽略特定默认库中填入libcmt.lib,应用即可

ShaderProgramSource ParseShader(string filepath) {
    ifstream stream(filepath);

    enum class ShaderType {
        NONE = -1, VERTEX = 0, FRAGMENT = 1
    };

    string line;
    stringstream ss[2];
    ShaderType type = ShaderType::NONE;

   

    while (getline(stream, line))
    {
        if (line.find("#shader") != string::npos)
        {
            if (line.find("vertex") != string::npos)
            {
                //设置模式为顶点
                type = ShaderType::VERTEX;
            }
            else if (line.find("fragment") != string::npos)
            {
                //设置模式为片段
                type = ShaderType::FRAGMENT;
            }
        }
        else {
            if ((int)type >= 0)        //不写会引发异常
                ss[(int)type] << line << "\n";
        }
    }
    return { ss[0].str(),ss[1].str() };

}

在OpenGL中处理错误

1.宏定义
#define ASSERT(x) if(!x) __debugbreak() // _debugbreak()这个会报错(原因__两个下划线)

#define ASSERT(x) if(!(x)) __debugbreak() //#define ASSERT(x) if (!(x)) _debugbreak();这个会报错(原因__两个下划线)
#define GLCall(x) GLClearError();\
    x;\
    ASSERT(GLLogCall(#x,__FILE__,__LINE__))

//#define GLCall(x) GLClearError();\
// x;\
// ASSERT(GLLogCall);

static void GLClearError() {
    while (glGetError() != GL_NO_ERROR);
};

static void GLCheckError() {
    while (GLenum error = glGetError()) {
        std::cout << "[OpenGL_Error(" << error << ")]" << std::endl;
    } 
}

static bool GLLogCall(const char* function,const char* file,int line) {
    while (GLenum error = glGetError()) {
        std::cout << "[OpenGL_Error(" << error << ")]" << ":" << function << "\t" << "line:" << line << std::endl;
        return false;
    }
    return true;
};

struct ShaderProgramSource{
    string VertexSource;
    string FragmentSource;
}; 

ShaderProgramSource ParseShader(string filepath) {
    ifstream stream(filepath);

    enum class ShaderType {
        NONE = -1, VERTEX = 0, FRAGMENT = 1
    };

    string line;
    stringstream ss[2];
    ShaderType type = ShaderType::NONE;

   

    while (getline(stream, line))
    {
        if (line.find("#shader") != string::npos)
        {
            if (line.find("vertex") != string::npos)
            {
                //设置模式为顶点
                type = ShaderType::VERTEX;
            }
            else if (line.find("fragment") != string::npos)
            {
                //设置模式为片段
                type = ShaderType::FRAGMENT;
            }
        }
        else {
            if ((int)type >= 0)        //不写会引发异常
                ss[(int)type] << line << "\n";
        }
    }
    return { ss[0].str(),ss[1].str() };

}

static unsigned int CompileShader(unsigned int type,const string& source) {
    unsigned int id = glCreateShader(type);
    const char* src = source.c_str();
    glShaderSource(id, 1, &src, nullptr);
    glCompileShader(id);

    int result;
    glGetShaderiv(id, GL_COMPILE_STATUS, &result);
    if (result == GL_FALSE) {
        int length;
        glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
        char* message = (char*)_malloca(length * sizeof(char));
        glGetShaderInfoLog(id, length, &length, message);
        cout << "Failed to compile" << 
            (type == GL_VERTEX_SHADER? "vertex":"fragment")
            << "shader" << endl;
        cout << message << endl;
        glDeleteShader(id);
        return 0;
    }

    return id;
}

static unsigned int Creatshader(const string& vertexShader, const string& fragmentShader) {
    unsigned int program = glCreateProgram(); 
    unsigned int vs = CompileShader(GL_VERTEX_SHADER,vertexShader);
    unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);

    glAttachShader(program, vs);
    glAttachShader(program, fs);
    glLinkProgram(program);
    glValidateProgram(program);

    glDeleteShader(vs);
    glDeleteShader(fs);

    return program;
}  

int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;


    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);


    if (glewInit() != GLEW_OK); 
    cout << "Error!" <<  endl;
    cout << glGetString(GL_VERSION) << endl;

    float positions[] = {
        -0.5f,-0.5f,//0
        0.5f,-0.5f,//1
        0.5f,0.5f,//2
        /*
        0.5,0.5,
        -0.5,-0.5,*/
        -0.5f,0.5f          //因为有些点重复占用显存,所以建立索引缓冲区
    };
    
    unsigned int indices[] = {
        0,1,2,
        2,3,0
    };

        unsigned int buffer;
        glGenBuffers(1, &buffer);
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, 12*sizeof(float),positions,GL_STATIC_DRAW);  //12个点坐标

        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2, 0);

        unsigned int ibo;   //绑定索引缓冲区
        glGenBuffers(1, &ibo);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), indices, GL_STATIC_DRAW);  //12个点坐标

       ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
      /* cout << "Vertex" << endl;
       cout << source.VertexSource << endl;
       cout << "Fragment" << endl;
       cout << source.FragmentSource << endl;*/
        unsigned int shader = Creatshader(source.VertexSource, source.FragmentSource);
        //unsigned int shader = Creatshader(VertexShader, FragmentShader);
        //GLCall(glUseProgram(shader));
        glUseProgram(shader);

        /* Loop until the user closes the window */
        while (!glfwWindowShouldClose(window))
        {
            /* Render here */
           glClear(GL_COLOR_BUFFER_BIT);  //清除屏幕

           /* glBegin(GL_TRIANGLES);
            glVertex2f(-0.5f,-0.5f); 
            glVertex2f(0.0f, 0.5f);
            glVertex2f(0.5f, -0.5f);
            glEnd();*/

           //GLClearError();
           
           //glDrawArrays(GL_TRIANGLES,0,6);//绘制6个顶点
           //glDrawElements(GL_TRIANGLES, 6,GL_UNSIGNED_INT,nullptr);//绘制的6个索引数量,nullptr替代NULL,而NULL当做0使用
           GLCall(glDrawElements(GL_TRIANGLES, 6, GL_INT, nullptr));
           //ASSERT(GLLogCall());           
            
            /* Swap front and back buffers */
            glfwSwapBuffers(window);

            /* Poll for and process events */
            glfwPollEvents();
        }

        glDeleteProgram(shader);

        glfwTerminate();
        return 0;
}

在这里插入图片描述

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