OpenGL中着色器设置



//三角形
#define GLEW_STATIC
#include<GL/glew.h>
#include<GLFW/glfw3.h>
#include<iostream>
float vertices[] = {
	-0.5f, -0.5f, 0.0f,
	 0.5f, -0.5f, 0.0f,
	 0.1f,  0.2f, 0.0f,
	 0.3f,  0.1f, 0.0f,
};
unsigned int indices[] =
{
	0,1,2,
	1,2,3
};
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
"   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char* fragmentShaderSource = "#version 330 core			\n"
"out vec4 FragColor;			\n"
"uniform vec4 ourColor;		\n"
"void main()				\n"
"{							\n"
"	FragColor = ourColor;	\n"
"}                          \n";	
//uniform关键字是将数据从CPU发送到GPU,
//它相当于定义了一个全局变量,在GPU和CPU中通用
void processInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
	return;
}
int main()
{
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	GLFWwindow* window = glfwCreateWindow(1600, 1200, "My OpenGL Game", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "failed";
		return 0;
	}
	glfwMakeContextCurrent(window);
	//Init GLFW
	glewExperimental = true;
	if (glewInit() != GLEW_OK)
	{
		std::cout << "failed";
		glfwTerminate();
		return -1;
	}
	glViewport(0, 0, 800, 600);

	//0. copy our vertices array in a buffer for OpenGL to use
	unsigned int VAO;
	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);//必须要有这一步呀!!!
	unsigned int VBO;
	glGenBuffers(1, &VBO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);

	//vertex shader
	unsigned int vertexShader;
	vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);

	//fragment shader
	unsigned int fragmentShader;
	fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	/*int success;
	char infoLog[512];
	glGetProgramiv(fragmentShader, GL_COMPILE_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(vertexShader, 512, NULL, infoLog);
		std::cout << infoLog << std::endl;
	}*/
	//shader program
	unsigned int shaderProgram;
	shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);

	//glUseProgram(shaderProgram);

	// 1. then set the vertex attributes pointers
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0);
	glEnableVertexAttribArray(0);

	unsigned int EBO;
	glGenBuffers(1, &EBO);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);


	while (!glfwWindowShouldClose(window))
	{
		processInput(window);
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		//下述颜色随时间变化的三角形
		//设置fragmentshader中的ourcolor
		glUseProgram(shaderProgram);
		float timeValue = glfwGetTime();
		float greenValue = sin(timeValue) / 2.0f + 0.5f;
		int VertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
		glUniform4f(VertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);

		glBindVertexArray(VAO);
		//使用索引画出三角形
		//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		glDrawArrays(GL_TRIANGLES, 0, 3);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glfwTerminate();
	return 0;
}
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