一、顶点属性
顶点属性,包括位置,法线,纹理坐标等等,用于描绘一个顶点。
缓冲区布局和绑定顶点属性函数:glVertexAttribPointer(index,size,type,normalized,stride,const void *pointer)
index:属性的索引,从0开始
size:组件数量,与实际大小和字节数无关
type:数据类型
normalized:是否需要标准化
stride:每个被size分割的部分的字节数
pointer:顶点属性中的偏移量
举个例子,我们只有位置这一个属性,那么参数这样传:
float positions[6] = {
-0.5f, 0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};//三个顶点的位置
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
写好这个函数后,还需要做一件事就是启动顶点属性:
glEnableVertexAttribArray(0);//只需要传入属性索引即可
整体代码:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
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)
std::cout << "Error!" << std::endl;
std::cout << glGetString(GL_VERSION) << std::endl;
float positions[6] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);//绑定缓冲区
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);//无索引时可以用的函数
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
在未使用着色器时运行这段代码:
二、着色器
显卡驱动会提供一个默认的着色器,完全依赖于驱动。
一个着色器基本上就是一个运行在显卡上的一个程序。
着色器的类型:顶点着色器、片段着色器(像素着色器)、曲面着色器、几何着色器、计算着色器等等,最常用的是前两种。
在程序中实际上需要字符串来输入着色器,作为一种类似于嵌入代码来使用,红色三角形如下:
std::string vertexShader = //顶点着色器
"#version 330 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader = //像素着色器
"#version 330 core\n"
"\n"
"layout(location = 0) out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"//红色
"}\n";
在指定好着色器后,我们需要创建着色器,绑定着色器:
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);//绑定着色器
还需要删除着色器,像new出来的内存需要delete一样:
glDeleteShader(shader);
那么如何让着色器加入程序呢,我们首先需要创建一个程序,在openGL中返回的是一个无符号的整数,将编写好的着色器加入程序,链接程序,最后再删除一些中间文件……有点像C++程序运行的方式,下面是编写着色器和创建着色器的函数:
static unsigned int CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);//指定着色器源码
glCompileShader(id);
//错误处理
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile" << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader! " << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const std::string& vertexShader, const std::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);//链接程序
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);//删除中间文件
return program;
}
中间还有一个错误处理,其实就是检查着色器的状态,防止其编译错误,可以理解为断言或者try……catch……throw语句。完整代码如下:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
static unsigned int CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);//指定着色器源码
glCompileShader(id);
//错误处理
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile" << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader! " << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const std::string& vertexShader, const std::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);//链接程序
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);//删除中间文件
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)
std::cout << "Error!" << std::endl;
std::cout << glGetString(GL_VERSION) << std::endl;
float positions[6] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);//绑定缓冲区
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
std::string vertexShader =
"#version 330 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
"#version 330 core\n"
"\n"
"layout(location = 0) out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);//绑定着色器
glBindBuffer(GL_ARRAY_BUFFER, 0);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);//无索引时可以用的函数
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteShader(shader);
glfwTerminate();
return 0;
}
这样我们就能在屏幕上显示一个红色三角形啦!
当然可以通过修改参数来改变一些颜色的属性。
本文只是编写了最简单的着色器,以后会编写更多更复杂的着色器,并且我们会将其封装为类或抽象成文件,来让我们编写代码变得舒服一些。