Modern OpenGL---03 绘制矩形(两个三角形)

该博客介绍了如何在OpenGL中通过创建索引缓存(indices buffer)来优化顶点数据的存储和渲染,避免重复点导致的内存浪费。文章详细展示了从读取Shader源代码到编译、链接Shader,再到设置顶点属性和绘制元素的过程,强调了索引缓存在减少冗余和提高渲染效率上的作用。
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在 02 的基础上可以增添到6个顶点,来依次绘制6个顶点(2个三角形)可以得到一个四边形,但是其中有2个点是重复的,这样会浪费内存,所以可以通过创建一个 索引缓存(indices buffer)来存储position数组中需要绘制的点的索引顺序,然后将indices buffer与position一样绑定到GPU内存中。

代码

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <string>
#include <sstream>

struct ShaderProgramSource
{
	std::string VertexSource;
	std::string FragmentSouce;
};

static ShaderProgramSource ParseShader(const std::string &filepath)
{
	std::ifstream stream(filepath);

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


	std::string line;
	std::stringstream ss[2];
	ShaderType type = ShaderType::NONE;
	while (getline(stream, line))
	{
		if (line.find("#shader") != std::string::npos)
		{
			if (line.find("vertex") != std::string::npos)
			{
				type = ShaderType::VERTEX;
			}
			else if (line.find("fragment") != std::string::npos)
			{
				type = ShaderType::FRAGMENT;
			}
		}
		else
		{
			ss[(int)type] << line << "\n";
		}
	}

	return { ss[0].str(), ss[1].str() };
}

static unsigned int CompiledShader(unsigned int type, const std::string &source)
{
	unsigned int id = glCreateShader(type);								//创建一个着色器
	const char* src = source.c_str();
	glShaderSource(id, 1, &src, nullptr);
	glCompileShader(id);												//编译着色器里的程序代码

	/*这是一些错误处理*/
	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 = CompiledShader(GL_VERTEX_SHADER, vertexShader);
	unsigned int fs = CompiledShader(GL_FRAGMENT_SHADER, fragmentShader);

	//把两个编译好的着色器连接到同一个程序里面
	glAttachShader(program, vs);
	glAttachShader(program, fs);
	//链接程序(把程序放到显卡上?)
	glLinkProgram(program);
	//验证程序(非必要?)
	//glValidateProgram(program);

	glDeleteShader(vs);
	glDeleteShader(fs);

	return program;
}

int main(void)
{
	glewInit();

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

	GLFWwindow* window;

	/* 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[] = {
		-0.5f, -0.5f, // 0
		 0.5f, -0.5f, // 1
		 0.5f,  0.5f, // 2
		-0.5f,  0.5f, // 3
	};

	unsigned int indices[] = {
		0, 1, 2,
		2, 3, 0
	};

	unsigned int buffer; 
	glGenBuffers(1, &buffer);																//创建一个缓存
	glBindBuffer(GL_ARRAY_BUFFER, buffer);													//绑定缓存
	glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(float), positions, GL_STATIC_DRAW);			//为缓存填充数据

	/*接下来启用顶点着色器*/
	glEnableVertexAttribArray(0);															//设置顶点着色器属性为坐标位置
	//参数分别为坐标属性的索引,每个顶点有2个元素,元素的类型,不需要normalized,步长(每个顶点元素的内存大小),指针的偏移量
	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0); 

	unsigned int ibo;
	glGenBuffers(1, &ibo);																//创建一个缓存
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);													//绑定缓存
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), indices, GL_STATIC_DRAW);			//为缓存填充数据


	ShaderProgramSource source = ParseShader("basic.shader");
	std::cout << "VERTEX" << std::endl;
	std::cout << source.VertexSource << std::endl;
	std::cout << "FRAGMENT" << std::endl;
	std::cout << source.FragmentSouce << std::endl;

	unsigned int shader = CreateShader(source.VertexSource, source.FragmentSouce);
	glUseProgram(shader);


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

		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);


		/* Swap front and back buffers */
		glfwSwapBuffers(window);

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

	glDeleteProgram(shader);
	glfwTerminate();
	return 0;
}

.shader文件与02中一致,未改变(如下)

#shader vertex
#version 330 core

layout(location = 0) in vec4 position;

void main()
{
	gl_Position = position;
};


#shader fragment
#version 330 core

layout(location = 0) out vec4 color;

void main()
{
	color = vec4(0.2, 0.3, 0.8, 1.);
};

结果
在这里插入图片描述

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