这节课将原本在主函数中的对创建的VertexBuffer和IndexBuffer抽象成一个类,逐渐C++化。
值得注意的是,主函数中需要额外添加一对“{}”,来防止由GLCall()导致的死循环。
目录结构
代码
main.cpp
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
#include <vector>
#include "Renderer.h"
#include "VertexBuffer.h"
#include "IndexBuffer.h"
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;
}
static void ParsePLY(const std::string filename, std::vector<float> &positions, std::vector<unsigned int> &indices)
{
std::ifstream fin(filename);
std::string str = "";
int pointNum;
while (str != "vertex")
{
fin >> str;
}
fin >> pointNum;
while (str != "end_header")
{
fin >> str;
}
int cnt = 0;
while (cnt < pointNum)
{
for (int i = 0; i < 3; i++)
{
float pos;
fin >> pos;
positions.emplace_back(pos);
}
cnt++;
}
while (!fin.eof())
{
unsigned int idx;
fin >> idx;
for (int i = 0; i < 3; i++)
{
fin >> idx;
indices.emplace_back(idx);
}
}
}
int main(void)
{
glewInit();
/* Initialize the library */
if (!glfwInit())
return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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;
{ //为什么不加这个括号,就会导致无限循环呢
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 vao;
GLCall(glGenVertexArrays(1, &vao));
GLCall(glBindVertexArray(vao));
VertexBuffer vb(positions, 8 * sizeof(float));
/*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);
IndexBuffer ib(indices, 6);
ShaderProgramSource source = ParseShader("basic.shader");
unsigned int shader = CreateShader(source.VertexSource, source.FragmentSouce);
glUseProgram(shader);
int location = glGetUniformLocation(shader, "u_Color");
ASSERT(location != -1);
GLCall(glUniform4f(location, 0.8f, 0.3f, 0.8f, 1.0f));
GLCall(glBindVertexArray(0));
GLCall(glUseProgram(0));
GLCall(glBindBuffer(GL_ARRAY_BUFFER, 0));
GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
float r = 0.0f;
float increment = 0.05f;
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
GLCall(glUseProgram(shader));
GLCall(glUniform4f(location, r, 0.3, 0.8, 1.0));
/*GLCall(glBindBuffer(GL_ARRAY_BUFFER, buffer));
GLCall(glEnableVertexAttribArray(0));
GLCall(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0));*/
GLCall(glBindVertexArray(vao));
ib.Bind();
GLCall(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr));
if (r < 0)
increment = 0.05f;
else if (r > 1)
increment = -0.05f;
r += increment;
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
}
glfwTerminate();
return 0;
}
VertexBuffer.h
#pragma once
class VertexBuffer
{
private:
unsigned int m_RendererID;
public:
VertexBuffer(const void* data, unsigned int size);
~VertexBuffer();
void Bind() const;
void UnBind() const;
};
VertexBuffer.cpp
#include "VertexBuffer.h"
#include "Renderer.h"
VertexBuffer::VertexBuffer(const void* data, unsigned int size)
{
glGenBuffers(1, &m_RendererID); //创建一个缓存
glBindBuffer(GL_ARRAY_BUFFER, m_RendererID); //绑定缓存
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW); //为缓存填充数据
}
VertexBuffer::~VertexBuffer()
{
GLCall(glDeleteBuffers(1, &m_RendererID));
}
void VertexBuffer::Bind() const
{
GLCall(glBindBuffer(GL_ARRAY_BUFFER, m_RendererID));
}
void VertexBuffer::UnBind() const
{
GLCall(glBindBuffer(GL_ARRAY_BUFFER, 0));
}
IndexBuffer.h
#pragma once
class IndexBuffer
{
private:
unsigned int m_RendererID;
unsigned int m_Count;
public:
IndexBuffer(const unsigned int* data, unsigned int count);
~IndexBuffer();
void Bind() const;
void UnBind() const;
inline unsigned int GetCount() const { return m_Count; }
};
IndexBuffer.cpp
#include "IndexBuffer.h"
#include "Renderer.h"
IndexBuffer::IndexBuffer(const unsigned int* data, unsigned int count)
: m_Count(count)
{
ASSERT(sizeof(unsigned int) == sizeof(GLuint));
glGenBuffers(1, &m_RendererID); //创建一个缓存
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_RendererID); //绑定缓存
glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(unsigned int), data, GL_STATIC_DRAW); //为缓存填充数据
}
IndexBuffer::~IndexBuffer()
{
GLCall(glDeleteBuffers(1, &m_RendererID));
}
void IndexBuffer::Bind() const
{
GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_RendererID));
}
void IndexBuffer::UnBind() const
{
GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
Renderer.h
#include "Renderer.h"
#include <iostream>
void GLClearError()
{
while (glGetError() != GL_NO_ERROR); //用于清空之前的error
}
bool GLLogCall(const char* function, const char* file, int line)
{
while (GLenum error = glGetError()) //改成 if 也可以吧,有什么区别吗
{
std::cout << "[OpenGL Error] (" << error << "): " << function <<
" " << file << ":" << line << std::endl;
return false;
}
return true;
}