OpenGL学习笔记(五)GLSL的数据类型

OpenGL学习笔记(五)GLSL的数据类型


    着色器是使用一种叫GLSL的类C语言写成的,它是为图形计算量身定制的,包含一些针对向量和矩阵操作的有用特性。
    和其他编程语言一样,GLSL有数据类型可以来指定变量的种类。GLSL中包含C等其它语言大部分的默认基础数据类型:int、float、double、uint和bool。

输入与输出

    虽然着色器是各自独立的小程序,但是它们都是一个整体的一部分,出于这样的原因,我们希望每个着色器都有输入和输出,这样才能进行数据交流和传递。GLSL定义了inout关键字专门来实现这个目的。
    顶点着色器应该接收的是一种特殊形式的输入,否则就会效率低下。顶点着色器的输入特殊在,它从顶点数据中直接接收输入。顶点着色器需要为它的输入提供一个额外的layout标识,这样我们才能把它链接到顶点数据。
    另一个例外是片段着色器,它需要一个vec4颜色输出变量,因为片段着色器需要生成一个最终输出的颜色。
    所以,如果我们打算从一个着色器向另一个着色器发送数据,我们必须在发送方着色器中声明一个输出,在接收方着色器中声明一个类似的输入。当类型和名字都一样的时候,OpenGL就会把两个变量链接到一起,它们之间就能发送数据了(这是在链接程序对象时完成的)。
    下面的例子通过in和out让顶点着色器为片段着色器决定颜色
顶点着色器

#version 330 core
layout (location = 0) in vec3 aPos; // 位置变量的属性位置值为0

out vec4 vertexColor; // 为片段着色器指定一个颜色输出

void main()
{
    gl_Position = vec4(aPos, 1.0); // 注意我们如何把一个vec3作为vec4的构造器的参数
    vertexColor = vec4(0.5, 0.0, 0.0, 1.0); // 把输出变量设置为暗红色
}

片段着色器

#version 330 core
out vec4 FragColor;

in vec4 vertexColor; // 从顶点着色器传来的输入变量(名称相同、类型相同)

void main()
{
    FragColor = vertexColor;
}

    我们在顶点着色器中将颜色设置为深红色,最终的片段也是深红色的。下面的图片展示了输出结果:
在这里插入图片描述

Uniform

    Uniform是一种从CPU中的应用向GPU中的着色器发送数据的方式,但uniform和顶点属性有些不同。首先,uniform是全局的(Global)。全局意味着uniform变量必须在每个着色器程序对象中都是独一无二的,而且它可以被着色器程序的任意着色器在任意阶段访问。第二,无论你把uniform值设置成什么,uniform会一直保存它们的数据,直到它们被重置或更新。
    为了给uniform添加数据,我们首先需要找到着色器中uniform属性的索引/位置值。当我们得到uniform的索引/位置值后,我们就可以更新它的值了。
这次我们不去给像素传递单独一个颜色,而是让它随着时间改变颜色:

float timeValue = glfwGetTime();
float greenValue = (sin(timeValue) / 2.0f) + 0.5f;
int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
glUseProgram(shaderProgram);
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);

    我们用glGetUniformLocation查询uniform ourColor的位置值。最后,我们可以通过glUniform4f函数设置uniform值。注意,查询uniform地址不要求你之前使用过着色器程序,但是更新一个uniform之前你必须先使用程序(调用glUseProgram),因为它是在当前激活的着色器程序中设置uniform的。
    如果我们打算让颜色慢慢变化,我们就要在游戏循环的每一次迭代中(所以他会逐帧改变)更新这个uniform,否则三角形就不会改变颜色。下面我们就计算greenValue然后每个渲染迭代都更新这个uniform:

while(!glfwWindowShouldClose(window))
{
    // 输入
    processInput(window);

    // 渲染
    // 清除颜色缓冲
    glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    // 记得激活着色器
    glUseProgram(shaderProgram);

    // 更新uniform颜色
    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);

    // 绘制三角形
    glBindVertexArray(VAO);
    glDrawArrays(GL_TRIANGLES, 0, 3);

    // 交换缓冲并查询IO事件
    glfwSwapBuffers(window);
    glfwPollEvents();
}

完成后得到一个逐渐由绿变黑再变回绿色的三角形:
在这里插入图片描述

完整代码


#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>
#include <cmath>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
"   gl_Position = vec4(aPos, 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\0";

int main()
{
	// glfw: initialize and configure
	// ------------------------------
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);


														 // glfw window creation
														 // --------------------
	GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	// glad: load all OpenGL function pointers
	// ---------------------------------------
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	// build and compile our shader program
	// ------------------------------------
	// vertex shader
	int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	// check for shader compile errors
	int success;
	char infoLog[512];
	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
	}
	// fragment shader
	int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	// check for shader compile errors
	glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
	}
	// link shaders
	int shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);
	// check for linking errors
	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
	}
	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);

	// set up vertex data (and buffer(s)) and configure vertex attributes
	// ------------------------------------------------------------------
	float vertices[] = {
		0.5f, -0.5f, 0.0f,  // bottom right
		-0.5f, -0.5f, 0.0f,  // bottom left
		0.0f,  0.5f, 0.0f   // top 
	};

	unsigned int VBO, VAO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
	glBindVertexArray(VAO);

	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
	// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
	// glBindVertexArray(0);


	// bind the VAO (it was already bound, but just to demonstrate): seeing as we only have a single VAO we can 
	// just bind it beforehand before rendering the respective triangle; this is another approach.
	//glBindVertexArray(VAO);


	// render loop
	// -----------
	while (!glfwWindowShouldClose(window))
	{
		// input
		// -----
		processInput(window);

		// render
		// ------
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		// be sure to activate the shader before any calls to glUniform
		glUseProgram(shaderProgram);

		// update shader uniform
		float timeValue = glfwGetTime();
		float greenValue = sin(timeValue) / 2.0f + 0.5f;
		//glGetUniformLocation查询uniform ourcolor的位置值
		int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
		//更新uniform的值,更新一个uniform之前必须先使用程序(调用glUseProgram)
		glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
		//glBindVertexArray(VAO);
		// render the triangle
		glDrawArrays(GL_TRIANGLES, 0, 3);

		// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
		// -------------------------------------------------------------------------------
		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	// optional: de-allocate all resources once they've outlived their purpose:
	// ------------------------------------------------------------------------
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);

	// glfw: terminate, clearing all previously allocated GLFW resources.
	// ------------------------------------------------------------------
	glfwTerminate();
	return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	// make sure the viewport matches the new window dimensions; note that width and 
	// height will be significantly larger than specified on retina displays.
	glViewport(0, 0, width, height);
}

参考链接

https://learnopengl-cn.github.io/01%20Getting%20started/05%20Shaders/

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