计算机图形学(二)——画一个三角形2.0

把着色器放到.vs和.fs文件中,用Shader.h来做渲染画一个三角形

也是画一个三角形,只是和上一篇实现的方式不同

core.vs

#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
out vec3 ourColor;
void main(){
    gl_Position = vec4(position.x, position.y, position.z, 1.0f);
	ourColor = color;
};

core.fs(后缀名写成.frag也可以)

#version 330 core
in vec3 ourColor;
out vec4 color;
void main(){
    color = vec4(ourColor, 0.7f);
};

Shader.h

#pragma once
/*  #pragma once也可以这么写:
#ifndef shader_hpp
#define shader_hpp
#endif
*/
//将编译、链接的Shader部分放入Shader.h中
#include<string>
#include<fstream>
#include<sstream>
#include<iostream>

#include<GL/glew.h>

class Shader {
	GLuint vertex, fragment;//两个着色器
public:
	GLuint Program;
	//Constructor;
	Shader(const GLchar *vertexPath,const GLchar *fragmentPath) {//两个字符串常量,代表两个文件的位置
		//Retrieve the source code from file
		std::string vertexCode;
		std::string fragmentCode;
		std::ifstream vShaderFile;
		std::ifstream fShaderFile;

		vShaderFile.exceptions(std::ifstream::badbit);
		fShaderFile.exceptions(std::ifstream::badbit);

		try {//一般用try_catch来打开文件
			//Open file
			vShaderFile.open(vertexPath);
			fShaderFile.open(fragmentPath);

			//Stream the code
			std::stringstream vShaderStream, fShaderStream;
			vShaderStream << vShaderFile.rdbuf();
			fShaderStream << fShaderFile.rdbuf();


			//Close file
			vShaderFile.close();
			fShaderFile.close();

			//Convert the stream to string
			vertexCode = vShaderStream.str();
			fragmentCode = fShaderStream.str();


		}catch (std::ifstream::failure e) {
			std::cout << "ERROR:SHADER::FILE_NOT_SUCCESSFULLIY_READ" << std::endl;

		}
		const GLchar* vShaderCode = vertexCode.c_str();//字符串转换,转换成c语言的 字符串
		const GLchar* fShaderCode = fragmentCode.c_str();
	
		//2.Compile Shaders
		GLint success;
		GLchar infoLog[512];
		vertex=glCreateShader(GL_VERTEX_SHADER);//vertex可以当作着色器的一个容器,GL_VERTEX_SHADER是一个顶点着色器
		glShaderSource(vertex, 1, &vShaderCode, NULL);//1:只传一个;NULL:整个代码全都传输进去(最后一个参数表示传输长度)
		glCompileShader(vertex);//获取编译状态

		glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);//把vertex的编译状态获得,传到success,最大可以包含512个,若不设置长度,那么有多少获得多少
		if (!success) {//如果出现错误,就把infolog打出来
			glGetShaderInfoLog(vertex, 512, NULL, infoLog);
			std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
				<< infoLog << std::endl;
		}
		fragment=glCreateShader(GL_FRAGMENT_SHADER);//GL_FRAGMENT_SHADER边缘着色器
		glShaderSource(fragment, 1, &fShaderCode, NULL);
		glCompileShader(fragment);

		glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
		if (!success) {
			glGetShaderInfoLog(fragment, 512, NULL, infoLog);
			std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
				<< infoLog << std::endl;
		}

		//Program
		this->Program = glCreateProgram();//Program渲染管线
		glCreateProgram();
		glAttachShader(this->Program, vertex);
		glAttachShader(this->Program, fragment);
		glLinkProgram(this->Program);//链接
	    glValidateProgram(this->Program);  //可省略
		glGetProgramiv(this->Program, GL_LINK_STATUS, &success);//检查链接状态
		if (!success) {
			glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
			std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n"
				<< infoLog << std::endl;
		}
	}
	~Shader() {
		glDetachShader(this->Program, vertex);
		glDetachShader(this->Program, fragment);
		glDeleteShader(vertex);
		glDeleteShader(fragment);
		glDeleteShader(this->Program);

	}
	void Use() {
		glUseProgram(this->Program);

	}
};

main.cpp

主函数与1.0版本(链接:https://blog.csdn.net/qq_44018760/article/details/108784648)的函数无差异,只是将1.0的着色器放到了对应的core文件中,画出的图形也相同。

#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "Shader.h"
const GLint WIDTH = 800, HEIGHT = 600;  
/*
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0f);\n"  
"}";

const GLchar *fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n" 
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 0.7f);\n"  
"}";
*/


int main()
{
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // must for Mac
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);  
	GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT,"Learn OpenGL xxxxxx", nullptr,nullptr); 

	if (nullptr == window)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}

	// next two lines are for mac retina display
	int screenWidth, screenHeight;
	glfwGetFramebufferSize(window, &screenWidth, &screenHeight);  
	glfwMakeContextCurrent(window);  //可以新建很多 window
	glewExperimental = GL_TRUE;
	if (GLEW_OK != glewInit())
	{
		std::cout << "Failed to initialise GLEW" << std::endl;
		return -1;
	}
	glViewport(0, 0, screenWidth, screenHeight);  //从(0,0)开始画点,直到 WIDTH 和 HEIGHT

	//vs 是顶点调色器,frag 是边缘调色器
	Shader ourShader = Shader("core.vs", "core.fs");  //文件相对路径,如果路径错误,画出的三角形将是白色或者黑色

	//now the verte information comes below

	GLfloat vertices[] = {
		//position
		-0.5f, -0.5f, 0.0f,
		0.5f, -0.5f, 0.0f,
		0.0f, 0.5f, 0.0f,
	};

	//the date should be transfered to the memory on the Graphics Card,传到显存
	GLuint VAO, VBO;  //VAO:Vertex Array Object   VBO:Vertex Buffer Object传数据
	glGenVertexArrays(1, &VAO);  //创建 VAO
	glGenBuffers(1, &VBO);
	glBindVertexArray(VAO);  //设当前直线
	glBindBuffer(GL_ARRAY_BUFFER, VBO);  //VAO 和 VBO 成对出现
	// transfer the data:传数据
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);  //静态访问,几乎不修改
	//set the attribute
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
		3 * sizeof(GLfloat), (GLvoid *)0);  //0:对应调色器里 location 的值;3:对应 vec3 三个量;GL_FLOAT:浮点型;GL_FALSE:;3*sizeof(GLfloat):对应 Buffer 里传的数据;(GLvoid*)0:从第 0 个位置开始
	glEnableVertexAttribArray(0);
	//glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
		//6 * sizeof(GLfloat), (GLvoid *)(3 * sizeof(GLfloat)));  //1:对应调色器里 color 的值;3:对应 vec3 三个量;GL_FLOAT:浮点型;GL_FALSE:;6*sizeof(GLfloat):每次跨越 6 个;(GLvoid*) (3 * sizeof(GLfloat)):从第 0 个位置开始
	//glEnableVertexAttribArray(1);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);

	//画图
	while (!glfwWindowShouldClose(window))
	{
		glfwPollEvents();  //把所有事件系统都取过来:键盘/鼠标等操作
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);  //窗口背景颜色,RGB,最后一个是透明度
		glClear(GL_COLOR_BUFFER_BIT);

		//Bind the shader
		//glUseProgram(shaderProgram);  //使用调色器,不注释
		ourShader.Use();

		//Draw the triangle
		glBindVertexArray(VAO);  //使用 VAO,直接绑定
		glDrawArrays(GL_TRIANGLES, 0, 3);  //画三角形,从第 0 个数据开始画,到最后一个数据(第 3 个)结束
		glBindVertexArray(0);

		glfwSwapBuffers(window);  //调用双面进行画,显示一个,另一个在画,画面更流畅
	}
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);

	glfwTerminate();
	return 0;
}
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