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;
}