计算机图形学(四)——画一个彩色的三角形

画一个彩色的三角形

要想画一个彩色三角形只要在原来的代码中加上表示颜色的信息,主要区别为以下几点:
(1)GLfloat vertices[]={}中新增了颜色信息
(2)下列几处有改动
三角形每个顶点处有六个信息,所以要把原来的3 * sizeof(GLfloat)改成6 * sizeof(GLfloat),(GLvoid*)0表示颜色信息,改成(GLvoid*)(3*sizeof(GLfloat)),因为只有三个表示颜色。

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
	glEnableVertexAttribArray(1);

main.cpp

#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include<GLFW/glfw3.h>
#include"Shader.h"
const GLint WIDTH = 800, HEIGHT = 600;

//顶点着色器
const GLchar* vertexShaderSource = "#version 330 core\n"  //版本
"layout(location = 0) in vec3 position;\n"  //position变量名;vec3(三维向量)类型,向量的每个分量都是浮点型;in表示这个变量要从外界输入
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0f);\n"  //gl_Position预保留的变量,包含顶点信息,不需要定义;齐次坐标器(增加一维)
"}";

//边缘着色器
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"  //用 = 进行赋值
"}";

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);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

	GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Learn OpenGL B18080312", nullptr, nullptr);
	int screenWidth, screenHeight;
	glfwGetFramebufferSize(window, &screenWidth, &screenHeight);

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

	glfwMakeContextCurrent(window);
	glewExperimental = GL_TRUE;

	if (glewInit() != GLEW_OK) {
		std::cout << "Failed to initialize GLEW" <<
			std::endl;
		glfwTerminate();
		return -1;
	}
	//vs是顶点着色器,frag是边缘着色器

	Shader shader = Shader("res/shaders/code.vs", "res/shaders/code.fs");

	//Triangle
	GLfloat vertices[] =
	{//位置信息(坐标轴[-1,1])            //颜色信息
		-0.5f,-0.5f,0.0f, 1.0f,0.0f,0.0f,
		0.5f,-0.5f,0.0f,  0.0f,1.0f,0.0f,
		0.0f,0.5f,0.0f,   0.0f,0.0f,1.0f
	};

	//VAO将数据和显存中的物理地址相对应,数据放在VBO里,VAO与VBO成对出现
	//一组数据有不同的解读方式,可能有多个VAO,一个VAO一定要对应一个VBO
	//VAO想象成一个说明书
	//EBO存储VAO和VBO的连接信息
	GLuint VAO, VBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);

	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);

	//把顶点数据传输到显存的物理地址上
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//GL_ARRAY_BUFFER代表顶点信息
	// 参数“0”对应VAO的第一行,参数“3”和“ GL_FLOAT”输入三个浮点型,“ GL_FALSE”表示不需要进行标准化
	//“3 * sizeof(GLfloat)”表示步长,“(GLvoid*)0”第一个起始点在哪找
	// GL_STATIC_DRAW不改动写入,对应了GL_DYNAMIC_DRAW
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);//顶点属性指针   n * sizeof(GLfloat)每隔n个数据获得定点信息
	//允许使用
	glEnableVertexAttribArray(0);


	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
	glEnableVertexAttribArray(1);
	
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);


	while (!glfwWindowShouldClose(window)) {
		glViewport(0, 0, screenWidth, screenHeight);
		glfwPollEvents();
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		shader.Use();

		glBindVertexArray(VAO);
		glDrawArrays(GL_TRIANGLES, 0, 6);//6为顶点数
		glBindVertexArray(0);

		glfwSwapBuffers(window);
	}
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glfwTerminate();
	return 0;
}

除此之外,code.vc和code.fs也需要做些许改动
code.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;
};

code.fs

#version 330 core
in vec3 ourColor;
out vec4 color;
void main()
{
color = vec4(ourColor, 1.0f);
};

Shader.h

#pragma once

//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

		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);

	}
};
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