设置着色器;
使用VAO,VBO,EBO存储数据
1.着色器:
//顶点着色器:它把一个单独的顶点作为输入。顶点着色器主要的目的是把3D坐标转为另一种3D坐标(后面会解释),同时顶点着色器允许我们对顶点属性进行一些基本处理。
const char* vertexShaderSource = "#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n" //使用in关键字声明输入的顶点的属性; 位置属性的location(位置值)为0
"out vec4 vertexColor;\n" //为片段着色器指定颜色输出
"void main()\n"
"{\n"
" gl_Position = vec4(aPos,1.0);\n"
" vertexColor = vec4(0.5,0,0,1.0);\n"
"}\0";
//片段着色器:主要目的是计算一个像素的最终颜色
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec4 vertexColor;\n"
"uniform vec4 ourColor;\n"//全局变量
"void main()\n"
"{\n"
" FragColor = ourColor;\n"
"}\n\0";
编译链接着色器:
//顶点着色器
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); //创建顶点着色器,通过ID来引用
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); //参数:ID,着色器源码字符串数量,源码,NULL
glCompileShader(vertexShader); //编译
//检查编译错误
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);//检查编译状态
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);//获取错误信息
cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl;
}
//片段着色器
unsigned int fragementShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragementShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragementShader);
glGetShaderiv(fragementShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragementShader, 512, NULL, infoLog);
cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl;
}
//链接着色器
unsigned int shaderProgram = glCreateProgram(); //创建一个程序,并返回新创建程序对象的ID引用
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragementShader);
glLinkProgram(shaderProgram); //得到着色器对象
//检查链接错误
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(fragementShader);
2.VAO,VBO,EBO
设置:
// 1. 绑定顶点数组对象
glBindVertexArray(VAO);
// 2. 把我们的顶点数组复制到一个顶点缓冲中,供OpenGL使用
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 3. 复制我们的索引数组到一个索引缓冲中,供OpenGL使用
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// 4. 设定顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
渲染:
while(){
......
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
.........
}