现在opengl 版本里支持一个顶点 两个颜色 gl_Color、gl_SecondaryColor
关键代码:
string vsCode = "varying vec4 outColor0;\
varying vec4 outColor1;\
void main()\
{\
outColor0 = gl_Color;\
outColor1 = gl_SecondaryColor;\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}";
string psCode = "varying vec4 outColor0;\
varying vec4 outColor1;\
void main()\
{\
gl_FragColor = (outColor1 * outColor0);\
}";
//gl_Color、gl_SecondaryColor 都是shader 中内置的变量
//gl_Color表示传入进来的顶点颜色 来自结构体 Vertex r0, g0, b0, a0;
代码例子:
/*
*
* 该实例演示访问颜色数据 并对传入的两个颜色数据进行相加
* 现在opengl 版本里支持一个顶点 两个颜色 gl_Color、gl_SecondaryColor
*
*/
#define GLEW_STATIC
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/vec3.hpp> // glm::vec3
#include <glm/vec4.hpp> // glm::vec4
#include <glm/mat4x4.hpp> // glm::mat4
#include <glm/ext/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale
#include <glm/ext/matrix_clip_space.hpp>
#include "FreeImage.h"
#include "shader.hpp"
#pragma comment(linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"" ) //这行是取消显示控制台
char szTitle[64] = "opengl view";
//glm::vec4 vec(1.0f, 0.0f, 0.0f, 1.0f);//创建一个点
//glm::mat4 trans = glm::mat4(1.0f);//创建单位矩阵
//Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
GLfloat ratio = 1.f;
GLfloat xpos, ypos;
glm::vec3 _eye(0, 0, 10);
glm::vec3 _lookAt(0, 0, 0);
glm::vec3 _up(0, 1, 0);
glm::mat4 _matProj = glm::mat4(1.0f);//创建单位矩阵
glm::mat4 _matView = glm::mat4(1.0f);//创建单位矩阵
float size = 100.0f;
//顶点数据
struct Vertex {
float x, y, z;
unsigned char r0, g0, b0, a0;
unsigned char r1, g1, b1, a1;
};
Vertex g_rect[] =
{
{ 10, 10, 0, 255, 0, 0, 255, 255, 0, 0, 255 },
{ 510, 10, 0, 0, 255, 0, 255, 255, 0, 0, 255 },
{ 10, 510, 0, 0, 0, 255, 255, 255, 0, 0, 255 },
{ 510, 510, 0, 255, 0, 255, 255, 255, 0, 0, 255 },
};
//纹理ID
GLuint _texture;
GLuint _vbo;
//地面纹理
GLuint _texGround;
Shader* _shader = nullptr;
static void error_callback(int error, const char* description) {
fputs(description, stderr);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
std::cout << "key " << key << std::endl;
switch(key) {
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GL_TRUE);
break;
case GLFW_KEY_UP:
_eye.z -= 0.1f; //这里修改摄像机参数
break;
case GLFW_KEY_DOWN:
_eye.z += 0.1f;
break;
case GLFW_KEY_RIGHT:
_eye.x -= 1.0f;
break;
case GLFW_KEY_LEFT:
_eye.x += 1.0f;
break;
default:
break;
}
}
static void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
if(action != GLFW_PRESS)
return;
switch(button) {
case GLFW_MOUSE_BUTTON_LEFT:
std::cout << "Mosue left button clicked!" << std::endl;
break;
case GLFW_MOUSE_BUTTON_MIDDLE:
std::cout << "Mosue middle button clicked!" << std::endl;
break;
case GLFW_MOUSE_BUTTON_RIGHT:
std::cout << "Mosue right button clicked!" << std::endl;
break;
default:
return;
}
return;
}
static void cursor_position_callback(GLFWwindow* window, double x, double y) {
//std::cout << "Mouse position move to X: " << x << " Y: " << y << std::endl;
xpos = float((x - WIDTH / 2) / WIDTH) * 2;
ypos = float(0 - (y - HEIGHT / 2) / HEIGHT) * 2;
return;
}
static void scroll_callback(GLFWwindow* window, double x, double y) {
return;
}
static unsigned createTexture(int w, int h, const void* data, GLenum type) {
unsigned texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, type, w, h, 0, type, GL_UNSIGNED_BYTE, data);
return texId;
}
/**
* 使用FreeImage加载图片
*/
static unsigned createTextureFromImage(const char* fileName) {
//1 获取图片格式
FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType(fileName, 0);
if(fifmt == FIF_UNKNOWN) {
return 0;
}
//2 加载图片
FIBITMAP *dib = FreeImage_Load(fifmt, fileName, 0);
FREE_IMAGE_COLOR_TYPE type = FreeImage_GetColorType(dib);
//3 获取数据指针
FIBITMAP* temp = dib;
dib = FreeImage_ConvertTo32Bits(dib);
FreeImage_Unload(temp);
BYTE* pixels = (BYTE*)FreeImage_GetBits(dib);
int width = FreeImage_GetWidth(dib);
int height = FreeImage_GetHeight(dib);
for(int i = 0; i < width * height * 4; i += 4) {
BYTE temp = pixels[i];
pixels[i] = pixels[i + 2];
pixels[i + 2] = temp;
}
unsigned res = createTexture(width, height, pixels, GL_RGBA);
FreeImage_Unload(dib);
return res;
}
static GLint _colorID;
static void onInit() {
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_rect), g_rect, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
string vsCode = "varying vec4 outColor0;\
varying vec4 outColor1;\
void main()\
{\
outColor0 = gl_Color;\
outColor1 = gl_SecondaryColor;\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}";
string psCode = "varying vec4 outColor0;\
varying vec4 outColor1;\
void main()\
{\
gl_FragColor = (outColor1 * outColor0);\
}";
//gl_Color、gl_SecondaryColor 都是shader 中内置的变量
//gl_Color表示传入进来的顶点颜色 来自结构体 Vertex r0, g0, b0, a0;
_shader = new Shader(vsCode, psCode, true);
}
static void onDestory() {
glDeleteTextures(1, &_texture);
glDeleteTextures(1, &_texGround);
glDeleteBuffers(1, &_vbo); //删除VBO 显存中释放VBO内存
}
// 绘制
static void render(GLFWwindow * window) {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WIDTH, HEIGHT, 0, -100, 100);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
//开始使用ID为 _vbo 的buffer 接下来的操作针对这个VBO
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
float* addrVertex = (float*)0;
float* color1Address = (float*)12;
float* color2Address = (float*)16;
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), addrVertex);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), color1Address);
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), color2Address);
// 绘制 立方体
_shader->begin(); //使用 shader 对绘制立方体起作用
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
_shader->end(); //结束 如果不掉用这个函数 glUseProgram设置为0,这个shader程序会对后面的绘制产生影响
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
glfwSwapBuffers(window);
glfwPollEvents();
}
int main(void) {
GLFWwindow * window;
glfwSetErrorCallback(error_callback);
if(!glfwInit())
return -1;
window = glfwCreateWindow(WIDTH, HEIGHT, szTitle, NULL, NULL);
if(!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, key_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
onInit();
glViewport(0, 0, WIDTH, HEIGHT); //设置opengl视口 即看到的显示区域
_matProj = glm::perspective(glm::radians(60.0f), float(WIDTH) / float(HEIGHT), 0.1f, 1000.0f);//使用glm数学库 根据公式计算得到投影矩阵 这公式可以推倒出来
while(!glfwWindowShouldClose(window)) {
render(window);
}
onDestory();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}