#include <stdio.h>
#include <GLAD/glad.h>
#include <GLFW/glfw3.h>
#include <math.h>
const char *vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main(){\n"
"gl_Position = vec4(aPos, 1.0f);\n"
"}\n\0";
/**
* Uniform是一种从CPU中的应用向GPU中的着色器发送数据的方式,但uniform和顶点属性有些不同。
* 首先,uniform是全局的(Global)。全局意味着uniform变量必须在每个着色器程序对象中
* 都是独一无二的,而且它可以被着色器程序的任意着色器在任意阶段访问。
* 第二,无论你把uniform值设置成什么,uniform会一直保存它们的数据,直到它们被重置或更新。
* */
const char *fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"uniform vec4 myColor;"
"void main(){\n"
"FragColor = myColor;\n"
"}\n\0";
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
void framebuffer_size_callback(GLFWwindow* glfWwindow, int width, int height);
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *glfWwindow = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "shader", NULL, NULL);
if (NULL == glfWwindow){
printf("Failed to create window\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(glfWwindow);
glfwSetFramebufferSizeCallback(glfWwindow, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
printf("Failed to initialize GLAD\n");
}
int success;
char infoLog[512];
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("Failed to compile vertexShader:%s\n", infoLog);
}
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("Failed to compile fragmentShader:%s\n", infoLog);
}
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success){
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("Failed to linkProgram:%s\n", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
unsigned int VBO, VAO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while (!glfwWindowShouldClose(glfWwindow)){
glUseProgram(shaderProgram);
// 渲染
// 清除颜色缓冲
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//更换uniform颜色
/**
* 首先我们通过glfwGetTime()获取运行的秒数。然后我们使用sin函数让颜色在0.0到1.0之间改变,
* 最后将结果储存到greenValue里。
* 接着,我们用glGetUniformLocation查询uniform ourColor的位置值。
* 我们为查询函数提供着色器程序和uniform的名字(这是我们希望获得的位置值的来源)。
* 如果glGetUniformLocation返回-1就代表没有找到这个位置值。
* 最后,我们可以通过glUniform4f函数设置uniform值。
* 注意,查询uniform地址不要求你之前使用过着色器程序,但是更新一个uniform之前你必须先
* 使用程序(调用glUseProgram),因为它是在当前激活的着色器程序中设置uniform的。
* */
double timeValue = glfwGetTime();
double greenValue = sin(timeValue);
int vertexColorLocation = glGetUniformLocation(shaderProgram, "myColor");
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(glfWwindow);
glfwPollEvents();
}
return 0;
}
void framebuffer_size_callback(GLFWwindow* glfWwindow, int width, int height){
glViewport(0, 0, width, height);
}
运行结果: