参考:这里
1.未使用Shader类,设置顶点颜色,从顶点着色器传递到片段着色器(颜色会进行线性插值)
源码如下:
//顺序不能错
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
using namespace std;
void framebuffer_size_callback(GLFWwindow* windwo, int width, int height);
void processInput(GLFWwindow* window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
//硬编码顶点、片元源码
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location=1)in vec3 aColor;"
"out vec3 color;"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
" color=aColor;"
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 color;"
"void main()\n"
"{\n"
" FragColor = vec4(color, 1.0);\n"
"}\0";
int main()
{
//init
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
//create window object
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
cout << "Failed to create GLFW window!" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
//regiester callback
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//init GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to init GLAD!" << endl;
return -1;
}
//configure options
//设置线框模式
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//关闭线框模式:填充
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//compile and build shader program
//1.create vertex shader
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//error check
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cout << "error::vertex compile failed!\n" << infoLog << endl;
}
//2.create fragment shader
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
//error check
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
cout << "error::fragment compile failed!\n" << infoLog << endl;
}
//3.link shader
unsigned int shaderProgram, shaderProgram2;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
//error check
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
}
//4.delete shader
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
float firstTriangle[] = {
// 位置 // 颜色
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
};
//set vertex
unsigned int VBO, VAO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
//OpenGL核心模式必须用VAO才能显示要画的图形
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
//set pointer
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
//unbind:解除绑定
//glBindVertexArray(0);
//render loop
while (!glfwWindowShouldClose(window))
{
//input
processInput(window);
//render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//use shader program
glUseProgram(shaderProgram);
float f = glfwGetTime();
float colorValue = sin(f) * 0.5 + 0.5;
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
//swap buffer
glfwSwapBuffers(window);
//call events
glfwPollEvents();
}
//clear
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
//terminate software
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, SCR_HEIGHT, SCR_HEIGHT);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
2.使用封装的Shader类,shader文件放到工程目录下可以用相对路径,也可用绝对路径,shader源码和上面的硬编码的shader源码一样!
源码如下:
//顺序不能错
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "Shader.h"
using namespace std;
void framebuffer_size_callback(GLFWwindow* windwo, int width, int height);
void processInput(GLFWwindow* window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
int main()
{
//init
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
//create window object
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
cout << "Failed to create GLFW window!" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
//regiester callback
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//init GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to init GLAD!" << endl;
return -1;
}
//configure options
//设置线框模式
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//关闭线框模式:填充
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//compile and build shader program
Shader shader("Shaders/useShader.vs","Shaders/useShader.fs");
float firstTriangle[] = {
// 位置 // 颜色
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
};
//set vertex
unsigned int VBO, VAO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
//OpenGL核心模式必须用VAO才能显示要画的图形
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
//set pointer
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
//unbind:解除绑定
//glBindVertexArray(0);
//render loop
while (!glfwWindowShouldClose(window))
{
//input
processInput(window);
//render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//use shader program
shader.Use();
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
//swap buffer
glfwSwapBuffers(window);
//call events
glfwPollEvents();
}
//clear
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
shader.Delete();
//terminate software
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, SCR_HEIGHT, SCR_HEIGHT);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
3.封装类Shader:创建、编译、链接、检查错误、使用、删除、设置uniform类型数据,可根据需要修改,后续会进行完善!
注:创建的Shader.h头文件可以放到自定义的Include文件夹下,这样新建项目,就可以直接用了,目前是放到当前项目的头文件文件夹下。
#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
//shader 程序ID
unsigned int ID;
//构造函数:读取shader源文件,编译,链接,生成shader程序
Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
{
//1.从文件路径获取顶点和片段着色器
//读取到的源码
std::string vertexCode;
std::string fragmentCode;
//输入文件流
std::ifstream vShaderFile;
std::ifstream fShaderFile;
//保证ifstream对象可以抛出异常
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
//字符串流
std::stringstream vShaderStream, fShaderStream;
//读取文件的缓冲内容到数据流中
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
//关闭文件流
vShaderFile.close();
fShaderFile.close();
//转换数据流到string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "error::shader file not succesfully read!" << std::endl;
}
//转换为C风格的字符串
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
//2.编译着色器
unsigned int vertex, fragment;
int success;
char infoLog[512];
//顶点着色器
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
//错误检查
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "error::vertex shader compile error!" << infoLog << std::endl;
}
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
//错误检查
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "error::fragment shader compile error!" << infoLog << std::endl;
}
//着色器程序
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
//错误检查
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(ID, 512, NULL, infoLog);
std::cout << "error::program shader link error!" << infoLog << std::endl;
}
//删除着色器,已经在程序中,不需要了
glDeleteShader(vertex);
glDeleteShader(fragment);
}
//使用程序
void Use()
{
glUseProgram(ID);
}
//删除程序
void Delete()
{
glDeleteProgram(ID);
}
//uniform类型值设置函数
void SetBool(const std::string& name, bool value)const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void SetInt(const std::string& name, int value)const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void SetFloat(const std::string& name, float value)const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
};
#endif