OpenGL:着色器shader

参考资料:https://learnopengl-cn.github.io/01%20Getting%20started/05%20Shaders/

着色器基本描述

首先看一个着色器

#version version_number

layout (location = 0) in type in_variable_name;
layout (location = 1) in type in_variable_name;
out type out_variable_name;
uniform type uniform_name;

int main()
{
  // 处理输入并进行一些图形操作
  ...
  // 输出处理过的结果到输出变量
  out_variable_name = weird_stuff_we_processed;
}

第一行代码表示着色器版本 ,2-4行是变量。

看2-3行代码
layout (location = 0) in type in_variable_name;
layout (location = 1) in type in_variable_name;

表示输入变量,其中location的值是用来判断将读入的数据送到那个变量中。着色器的不同变量可以存储不同属性。
配合以下两行代码实现功能:

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);//属性值
看第4行代码

作用是输出顶点着色器程序结果

out type out_variable_name;
看第5行代码
uniform type uniform_name;

是一个全局变量,想调用是可以通过以下语句:

int vertexColorLocation = glGetUniformLocation(shaderProgram, "uniform_name");
glUseProgram(shaderProgram);
glUniform1f (vertexColorLocation, 0.5f);
其他就是主函数,注意这个程序的语言是GLSL

着色器程序

  • 着色器程序按顺序组装着色器,并且连接它们。前面着色其输出是后面着色器的输入,通过同样的变量名联系。
// link shaders
	int shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);
完整的程序
#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

//着色器顶点程序
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"uniform float x_move ;\n"
"out vec3 ourColor;\n"
"void main()\n"
"{\n"
"   gl_Position = vec4(aPos.x - x_move, aPos.y, aPos.z, 1.0);\n"  //"   gl_Position = vec4(-aPos, 1.0);\n" 让三角形上下颠倒
"   ourColor = aColor;\n"
"}\0";
//着色器片段程序
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main()\n"
"{\n"
"   FragColor = vec4(ourColor, 1.0f);\n"
"}\n\0";

int main()
{
	// glfw: initialize and configure
	// ------------------------------
	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); // uncomment this statement to fix compilation on OS X
#endif

	// glfw window creation
	// --------------------
	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	// glad: load all OpenGL function pointers
	// ---------------------------------------
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	// build and compile our shader program
	// ------------------------------------
	// 创建顶点着色器
	int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	// check for shader compile errors
	int success;
	char infoLog[512];
	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
	}
	// 创建片段着色器
	int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	// check for shader compile errors
	glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
	}
	// 连接着色器生成着色器程序
	int shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);
	// check for linking errors
	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(fragmentShader);

	// 顶点位置和颜色属性
	// ------------------------------------------------------------------
	float vertices[] = {
		// positions         // colors
		 0.5f, -0.5f, 0.0f,  1.0f, 0.0f, 0.0f,  // bottom right
		-0.5f, -0.5f, 0.0f,  0.0f, 1.0f, 0.0f,  // bottom left
		 0.0f,  0.5f, 0.0f,  0.0f, 0.0f, 1.0f   // top 

	};

	//生成顶点数据VBO和顶点数组属性VAO
	unsigned int VBO, VAO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
	glBindVertexArray(VAO);

	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	// position attribute
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	// color attribute
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);

	// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
	// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
	// glBindVertexArray(0);

	// as we only have a single shader, we could also just activate our shader once beforehand if we want to 
	glUseProgram(shaderProgram);

	// render loop
	// -----------
	while (!glfwWindowShouldClose(window))
	{
		// input
		// -----
		processInput(window);

		// render
		// ------
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		//给着色器中全局变量复制
		int vertexColorLocation = glGetUniformLocation(shaderProgram, "x_move");
		glUseProgram(shaderProgram);
		glUniform1f (vertexColorLocation, 0.5f);

		// render the triangle
		glBindVertexArray(VAO);
		glDrawArrays(GL_TRIANGLES, 0, 3);

		// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
		// -------------------------------------------------------------------------------
		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	// optional: de-allocate all resources once they've outlived their purpose:
	// ------------------------------------------------------------------------
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);

	// glfw: terminate, clearing all previously allocated GLFW resources.
	// ------------------------------------------------------------------
	glfwTerminate();
	return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	// make sure the viewport matches the new window dimensions; note that width and 
	// height will be significantly larger than specified on retina displays.
	glViewport(0, 0, width, height);
}

在这里插入图片描述

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