LeranOpenGL-着色器

本文深入探讨OpenGL的着色器技术,从基础到高级,包括顶点着色器、片段着色器的使用,以及如何实现光照、纹理映射等效果。通过实例解析,帮助读者掌握在OpenGL中编写和应用着色器的关键知识。
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>

using namespace std;

const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;
const char* vertexShaderSource =
"#version 460 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec3 ourColor;\n"
"void main()\n"
"{\n"
"	gl_Position = vec4(aPos, 1.0);\n"
"	ourColor = aColor;\n"
"}\0";
const char* fragmentShaderSource =
"#version 460 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"	FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\0";
const char* fragmentShaderSource1 =
"#version 460 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main()\n"
"{\n"
"	FragColor = vec4(ourColor, 1.0);\n"
"}\0";



void FramebufferSizeCallback(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, width, height);
}
void ProcessInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
		glfwSetWindowShouldClose(window, true);
	}
}

int main()
{
	ios::sync_with_stdio(false);
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "OPENGL", NULL, NULL);
	if (window == NULL) {
		cout << "窗口创建失败\n";
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, FramebufferSizeCallback);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		cout << "GLAD初始化失败\n";
		return -1;
	}

	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, sizeof(infoLog), NULL, infoLog);
		cout << "vertexShader编译错误\n" << infoLog << endl;
	}

	unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource1, NULL);
	glCompileShader(fragmentShader);

	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
	if (!success) {
		glGetShaderInfoLog(vertexShader, sizeof(infoLog), NULL, infoLog);
		cout << "fragmentShader编译错误\n" << infoLog << endl;
	}

	unsigned int shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);

	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);

	float vertices[] = {
	-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
	 0.5f, -0.5f, 0.0f,	0.0f, 1.0f, 0.0f,
	 0.0f,  0.5f, 0.0f, 0.0f, 0.0f, 1.0f
	};

	unsigned int VAO, VBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);

	while (!glfwWindowShouldClose(window)) {
		ProcessInput(window);

		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		glUseProgram(shaderProgram);
		

		glBindVertexArray(VAO);
		glDrawArrays(GL_TRIANGLES, 0, 3);



		glfwPollEvents();
		glfwSwapBuffers(window);
	}

	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glfwTerminate();
	return 0;
}```

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