参考:
http://learnopengl-cn.readthedocs.io/zh/latest/04%20Advanced%20OpenGL/09%20Geometry%20Shader/
main.cpp
#include <string>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shader.h"
#pragma comment (lib, "opengl32.lib")
#pragma comment (lib, "glew32s.lib")
#pragma comment (lib, "glfw3.lib")
#pragma comment (lib, "glfw3dll.lib")
#pragma comment (lib, "glew32mxs.lib")
#pragma comment (lib, "assimp.lib")
#pragma comment(lib, "SOIL.lib")
GLuint WIDTH = 800, HEIGHT = 600;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* pWnd = glfwCreateWindow(WIDTH, HEIGHT, "OGL XX", nullptr, nullptr);
glfwMakeContextCurrent(pWnd);
glewExperimental = GL_TRUE;
glewInit();
glViewport(0, 0, WIDTH, HEIGHT);
Shader shader("./shader/vertex", "./shader/geometry", "./shader/fragement");
GLfloat points[] = {
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
-0.5f, -0.5f, 1.0f, 1.0f, 0.0f // Bottom-l
};
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
{
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
}
glBindVertexArray(0);
while (!glfwWindowShouldClose(pWnd))
{
glfwPollEvents();
glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader.useShaderPrograme();
glBindVertexArray(VAO);
{
glDrawArrays(GL_POINTS, 0, 4);
}
glBindVertexArray(0);
glfwSwapBuffers(pWnd);
}
glfwTerminate();
return 0;
}
Shader.h
//Shader.h
#pragma once
#ifndef TEXTURE_SHADER_H_
#define TEXTURE_SHADER_H_
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <gl/glew.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
class Shader
{
public:
Shader(const GLchar* vertexPath, const GLchar* geometryPath, const GLchar* fragmentPath);
~Shader();
public:
void useShaderPrograme();
GLuint getPrograme() {
return this->m_nProgram;
}
private:
GLuint m_nProgram;
};
Shader::Shader(const GLchar* vertexPath, const GLchar* geometryPath, const GLchar* fragmentPath)
{
std::string vertexCode;
std::string geometryCode;
std::string fragmentCode;
std::ifstream vertexShaderF;
std::ifstream geomertryShaderF;
std::ifstream fragementShaderF;
vertexShaderF.exceptions(std::ifstream::badbit);
fragementShaderF.exceptions(std::ifstream::badbit);
try
{
vertexShaderF.open(vertexPath); // 打开文件
geomertryShaderF.open(geometryPath);
fragementShaderF.open(fragmentPath);
std::stringstream vertexShaderStream, geometryShaderStream, fragementShaderStream;
vertexShaderStream << vertexShaderF.rdbuf(); // 读取文件至stringstream中
geometryShaderStream<< geomertryShaderF.rdbuf();
fragementShaderStream << fragementShaderF.rdbuf();
vertexShaderF.close(); // 关闭文件
geomertryShaderF.close();
fragementShaderF.close();
vertexCode = vertexShaderStream.str(); // 转换成string类型
geometryCode = geometryShaderStream.str();
fragmentCode = fragementShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ:" << std::endl;
}
const GLchar* pVertexCode = vertexCode.c_str(); // string 转 char*
const GLchar* pGeometryCode = geometryCode.c_str();
const GLchar* pFragementCode = fragmentCode.c_str();
GLuint nVertexShader, nGeometryShader, nFragementShader;
GLint nRes = 0;
GLchar chLogInfo[512] = { '\0' };
// 创建顶点着色器
nVertexShader = glCreateShader(GL_VERTEX_SHADER);
// 将顶点着色程序的源代码字符数组绑定到顶点着色器对象
glShaderSource(nVertexShader, 1, &pVertexCode, nullptr);
glCompileShader(nVertexShader); // compile shader 编译着色器
// 获取编译结果
glGetShaderiv(nVertexShader, GL_COMPILE_STATUS, &nRes);
if (!nRes)
{
glGetShaderInfoLog(nVertexShader, 512, nullptr, chLogInfo);
std::cout << "ERROR::SHADEF::VERTEX::COMPILATION_FAILED:" << chLogInfo << std::endl;
}
// 创建几何着色器
nGeometryShader = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(nGeometryShader, 1, &pGeometryCode, nullptr);
glCompileShader(nGeometryShader);
glGetShaderiv(nGeometryShader, GL_COMPILE_STATUS, &nRes);
if (!nRes)
{
glGetShaderInfoLog(nGeometryShader, 512, nullptr, chLogInfo);
std::cout << "ERROR::SHADER::GEOMETRY::COMPILATION_FAILED:" << chLogInfo << std::endl;
}
// 创建片断着色器
nFragementShader = glCreateShader(GL_FRAGMENT_SHADER);
// 将片段着色程序的源代码字符数组绑定到片段着色器对象
glShaderSource(nFragementShader, 1, &pFragementCode, nullptr);
glCompileShader(nFragementShader);
glGetShaderiv(nFragementShader, GL_COMPILE_STATUS, &nRes);
if (!nRes)
{
glGetShaderInfoLog(nFragementShader, 512, nullptr, chLogInfo);
std::cout << "ERROR::SHADEF::FRAGEMENT::COMPILATION_FAILED:" << chLogInfo << std::endl;
}
this->m_nProgram = glCreateProgram(); // 创建GLSL程序
glAttachShader(this->m_nProgram, nVertexShader); // 绑定shader到program
glAttachShader(this->m_nProgram, nGeometryShader);
glAttachShader(this->m_nProgram, nFragementShader);
// glLinkProgram操作产生最后的可执行程序,它包含最后可以在硬件上执行的硬件指令
glLinkProgram(this->m_nProgram); // 链接
glGetProgramiv(this->m_nProgram, GL_LINK_STATUS, &nRes);
if (!nRes)
{
glGetProgramInfoLog(this->m_nProgram, 512, nullptr, chLogInfo);
std::cout << "ERROR::SHADEF::FRAGEMENT::LINK_FAILED:" << chLogInfo << std::endl;
}
glDeleteShader(nVertexShader);
glDeleteShader(nGeometryShader);
glDeleteShader(nFragementShader);
}
Shader::~Shader()
{
}
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
void Shader::useShaderPrograme()
{
glUseProgram(this->m_nProgram); // 使用porgram
}
#endif
GLSL Shader 部分
vertex
#version 330 core
layout (location = 0) in vec2 position;
layout (location = 1) in vec3 color;
out VS_OUT {
vec3 color;
} vs_out;
void main()
{
gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
vs_out.color = color;
}
geometry
// ================
// Geometry shader:
// ================
#version 330 core
// 输入的是points类型
layout (points) in;
// 输出的是triangle_strip类型,最多输出顶点数为5
layout (triangle_strip, max_vertices = 5) out;
// 接口块
in VS_OUT {
vec3 color;
} gs_in[];
out vec3 fColor;
void build_house(vec4 position)
{
fColor = gs_in[0].color; // gs_in[0] since there's only one input vertex
gl_Position = position + vec4(-0.2f, -0.2f, 0.0f, 0.0f); // 1:bottom-left
EmitVertex();
gl_Position = position + vec4( 0.2f, -0.2f, 0.0f, 0.0f); // 2:bottom-right
EmitVertex();
gl_Position = position + vec4(-0.2f, 0.2f, 0.0f, 0.0f); // 3:top-left
EmitVertex();
gl_Position = position + vec4( 0.2f, 0.2f, 0.0f, 0.0f); // 4:top-right
EmitVertex();
gl_Position = position + vec4( 0.0f, 0.4f, 0.0f, 0.0f); // 5:top
fColor = vec3(1.0f, 1.0f, 1.0f);
EmitVertex();
EndPrimitive();
}
void main() {
build_house(gl_in[0].gl_Position);
}
fragement
// ================
// Fragment shader:
// ================
#version 330 core
in vec3 fColor;
out vec4 color;
void main()
{
color = vec4(fColor, 1.0f);
}
参考:
http://learnopengl-cn.readthedocs.io/zh/latest/04%20Advanced%20OpenGL/09%20Geometry%20Shader/