const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);//const GLchar*const*类型
glCompileShader(vertexShader);
{
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;
}
}//这部分是用来判断是否编译成功的。
//GLSL文件是文本文件,所以硬编码在源代码中也可以的。
//用于Shader的是create、source、compile、delete(在use后才能使用它),与前面对象的创建工作流不同。
const char* fragmentShaderSource = R"(#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
} )";
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);//const GLchar*const*类型
glCompileShader(fragmentShader);
{
int success;
char infoLog[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
}
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
{
int success;
char infoLog[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cerr << "ERROR::PROGRAM::LINK_FAILED\n" << infoLog << std::endl;
}
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//管线其实就是其中的Program。
//使用了create、attach、link、use。
//在这之后调用渲染的语句将会使用该管线,即该程序已作为系统状态。
//删除掉Shader并不会使得管线失效,所以可以删掉它。
-
Shader工作流
记忆:创建/删除、配置源码、编译
-
Program工作流
记忆:创建、连接、链接、使用
其使用应该在render loop中才符合语义,因为每个循环的绘制方式都可能不同。
每种mode的shader只能连接一个,且一个有效的程序必须要实现vertex shader和fragment shader。
-
Render Loop通常写法
glfwSetFramebufferSizeCallback(window, [](GLFWwindow* window, int width, int height) {glViewport(0, 0, width, height); }); //在之前讲过,要看到窗口才能进行调试,而要看到窗口需要实现创建视口和变化缓冲区大小的回调函数。 //RENDER LOOP while (!glfwWindowShouldClose(window)) { //INPUT环节 processInput(window); //大型switch语句,根据当前设备状态执行对应操作 //RENDER环节 //背景涂色 glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); //其他绘制程序 glUseProgram(shaderProgram); glBindVertexArray(VAO); //glDrawArrays(GL_TRIANGLES, 0, 3);由于这里使用的是EBO,VBO数据不完全,所以不能用 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); //glBindVertexArray(0);如果有其他VAO时,通常要这么做;但是只有一个VAO时,甚至可以放在循环外 //SWAP&POLL环节 glfwSwapBuffers(window); glfwPollEvents(); //Swap称为交换,因为进行的操作是将frame buffer拷贝给inner buffer,再通过双缓冲区、与显卡交互更新屏幕。也可以认为就是更新屏幕。 //Poll可以称作轮询,接收设备触发的事件。同时调用回调函数。 } void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { glfwSetWindowShouldClose(window, true); } }目前不能确定
glfwPollEvents()是否负责修改glfwGetXX()能获取到的属性。记忆:INPUT、RENDER、SWAP、POLL,用英文能保持原义
对于Program,create、attach、link、use,最后一个环节在render loop。
对于VAO,绘制步骤前后使用bind、bind(0),绘制步骤使用
glDrawArrays或glDrawElements,分别对应绘制用VAP定位的VAA的方式,和绘制用EBO定位的VAA的方式
完整代码
#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include<iostream>
void processInput(GLFWwindow*);
int main() {
/// <summary>
/// Part 1: Initialize and configure GLFW
/// </summary>
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(1200, 800, "Learn", NULL, NULL);
if (window == NULL) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cerr << "Failed to initialize GLAD" << std::endl;
return -1;
}
/// <summary>
/// Part 2: Set up vertex data (and buffer(s)) and configure vertex attributes
/// </summary>
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
1.0f, 1.0f, 0.0f
};
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int indices[] = {
0,1,2,
1,2,3
};
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
/// <summary>
/// Part 3: Build and compile our shader program
/// </summary>
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
{
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;
}
const char* fragmentShaderSource = R"(#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
} )";
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
{
int success;
char infoLog[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
}
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
{
int success;
char infoLog[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cerr << "ERROR::PROGRAM::LINK_FAILED\n" << infoLog << std::endl;
}
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
/// <summary>
/// Part 4: Render loop
/// </summary>
glfwSetFramebufferSizeCallback(window,
[](GLFWwindow* window, int width, int height) {glViewport(0, 0, width, height); });
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
}
}
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
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