Shader.h
#pragma once
#define GLEW_STATIC
#include <GL\glew.h>
#include <GLFW/glfw3.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
Shader(const char* vertexPath, const char* fragmentPath);
~Shader();
unsigned int ID;
void Shader::use();
void Shader::setBool(const std::string &name, bool value) const;
void Shader::setInt(const std::string &name, int value) const;
void Shader::setFloat(const std::string &name, float value) const;
private:
void Shader::checkCompileErrors(unsigned int shader, std::string type);
};
Shader.cpp
#include "Shader.h"
void Shader::use()
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void Shader::setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void Shader::setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void Shader::setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
// 1. 从文件路径中获取顶点/片段着色器
std::string vertexCode;
std::string fragmentCode;
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
{
// 打开文件
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// 读取文件的缓冲内容到数据流中
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// 关闭文件处理器
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;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
Shader::~Shader()
{
}
main.cpp
#define GLEW_STATIC
#include <GL\glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "Shader.h"
using namespace std;
//QQ技术交流群:386476712
//terminate [ˈtɜ:mɪneɪt] 结束 终结
//hint [hɪnt] 提示 注意事项
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
cout << "width : " << width << endl;
glViewport(0, 0, width, height);
}
int main(){
//glfw初始化
//告诉glfw当前所用的OpenGL的版本号是3.3
//告诉glfw当前使用核心模式,意味着我们只能使用OpenGL功能的一个子集(没有我们已不再需要的向后兼容特性)
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//使用glfw创建一个窗口
GLFWwindow* window = glfwCreateWindow(800, 600, "Hunk Xu OpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
//通知GLFW将window的上下文设置为当前线程的主上下文,设置主活动窗口
glfwMakeContextCurrent(window);
//glew初始化
if (glewInit() != GLEW_OK){
printf("glew init failed");
glfwTerminate();
return -1;
}
//告诉OpenGL视口(Viewport)大小
//前两个参数为窗口左下角位置
//后两个参数渲染窗口的宽和高(像素)
glViewport(0, 0, 800, 600);
//每当窗口调整大小时候,就调用这个函数
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
float vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);//第二个参数要设置成你想操作内存的标识,然后接下来的操作都是针对这一块内存进行的
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(4);
//将顶点数据buffer和之前的绑定关系进行解绑 用于打破之前的顶点数据buffer的绑定关系
//使OpenGL的顶点数据buffer绑定状态恢复到默认状态。
glBindBuffer(GL_ARRAY_BUFFER, 0);
//将VAO绑定到默认的VAO处,一般用于打破之前的VAO绑定关系
//使OpenGL的VAO绑定状态恢复到默认状态
glBindVertexArray(0);
Shader* myShader = new Shader("vertexSource.txt", "fragementSource.txt");
//渲染循环
while (!glfwWindowShouldClose(window)){
myShader->use();
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); //6表示6个顶点索引
//双缓冲(Double Buffer)
//前缓冲保存着最终输出的图像,它会在屏幕上显示;
//而所有的的渲染指令都会在后缓冲上绘制。
//当所有的渲染指令执行完毕后,我们交换(Swap)前缓冲和后缓冲,这样图像就立即呈显出来
//不会出现图像闪烁的问题
glfwSwapBuffers(window);
glfwPollEvents(); //轮询用户的输入(键盘移动,鼠标输入)
}
//终止
glfwTerminate();
return 0;
}
fragementSource.txt
#version 330 core
out vec4 FragColor;
in vec4 vertexColor; // 从顶点着色器传来的输入变量(名称相同、类型相同)
void main()
{
FragColor = vertexColor;
}
vertexSource.txt
#version 330 core
layout (location = 4) in vec3 aPos; // 位置变量的属性位置值为0
out vec4 vertexColor; // 为片段着色器指定一个颜色输出
void main()
{
gl_Position = vec4(aPos, 1.0); // 注意我们如何把一个vec3作为vec4的构造器的参数
vertexColor = vec4(0, 0, 1.0, 1.0); // 把输出变量设置为暗红色
}
最后运行结果:
FR:海涛高软(hunk Xu)
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