OpenGL: 使用多属性顶点,实现颜色混合

与之前不同的是,之前的顶点数据中只有位置数据,现在给顶点数据中添加了颜色属性。顶点数据实际上是顶点属性,这些属性包括:位置属性、颜色属性等等。而随着顶点属性的变化,我们的着色器也要做相应的调整。

要点:

  • 在顶点数据中添加了颜色数据(在顶点属性中添加了颜色属性)
  • 顶点数据的增加,也需要相应的对顶点着色器和片段着色器做调整
  • 当对顶点着色器和片段着色器作出调整以后,相应的要重新配置顶点属性指针
#include 
#include 

#include 
#include 

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;

const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"   // 位置变量的属性位置值为 0 
"layout (location = 1) in vec3 aColor;\n" // 颜色变量的属性位置值为 1
"out vec3 ourColor;\n" // 向片段着色器输出一个颜色
"void main()\n"
"{\n"
"   gl_Position = vec4(aPos, 1.0);\n"
"    ourColor = aColor;\n" // 将ourColor设置为我们从顶点数据那里得到的输入颜色
"}\n\0";

const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n" 
"in vec3 ourColor;\n"
"void main()\n"
"{\n"
"    FragColor = vec4(ourColor, 1.0);\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(800, 600, "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
    // ------------------------------------
    // vertex shader
    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;
    }
    // fragment shader
    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;
    }
    // link shaders
    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);

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
    // 位置              // 颜色
     0.5f, -0.5f, 0.0f,  1.0f, 0.0f, 0.0f,   // 右下
    -0.5f, -0.5f, 0.0f,  0.0f, 1.0f, 0.0f,   // 左下
     0.0f,  0.5f, 0.0f,  0.0f, 0.0f, 1.0f    // 顶部
    };

    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);

    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);

    // 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);


    // bind the VAO (it was already bound, but just to demonstrate): seeing as we only have a single VAO we can 
    // just bind it beforehand before rendering the respective triangle; this is another approach.
    glBindVertexArray(VAO);


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

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

        // be sure to activate the shader before any calls to glUniform
        glUseProgram(shaderProgram);

        // update shader uniform
        //float timeValue = glfwGetTime();
        //float greenValue = sin(timeValue) / 2.0f + 0.5f;
        //int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
        //glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
        glBindVertexArray(VAO);

        // render the triangle
        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);
}

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