主要介绍利用Visual Studio-OpenGL创建一个红色三角形,涉及到GLSL着色器语言,着色器语言文件创建,文件的载入,代码释义等内容。
参考视频
https://b23.tv/VxpOTks
https://b23.tv/qRNwR9b
主程序实现glfw和glew的初始化以及VAO、VBO的创建及连接,画图等。主程序(.cpp)代码为:
#include
#include
#include
#include
#include
#include
using namespace glm;
// An array of 3 vectors which represents 3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
int main() {
// Initialise GLFW
glewExperimental = true; // Needed for core profile
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
// Open a window and create its OpenGL context
GLFWwindow* window; // (In the accompanying source code, this variable is global for simplicity)
window = glfwCreateWindow(1024, 768, "Tutorial 01", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window); // Initialize GLEW
glewExperimental = true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// This will identify our vertex buffer
GLuint vertexbuffer;
// Generate 1 buffer, put the resulting identifier in vertexbuffer
glGenBuffers(1, &vertexbuffer);
// The following commands will talk about our 'vertexbuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader");
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
do {
// Clear the screen. It's not mentioned before Tutorial 02, but it can cause flickering, so it's there nonetheless.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// Draw nothing, see you in tutorial 2 !
// 1st attribute buffer : vertices
glEnableVertexAttribArray(0);
//glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
}
片段着色器将三角形渲染为红色,SimpleFragmentShader.fragmentshader 文件中GLSL代码为:
#version 330 core
out vec3 color;
void main(){
color = vec3(1,0,0);
}
顶点着色器SimpleVertexShader.vertexshader 文件中GLSL代码为:
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
void main(){
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
}
shader.hpp 文件定义GLSL文件读取函数,并生成程序对象ID。shader.hpp 文件中代码为:
#include
#include
#include
GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path) {
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if (VertexShaderStream.is_open()) {
std::stringstream sstr;
sstr << VertexShaderStream.rdbuf();
VertexShaderCode = sstr.str();
VertexShaderStream.close();
}
else {
printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
getchar();
return 0;
}
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if (FragmentShaderStream.is_open()) {
std::stringstream sstr;
sstr << FragmentShaderStream.rdbuf();
FragmentShaderCode = sstr.str();
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const* VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector VertexShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
printf("%s\n", &VertexShaderErrorMessage[0]);
}
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const* FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector FragmentShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
printf("%s\n", &FragmentShaderErrorMessage[0]);
}
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector ProgramErrorMessage(InfoLogLength + 1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
printf("%s\n", &ProgramErrorMessage[0]);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
运行结果为