本例子选自OpenGL Shading Language中的第一个Shader例子,使用颜色平滑地表示一个表面的温度。温度及其颜色的范围在应用程序中进行设置。
//先看顶点着色器temp.vert:
uniform float CoolestTemp;
uniform float TempRange;
attribute float VertexTemp;//每个定点都对应一个温度值
varying float Temperature;//传递到片段处理器进行后续处理
void main(void)
{
//进行插值
Temperature = (VertexTemp - CoolestTemp) / TempRange;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
//片段着色器temp.frag:
uniform vec3 CoolestColor;
uniform vec3 HottestColor;
varying float Temperature;
void main(void)
{
//通过温度值寻找一个相应的颜色,位于最冷和最热之间
vec3 color = mix(CoolestColor, HottestColor,Temperature);
gl_FragColor = vec4(color,1.0);
}
下面看看如何将着色器和应用程序进行链接(第一步是创建着色器对象,指定着色器源代码,进行编译,并程序对象和着色器进行绑定和链接),同时指定了一些一致变量的值
/*public*/
int installShaders(const GLchar *Vertex, const GLchar *Fragment)
{
GLint vertCompiled, fragCompiled;
// status values
GLint linked;
// Create a vertex shader object and a fragment shader object
VertexShaderObject = glCreateShader(GL_VERTEX_SHADER);
FragmentShaderObject = glCreateShader(GL_FRAGMENT_SHADER); /
/ Load source code strings into shaders
glShaderSource(VertexShaderObject, 1, &Vertex, NULL);
glShaderSource(FragmentShaderObject, 1, &Fragment, NULL);
// Compile the brick vertex shader, and print out
// the compiler log file.
glCompileShader(VertexShaderObject);
glGetShaderiv(VertexShaderObject, GL_COMPILE_STATUS, &vertCompiled);
// Compile the brick vertex shader, and print out
// the compiler log file.
glCompileShader(FragmentShaderObject);
glGetShaderiv(FragmentShaderObject, GL_COMPILE_STATUS, &fragCompiled);
if (!vertCompiled || !fragCompiled)
return 0;
// Create a program object and attach the two compiled shaders
ProgramObject = glCreateProgram();
glAttachShader(ProgramObject, VertexShaderObject);
glAttachShader(ProgramObject, FragmentShaderObject);
// Link the program object and print out the info log
glLinkProgram(ProgramObject);
glGetProgramiv(ProgramObject, GL_LINK_STATUS, &linked);
if (!linked)
return 0;
// Install program object as part of current state
glUseProgram(ProgramObject);
// Set up initial uniform values
glUniform1f(glGetUniformLocation(ProgramObject, "CoolestTemp"), 0.0f);
glUniform1f(glGetUniformLocation(ProgramObject, "TempRange"), 1.0f);
glUniform3f(glGetUniformLocation(ProgramObject, "CoolestColor"), 0.0, 0.0, 1.0);
glUniform3f(glGetUniformLocation(ProgramObject, "HottestColor"), 1.0, 0.0, 0.0);
return 1;
}
这其中用到了一些读取外部着色器代码的函数,顶点着色器后缀自定义为.vert,片段着色器自定义为.frag,我们也可以将着色器放在程序中存储在一个字符串中。
//Shader related functions static int shaderSize(char *fileName, EShaderType shaderType)
{
//返回顶点着色器或者片段着色器的大小
char name[100];
strcpy(name, fileName);
switch (shaderType)
{
case EVertexShader:
strcat(name, ".vert");
break;
case EFragmentShader:
strcat(name, ".frag");
break;
default:
printf("ERROR: unknown shader file type\n");
exit(1);
break;
}
int count = -1;
// Open the file, seek to the end to find its length
int fd = _open(name, _O_RDONLY);
if (fd != -1)
{
count = _lseek(fd, 0, SEEK_END) + 1;
_close(fd);
}
return count;
}
static int readShader(char *fileName, EShaderType shaderType, char *shaderText, int size)
{
// Reads a shader from the supplied file and returns the shader in the
// arrays passed in.
Returns 1 if successful, 0 if an error occurred.
// The parameter size is an upper limit of the amount of bytes to read.
// It is ok for it to be too big.
FILE *fh;
char name[100];
int count;
strcpy(name, fileName);
switch (shaderType)
{
case EVertexShader:
strcat(name, ".vert");
break;
case EFragmentShader:
strcat(name, ".frag");
break;
default:
printf("ERROR: unknown shader file type\n");
exit(1);
break;
}
// Open the file
fh = fopen(name, "r");
if (!fh)
return -1;
// Get the shader from a file.
fseek(fh, 0, SEEK_SET);
count = (int) fread(shaderText, 1, size, fh);
shaderText[count] = '\0';
if (ferror(fh))
count = 0;
fclose(fh);
return count;
}
/*public*/
int readShaderSource(char *fileName, GLchar **vertexShader, GLchar **fragmentShader)
{
int vSize, fSize;
// // Allocate memory to hold the source of our shaders.
vSize = shaderSize(fileName, EVertexShader);
fSize = shaderSize(fileName, EFragmentShader);
if ((vSize == -1) || (fSize == -1))
{
printf("Cannot determine size of the shader %s\n", fileName); return 0;
}
*vertexShader = (GLchar *) malloc(vSize);
*fragmentShader = (GLchar *) malloc(fSize);
// // Read the source code //
if (!readShader(fileName, EVertexShader, *vertexShader, vSize))
{
printf("Cannot read the file %s.vert\n", fileName);
return 0;
}
if (!readShader(fileName, EFragmentShader, *fragmentShader, fSize))
{
printf("Cannot read the file %s.frag\n", fileName);
return 0;
}
return 1;
}
这里我们只绘制一个简单的三角形,需要为每个顶点指定一个属性值,代表其温度值,着色器中我们对其进行了读取并插值。对于复杂的图形,应当使用顶点数组进行指定。
static void display(void)
{
glLoadIdentity();
glTranslatef(0.0, 0.0, -5.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//查询定点着色器属性变量VertexTemp,并对它进行设置,每个定点需要指定一个属性
GLint tempLoc = glGetAttribLocationARB(ProgramObject, "VertexTemp");
glBegin(GL_TRIANGLES);
glVertexAttrib1f(tempLoc, 0.0f);
glVertex3f(1.0f,0.0f,0.0f);
glVertexAttrib1f(tempLoc, 0.5f);
glVertex3f(-1.0f,0.0f,0.0f);
glVertexAttrib1f(tempLoc, 1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glEnd();
glFlush();
glutSwapBuffers();
}
运行效果如下:
整个程序如下:
#include <stdlib.h> #include <stdio.h> #include <string.h> #include <fcntl.h> #include <io.h> #define GLEW_STATIC 1 #include <GL/glew.h> #include <GL/glu.h> #include <GL/glut.h> //窗口句柄 static GLint window; GLuint ProgramObject = 0; //程序对象 GLuint VertexShaderObject = 0; //顶点着色器对象 GLuint FragmentShaderObject = 0; //片段着色器对象 //Shader类型 typedef enum { EVertexShader, EFragmentShader, } EShaderType; //用来检查OpenGL版本,需要GLSL 2.0支持 void getGlVersion( int *major, int *minor ) { constchar* verstr = (constchar*)glGetString( GL_VERSION ); if( (verstr == NULL) || (sscanf( verstr, "%d.%d", major, minor ) != 2) ) { *major = *minor = 0; fprintf( stderr, "Invalid GL_VERSION format!!!\n" ); } } staticvoid display(void) { glLoadIdentity(); glTranslatef(0.0, 0.0, -5.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //查询定点着色器属性变量VertexTemp,并对它进行设置,每个定点需要指定一个属性 GLint tempLoc = glGetAttribLocationARB(ProgramObject, "VertexTemp"); glBegin(GL_TRIANGLES); glVertexAttrib1f(tempLoc, 0.0f); glVertex3f(1.0f,0.0f,0.0f); glVertexAttrib1f(tempLoc, 0.5f); glVertex3f(-1.0f,0.0f,0.0f); glVertexAttrib1f(tempLoc, 1.0f); glVertex3f(0.0f,1.0f,0.0f); glEnd(); glFlush(); glutSwapBuffers(); } staticvoid reshape(int wid, int ht) { float vp = 0.8f; float aspect = (float) wid / (float) ht; glViewport(0, 0, wid, ht); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //glOrtho(-1.0, 1.0, -1.0, 1.0, -10.0, 10.0); glFrustum(-vp, vp, -vp / aspect, vp / aspect, 3, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } //Shader related functions staticint shaderSize(char *fileName, EShaderType shaderType) { //返回顶点着色器或者片段着色器的大小 char name[100]; strcpy(name, fileName); switch (shaderType) { case EVertexShader: strcat(name, ".vert"); break; case EFragmentShader: strcat(name, ".frag"); break; default: printf("ERROR: unknown shader file type\n"); exit(1); break; } int count = -1; // Open the file, seek to the end to find its length int fd = _open(name, _O_RDONLY); if (fd != -1) { count = _lseek(fd, 0, SEEK_END) + 1; _close(fd); } return count; } staticint readShader(char *fileName, EShaderType shaderType, char *shaderText, int size) { // // Reads a shader from the supplied file and returns the shader in the // arrays passed in. Returns 1 if successful, 0 if an error occurred. // The parameter size is an upper limit of the amount of bytes to read. // It is ok for it to be too big. // FILE *fh; char name[100]; int count; strcpy(name, fileName); switch (shaderType) { case EVertexShader: strcat(name, ".vert"); break; case EFragmentShader: strcat(name, ".frag"); break; default: printf("ERROR: unknown shader file type\n"); exit(1); break; } // Open the file fh = fopen(name, "r"); if (!fh) return -1; // Get the shader from a file. fseek(fh, 0, SEEK_SET); count = (int) fread(shaderText, 1, size, fh); shaderText[count] = '\0'; if (ferror(fh)) count = 0; fclose(fh); return count; } /*public*/ int readShaderSource(char *fileName, GLchar **vertexShader, GLchar **fragmentShader) { int vSize, fSize; // // Allocate memory to hold the source of our shaders. // vSize = shaderSize(fileName, EVertexShader); fSize = shaderSize(fileName, EFragmentShader); if ((vSize == -1) || (fSize == -1)) { printf("Cannot determine size of the shader %s\n", fileName); return 0; } *vertexShader = (GLchar *) malloc(vSize); *fragmentShader = (GLchar *) malloc(fSize); // // Read the source code // if (!readShader(fileName, EVertexShader, *vertexShader, vSize)) { printf("Cannot read the file %s.vert\n", fileName); return 0; } if (!readShader(fileName, EFragmentShader, *fragmentShader, fSize)) { printf("Cannot read the file %s.frag\n", fileName); return 0; } return 1; } /*public*/ int installShaders(const GLchar *Vertex, const GLchar *Fragment) { GLint vertCompiled, fragCompiled; // status values GLint linked; // Create a vertex shader object and a fragment shader object VertexShaderObject = glCreateShader(GL_VERTEX_SHADER); FragmentShaderObject = glCreateShader(GL_FRAGMENT_SHADER); // Load source code strings into shaders glShaderSource(VertexShaderObject, 1, &Vertex, NULL); glShaderSource(FragmentShaderObject, 1, &Fragment, NULL); // Compile the brick vertex shader, and print out // the compiler log file. glCompileShader(VertexShaderObject); glGetShaderiv(VertexShaderObject, GL_COMPILE_STATUS, &vertCompiled); // Compile the brick vertex shader, and print out // the compiler log file. glCompileShader(FragmentShaderObject); glGetShaderiv(FragmentShaderObject, GL_COMPILE_STATUS, &fragCompiled); if (!vertCompiled || !fragCompiled) return 0; // Create a program object and attach the two compiled shaders ProgramObject = glCreateProgram(); glAttachShader(ProgramObject, VertexShaderObject); glAttachShader(ProgramObject, FragmentShaderObject); // Link the program object and print out the info log glLinkProgram(ProgramObject); glGetProgramiv(ProgramObject, GL_LINK_STATUS, &linked); if (!linked) return 0; // Install program object as part of current state glUseProgram(ProgramObject); // Set up initial uniform values glUniform1f(glGetUniformLocation(ProgramObject, "CoolestTemp"), 0.0f); glUniform1f(glGetUniformLocation(ProgramObject, "TempRange"), 1.0f); glUniform3f(glGetUniformLocation(ProgramObject, "CoolestColor"), 0.0, 0.0, 1.0); glUniform3f(glGetUniformLocation(ProgramObject, "HottestColor"), 1.0, 0.0, 0.0); return 1; } /******************************************************************************/ /* /* Main /* /******************************************************************************/ int main( int argc, char **argv ) { int success = 0; int gl_major, gl_minor; GLchar *VertexShaderSource, *FragmentShaderSource; glutInit( &argc, argv ); glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(500, 500); window = glutCreateWindow( "Temperature Shader"); glutDisplayFunc(display); glutReshapeFunc(reshape); // Initialize the "OpenGL Extension Wrangler" library glewInit(); // Make sure that OpenGL 2.0 is supported by the driver getGlVersion(&gl_major, &gl_minor); printf("GL_VERSION major=%d minor=%d\n", gl_major, gl_minor); if (gl_major < 2) { printf("GL_VERSION major=%d minor=%d\n", gl_major, gl_minor); printf("Support for OpenGL 2.0 is required for this demo...exiting\n"); exit(1); } readShaderSource("temp", &VertexShaderSource, &FragmentShaderSource); success = installShaders(VertexShaderSource, FragmentShaderSource); if (success) glutMainLoop(); return 0; }