OpenGL: Study Notes 6 -GLSL, Shader语言简介

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# 目标 - 在着色器之间传送数据 - 从CPU向GPU里传送数据(使用uniform), 动态改变颜色的值 # 在着色器之间传送数据 ## 关键代码: ```cpp // 顶点着色器 const char* vertexShaderSource = "#version 400 core\n" "layout (location=0) in vec3 aPos;\n" "out vec4 vertexColor;\n" "void main()\n" "{\n" "vertexColor=vec4(1.0f, 0.0f, 0.0f, 1.0f);\n" "gl_Position= vec4(aPos.x, aPos.y, aPos.z, 1.0f);\n" "}\n\0"; // 片段着色器 // 将着色器源码存入字符串 const char* fragmentShaderSource = "#version 400 core\n" "out vec4 FragColor;\n" "in vec4 vertexColor;\n" "void main()\n" "{\n" "FragColor = vertexColor;\n" "}\n\0"; ``` - 顶点着色器中 "out vec4 vertexColor;\n" - 在片段着色器 "in vec4 vertexColor;\n" ## 全部程序: ```cpp // glad must put befor GLFW #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; 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 }; GLFWwindow* window; int shaderProgram; int init(); void VAOSet(); void shaderSet(); int main() { init(); // VAO and VBO VAOSet(); // shader shaderSet(); // default: GL_FILL glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // render loop // ----------- while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Use customized shader // 使用自定义的着色器程序 glUseProgram(shaderProgram); // Draw triangle // glDrawArrays(GL_TRIANGLES, 0, 6); // Fetch data from EBO glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0; } //输入处理函数 // 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); } //窗口大小设置回调函数 // 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); } int init() { std::cout << "----------------------------------------------------" << std::endl; std::cout << "OpenGL Initialization" << std::endl; //设置OpenGL版本等信息 // 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); #endif // glfw window creation // -------------------- window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "OpenGLExample", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); //把OpenGL的函数指针导入给GLAD // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } } void VAOSet() { std::cout << "----------------------------------------------------" << std::endl; std::cout << " VAO and VBO " << std::endl; // ID unsigned int VBO, VAO, EBO; // 生成VAO glGenVertexArrays(1, &VAO); // 生成VBO glGenBuffers(1, &VBO); // Generate EBO glGenBuffers(1, &EBO); // 绑定VAO & VBO glBindVertexArray(VAO); // 指定这是一个VBO buffer,因为buffer的各类有很多种 glBindBuffer(GL_ARRAY_BUFFER, VBO); // Bind EBO glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); // 开辟显存空间 // 赋值给VBO. p1: 目标, p1: 写多少数据, p3: 写什么内容, p4: 表示以后不修改 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // 赋值给EBO, 存放的索引的值 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // 告诉显卡值的结构 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); } void shaderSet() { // 顶点着色器 const char* vertexShaderSource = "#version 400 core\n" "layout (location=0) in vec3 aPos;\n" "out vec4 vertexColor;\n" "void main()\n" "{\n" "vertexColor=vec4(1.0f, 0.0f, 0.0f, 1.0f);\n" "gl_Position= vec4(aPos.x, aPos.y, aPos.z, 1.0f);\n" "}\n\0"; // 片段着色器 // 将着色器源码存入字符串 const char* fragmentShaderSource = "#version 400 core\n" "out vec4 FragColor;\n" "in vec4 vertexColor;\n" "void main()\n" "{\n" //"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "FragColor = vertexColor;\n" "}\n\0"; std::cout << "----------------------------------------------------" << std::endl; std::cout << "Create vertex shader " << std::endl; // 创建vertex着色器对象 int vertexShader = glCreateShader(GL_VERTEX_SHADER); // 将源码字符串赋予着色器对象 glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); // 编译着色器 glCompileShader(vertexShader); std::cout << "----------------------------------------------------" << std::endl; std::cout << "Create Fragment shader " << std::endl; // 创建fragment着色器对象 int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); // 将源码字符串赋予着色器对象 glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); // 编译着色器 glCompileShader(fragmentShader); std::cout << "----------------------------------------------------" << std::endl; std::cout << "Create shader program" << std::endl; // 创建着色器程序对象 shaderProgram = glCreateProgram(); // 将编译好的着色器对象附加到程序对象上 glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); // 链接生成着色器程序 glLinkProgram(shaderProgram); } ``` # 使用uniform从CPU向GPU里传送数据 ## 关键代码 ```cpp const char* fragmentShaderSource = "#version 400 core\n" "out vec4 FragColor;\n" "uniform vec4 cpuColor;\n" "void main()\n" "{\n" "FragColor = cpuColor;\n" "}\n\0"; // 获取uniform 类型颜色变量的位置 cpuColorLocation = glGetUniformLocation(shaderProgram, "cpuColor"); float timeValue = glfwGetTime(); float greenValue = (sin(timeValue) / 2.0f); // Use customized shader // 使用自定义的着色器程序 glUseProgram(shaderProgram); glUniform4f(cpuColorLocation, 0.0f, greenValue, 0.0f, 1.0f); ``` ## 全部代码 ```cpp // glad must put befor GLFW #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; 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 }; GLFWwindow* window; int shaderProgram; int cpuColorLocation; int init(); void VAOSet(); void shaderSet(); int main() { init(); // VAO and VBO VAOSet(); // shader shaderSet(); // default: GL_FILL glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // render loop // ----------- while (!glfwWindowShouldClose(window)) { float timeValue = glfwGetTime(); float greenValue = (sin(timeValue) / 2.0f); // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Use customized shader // 使用自定义的着色器程序 glUseProgram(shaderProgram); glUniform4f(cpuColorLocation, 0.0f, greenValue, 0.0f, 1.0f); // Draw triangle // glDrawArrays(GL_TRIANGLES, 0, 6); // Fetch data from EBO glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0; } //输入处理函数 // 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); } //窗口大小设置回调函数 // 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); } int init() { std::cout << "----------------------------------------------------" << std::endl; std::cout << "OpenGL Initialization" << std::endl; //设置OpenGL版本等信息 // 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); #endif // glfw window creation // -------------------- window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "OpenGLExample", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); //把OpenGL的函数指针导入给GLAD // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } } void VAOSet() { std::cout << "----------------------------------------------------" << std::endl; std::cout << " VAO and VBO " << std::endl; // ID unsigned int VBO, VAO, EBO; // 生成VAO glGenVertexArrays(1, &VAO); // 生成VBO glGenBuffers(1, &VBO); // Generate EBO glGenBuffers(1, &EBO); // 绑定VAO & VBO glBindVertexArray(VAO); // 指定这是一个VBO buffer,因为buffer的各类有很多种 glBindBuffer(GL_ARRAY_BUFFER, VBO); // Bind EBO glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); // 开辟显存空间 // 赋值给VBO. p1: 目标, p1: 写多少数据, p3: 写什么内容, p4: 表示以后不修改 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // 赋值给EBO, 存放的索引的值 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // 告诉显卡值的结构 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); } void shaderSet() { // 顶点着色器 const char* vertexShaderSource = "#version 400 core\n" "layout (location=0) in vec3 aPos;\n" // "out vec4 vertexColor;\n" "void main()\n" "{\n" // "vertexColor=vec4(1.0f, 0.0f, 0.0f, 1.0f);\n" "gl_Position= vec4(aPos.x, aPos.y, aPos.z, 1.0f);\n" "}\n\0"; // 片段着色器 // 将着色器源码存入字符串 const char* fragmentShaderSource = "#version 400 core\n" "out vec4 FragColor;\n" // "in vec4 vertexColor;\n" "uniform vec4 cpuColor;\n" "void main()\n" "{\n" //"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" // "FragColor = vertexColor;\n" "FragColor = cpuColor;\n" "}\n\0"; std::cout << "----------------------------------------------------" << std::endl; std::cout << "Create vertex shader " << std::endl; // 创建vertex着色器对象 int vertexShader = glCreateShader(GL_VERTEX_SHADER); // 将源码字符串赋予着色器对象 glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); // 编译着色器 glCompileShader(vertexShader); std::cout << "----------------------------------------------------" << std::endl; std::cout << "Create Fragment shader " << std::endl; // 创建fragment着色器对象 int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); // 将源码字符串赋予着色器对象 glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); // 编译着色器 glCompileShader(fragmentShader); std::cout << "----------------------------------------------------" << std::endl; std::cout << "Create shader program" << std::endl; // 创建着色器程序对象 shaderProgram = glCreateProgram(); // 将编译好的着色器对象附加到程序对象上 glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); // 链接生成着色器程序 glLinkProgram(shaderProgram); // 获取uniform 类型颜色变量的位置 cpuColorLocation = glGetUniformLocation(shaderProgram, "cpuColor"); } ``` ![ezgif.com-video-to-gif](https://cdn.jsdelivr.net/gh/yubaoliu/assets@image/ezgif.com-video-to-gif.gif)

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