主要是顶点着色器与片段着色器(这之间已经顶点着色器之前还有许多阶段,此处省略
顶点着色器为我们试图渲染的每个顶点调用,与实际图形无关,只是指定了你想要的位置的方式,也被用来解析数据从属性到下一阶段(在片段着色器
片段着色器为每个需要光栅化的像素运行一次,可以理解为涂色的像素格子,调用次数取决于需要绘制的像素数量
#include<GL/glew.h>
#include <GLFW/glfw3.h>
#include<iostream>
//创建着色器
static unsigned int CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed To Compile"<<(type == GL_VERTEX_SHADER ? "vertex" : "fragmenrt")<<" Shader Nya~" << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER,vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
glewInit();
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "OpenGl", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
std::cout << "Error" << std::endl;
}
std::cout << glGetString(GL_VERSION) << std::endl;
float position[6] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER,sizeof(position),position,GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//把着色器作为字符串传进去
//这并不是好的方法(
//下期解决
std::string vertexShader =
"#version 330 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
"#version 330 core\n"
"\n"
"layout(location = 0) out vec4 color;"
"\n"
"void main()\n"
"{\n"
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
unsigned int shader = CreateShader(vertexShader,fragmentShader);
glUseProgram(shader);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES,0,3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}