【OpenGL】学习笔记#2

第一个OpenGL程序

现在,让我们画一个三角形。

之前说过,我们用GLFW来简化繁琐的创建窗口的操作。

所以第一步,让我们创建窗口:

// Initialise GLFW
    if( !glfwInit() )
    {
        fprintf( stderr, "Failed to initialize GLFW
" );
        getchar();
        return -1;
    }

    glfwWindowHint(GLFW_SAMPLES, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 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);

    // Open a window and create its OpenGL context
    window = glfwCreateWindow( 1024, 768, "Tutorial 02 - Red triangle", 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.
" );
        getchar();
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);

不用记住这些东西,很简单,让我们继续往下看:

由于我们要使用高级的OpenGL接口,同时要保证可扩展性,我们使用GLEW来确保我们可以使用高级的函数。

初始化GLEW:

// Initialize GLEW
    glewExperimental = true; // Needed for core profile
    if (glewInit() != GLEW_OK) {
        fprintf(stderr, "Failed to initialize GLEW
");
        getchar();
        glfwTerminate();
        return -1;
    }

首先,我们生成一个VAO:

GLuint VertexArrayID;//顶点缓冲文件号,VAO
    glGenVertexArrays(1, &VertexArrayID);//生成1个顶点缓冲区,并返回文件号
    glBindVertexArray(VertexArrayID);//将缓冲文件绑定到当前OpenGL上下文中

接着,从我们的着色器文件里加载着色器程序:

// Create and compile our GLSL program from the shaders
    GLuint programID = LoadShaders( "SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader" );//加载顶点着色器和片元着色器

定义三角形的顶点

static const GLfloat g_vertex_buffer_data[] = { //定义顶点
        -1.0f, -1.0f, 0.0f,
         1.0f, -1.0f, 0.0f,
         0.0f,  1.0f, 0.0f,
    };

生成VBO同时把我们的顶点数据放进去

GLuint vertexbuffer;//定义顶点缓冲文件号
    glGenBuffers(1, &vertexbuffer);//同上
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);//绑定这个顶点缓冲到当前上下文,同时指定文件类型为数组缓冲(告诉OpenGL类型)
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);//输入VBO数据

主循环:

do{

        // Clear the screen
        glClear( GL_COLOR_BUFFER_BIT );//清除屏幕

        // Use our shader
        glUseProgram(programID);//使用着色器

        // 1rst attribute buffer : vertices
        glEnableVertexAttribArray(0);//启用顶点属性(0)
        //glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); //没用 
        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); // 3 indices starting at 0 -> 1 triangle

        glDisableVertexAttribArray(0);//关闭顶点属性(0)

        // Swap buffers
        glfwSwapBuffers(window);//双缓冲
        glfwPollEvents();//滚动事件

    } // Check if the ESC key was pressed or the window was closed
    while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
           glfwWindowShouldClose(window) == 0 );//强大的GLFW

经过注释,相信有窗体基础的都看得懂。

这样,我们的程序就完成了。

相信细心的朋友已经发现了,VAO完全没用啊!

是的,没用,几细演细一下啦

接下来是着色器:

它们的语法和C++很像,请看顶点着色器:

#version 330 core

// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;

void main(){

    gl_Position.xyz = vertexPosition_modelspace;
    gl_Position.w = 1.0;

}

第一行指定了最低版本

接下来它指定了一个数字,可以找到在主循环里我们指定顶点数组的属性和类型的时候:

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
        );

这个第一个参数0就是我们在着色器里写的0,代表我们将调用这个属性。

main函数里就对这个顶点进行处理。

接下来看片元着色器:

#version 330 core

// Ouput data
out vec3 color;

void main()
{

    // Output color = red 
    color = vec3(1,0,0);

}

out代表片元着色器将这个颜色数据输出,所以我们的三角形将会是红色的!(这是一个特殊情况,每个片元着色器都应当有一个out vec3/vec4来指定这个片元的颜色)

在程序里有一个LoadShader,它并不是官方接口(为什么不是?),所以我们要自己编写它(并最好封装成一个库!)

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 ? 
", 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
", 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<char> VertexShaderErrorMessage(InfoLogLength+1);
        glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
        printf("%s
", &VertexShaderErrorMessage[0]);
    }



    // Compile Fragment Shader
    printf("Compiling shader : %s
", 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<char> FragmentShaderErrorMessage(InfoLogLength+1);
        glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
        printf("%s
", &FragmentShaderErrorMessage[0]);
    }



    // Link the program
    printf("Linking program
");
    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<char> ProgramErrorMessage(InfoLogLength+1);
        glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
        printf("%s
", &ProgramErrorMessage[0]);
    }

    
    glDetachShader(ProgramID, VertexShaderID);
    glDetachShader(ProgramID, FragmentShaderID);
    
    glDeleteShader(VertexShaderID);
    glDeleteShader(FragmentShaderID);

    return ProgramID;
}

这段代码非常无聊,仅仅是文件流获取两种着色器代码,再分别编译,最后链接到程序里,返回文件ID——所以我们以后不会再见到它,仅仅把他放到一个库里。

最后回到我们的第一个程序,用C++编写程序一定不要忘记清理我们定义的VAO(OpenGL不知道它是VAO,只知道它是一个顶点数组)和VBO还有程序链接的着色器,以及GLFW的窗口:

// Cleanup VBO
    glDeleteBuffers(1, &vertexbuffer);//必要的清理工作
    glDeleteVertexArrays(1, &VertexArrayID);
    glDeleteProgram(programID);

    // Close OpenGL window and terminate GLFW
    glfwTerminate();//窗口拜拜

伴随着窗口的销毁,我们的第一个程序也完成了。

 so beautiful !

原文地址:https://www.cnblogs.com/dudujerry/p/13534415.html