使用Index Buffer技术可以实现顶点复用,极大降低数据的冗余度
// main.cpp
#include <GL/glew.h>
#include <iostream>
#include <GLFW/glfw3.h>
#include <fstream>
#include <string>
#include <sstream>
struct ShaderProgramSource
{
std::string VertexSource;
std::string FragmentSource;
};
static ShaderProgramSource ParseShader(const std::string& filepath)
{
enum class ShaderType {
None = -1, Vertex = 0, Fragment = 1
};
std::ifstream stream(filepath);
std::stringstream ss[2];
ShaderType type = ShaderType::None;
std::string line;
while (getline(stream, line))
{
if (line.find("#shader") != std::string::npos)
{
if (line.find("vertex") != std::string::npos)
{
// set mode to vertex
type = ShaderType::Vertex;
}
else if (line.find("fragment") != std::string::npos)
{
// set mode to fragment
type = ShaderType::Fragment;
}
}
else
{
ss[(int)type] << line << "\n";
}
}
return { ss[0].str(), ss[1].str() };
}
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);
// TODO: Error handling
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) { // Shader is not compiled successfully
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 the " <<
(type == GL_VERTEX_SHADER ? "vertex" : "fragment") <<
"shader" << std::endl;
std::cout << message << std::endl; // 编译Shader失败
glDeleteShader(id); // 删除编译失败的shader
return 0; // 失败时返回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;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", 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 positions[] = {
-0.5f, -0.5f, // 0
0.5f, -0.5f, // 1
0.5f, 0.5f, // 2
-0.5f, 0.5f, // 3
};
unsigned int indices[] = {
0, 1, 2, // 第一个三角形的编码
2, 3, 0 // 第二个三角形的编码
};
unsigned int buffer;
glGenBuffers(1, &buffer); // 创建一块 buffer,并将获得的id存在变量buffer中
glBindBuffer(GL_ARRAY_BUFFER, buffer); // 说明buffer的用途:将这样的一块 Buffer 用来存变量
// 由于opengl是一个状态机模型,这里glBindBuffer就是当前绑定的绘制对象
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
// glVertexAttribPointer(); // 指明vertex的layout,包括顶点的坐标,纹理,法线等等
// 在进行编程的时候,可以使用glVertexAttribPointer指定Vertex内部的Attribute的分布
// 使用 glVertexAttribPointer 选择一个Vertex中的一个指定的属性
// 例如一个Vertex本身有属性 顶点,纹理,法线,分别编号为0,1,2
// 那么再使用glVertexAttribPointer的时候就可以分别传入0,1,2代表此时指向的属性
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, (const void*)(0));
unsigned int ibo; // index buffer 实现对顶点的复用,降低对GPU内存的消耗
glGenBuffers(1, &ibo); // 创建一块 buffer,并将获得的id存在变量buffer中
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); // 说明buffer的用途:将这样的一块 Buffer 用来存变量
// 由于opengl是一个状态机模型,这里glBindBuffer就是当前绑定的绘制对象
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * 6, indices, GL_STATIC_DRAW);
ShaderProgramSource sps = ParseShader("Basic.shader");
std::string vertexShader = sps.VertexSource;
std::cout << " ***Vertex***" << std::endl << vertexShader << std::endl;
std::string fragmentShader = sps.FragmentSource;
std::cout << " ***Fragment***" << std::endl << fragmentShader << std::endl;
// glBindBuffer(GL_ARRAY_BUFFER, 0); /*取消绑定, 什么都不准备绘制*/
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, 6); // 直接使用顶点数组绘制,大量冗余,画三角形,从第0个顶点开始画,连续3个点
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); /*这种绘制方式是使用顶点缓存(index buffer)的绘制方式*/
// 画三角形 6个顶点 顶点数组数据类型unsigned int, 顶点数组
// 这里使用 nullptr的原因:glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); 已经进行了绑定,可以直接绘制
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
// Basic.shader
#shader vertex
#version 330 core
layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
}
#shader fragment
#version 330 core
layout(location = 0) out vec4 color;
void main()
{
color = vec4(0.2, 0.3, 0.8, 1.0);
}
效果: