#pragma once
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
#include <string>
using namespace std;
class Shader
{
public:
Shader(const GLchar* vertexPath, const GLchar* fragmentPath);
string vertexString;
string fragmentString;
const char* vertexSource;
const char* fragmentSource;
unsigned int ID; //shader Program ID
void use();
private:
void checkCompileErrors(unsigned int proID, string type);
};
#include<iostream>
#include "Shader.h"
#include <fstream>
#include <sstream>
using namespace std;
Shader::Shader(const GLchar* vertexPath,const GLchar* fragmentPath)
{
ifstream vertexFile;
ifstream fragmentFile;
stringstream vertexSStream;
stringstream fragmengSStream;
// 打开文件
vertexFile.open(vertexPath);
fragmentFile.open(fragmentPath);
// 保证ifstream对象可以抛出异常:
vertexFile.exceptions(ifstream::failbit || ifstream::badbit );
fragmentFile.exceptions(ifstream::failbit || ifstream::badbit);
try
{
if (!vertexFile.is_open() || !fragmentFile.is_open())
{
throw exception(" file open failure!");
}
// 读取文件的缓冲内容到流中
vertexSStream << vertexFile.rdbuf();
fragmengSStream << fragmentFile.rdbuf();
// 转换流至string
vertexString = vertexSStream.str();
fragmentString = fragmengSStream.str();
//转换string到Char数组
vertexSource = vertexString.c_str();
fragmentSource = fragmentString.c_str();
/*printf(vertexSource);
printf(fragmentSource);*/
unsigned int vertex, fragment;
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vertexSource, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fragmentSource, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
glDeleteShader(vertex);
glDeleteShader(fragment);
}
catch (const std::exception& ex)
{
printf(ex.what());
}
}
///使用shaderProgram
void Shader::use()
{
glUseProgram(ID);
}
///检查编译错误并输出
void Shader::checkCompileErrors(unsigned int proID, string type)
{
int success;
char infoLog[512];
if (type != "PROGRAM")
{
glGetShaderiv(proID, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(proID, 512, NULL, infoLog);
std::cout << "shader complie error\n" << infoLog << std::endl;
}
}
else
{
glGetProgramiv(proID, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(proID, 512, NULL, infoLog);
std::cout << "program linking error\n" << infoLog << std::endl;
}
}
}
vertexsource.txt
#version 330 core
layout (location = 6) in vec3 aPos;
layout (location = 7) in vec3 aColor;
out vec4 vertexColor;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
vertexColor=vec4(aColor.x+0.5, aColor.y, aColor.z, 1.0);
}
fragmentsource.txt
#version 330 core
in vec4 vertexColor;
//uniform vec4 ourColor;
out vec4 FragColor;
void main()
{
FragColor = vertexColor;
}
#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "Shader.h"
using namespace std;
//齐次坐标系 【-1,1】Normalized Device Coordinates(NDC)
//Vertex input
float vertices[] = { // 颜色
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
0.8f, 0.8f, 0.0f, 1.0f, 0, 1.0f
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 2, // first triangle
2,1, 3 // second triangle
};
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
int main(int argc, char* argv[])
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return EXIT_FAILURE;
}
glfwMakeContextCurrent(window);
//////==========================
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
return EXIT_FAILURE;
}
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
//线框模式(Wireframe Mode)
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
////三角形默认逆时针绘制--背面剔除
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
Shader* myShader = new Shader("vertexSource.txt","fragmentSource.txt");
//VAO Vertex Array Object
// 1. bind Vertex Array Object 绑定顶点数组对象
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// vertex buffer objects (VBO) can store a large number of vertices in the GPU's memory.
// 2. copy our vertices array in a buffer for OpenGL to use
unsigned int VBO;
glGenBuffers(1, &VBO); //产生一个bufferID
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//3.copy our index array in a element buffer for OpenGL to use
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// 4. then set our vertex attributes pointers
// 位置属性
glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(6);
// 颜色属性
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(7);
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2, 0.3, 0.3f, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
// 4. draw the object
myShader->use();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBindVertexArray(VAO);
// glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwPollEvents();
glfwSwapBuffers(window);
}
glfwTerminate();
//std::cin.get();
return 0;
}
一般有16个Vertix