学习learnopengl文章对应地址:https://learnopengl-cn.github.io/01%20Getting%20started/05%20Shaders/
Visual Studio c++ 文件和 qt 项目链接(在一个包内):https://download.youkuaiyun.com/download/zzjzmdx/16634484
由于learnopengl此章节有三个代码示例,所以VS、qt版本分别给了三个文件和三个项目,都在同一个包内。
展示图:
三角形颜色渐变
混色
Visual Studio 2019
代码如下:
Shaders-01.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
//uniform用法
const char* vertexShaderSource = "#version 330 core \n"
"layout (location = 0); \n"
"in vec3 aPos; \n"
"void main() \n"
"{ \n"
" gl_Position = vec4(aPos.x+0.3,aPos.y+0.3,aPos.z+0.3,1.0); \n"
"} \n";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor; \n"
"uniform vec4 ourColor; \n"
"void main() \n"
"{ \n"
" FragColor = ourColor; \n"
"} \n";
//uniform用法
int main()
{
//init
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "DrawRectangle02-VAOandVBO", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//init
//vertex shader 顶点着色器
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);//创建顶点着色器
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);//将着色器中的源代码设置为string指定的字符串数组中的源代码
glCompileShader(vertexShader);//编译着色器
//测试编译是否成功
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "vertex shader 顶点着色器::编译失败\n" << infoLog << std::endl;
}
//测试编译是否成功
//vertex shader 顶点着色器
//fragment shader 片段着色器
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);//创建片段着色器
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);//将着色器中的源代码设置为string指定的字符串数组中的源代码
glCompileShader(fragmentShader);//编译着色器
//测试编译是否成功
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//测试编译是否成功
//fragment shader 片段着色器
//链接着色器到program对象
unsigned int shaderProgram;
shaderProgram = glCreateProgram();//创建一个program对象
glAttachShader(shaderProgram, vertexShader);//将顶点着色器对象附加到program对象
glAttachShader(shaderProgram, fragmentShader);//将着片段色器对象附加到program对象
glLinkProgram(shaderProgram);//连接一个program对象
//测试链接是否成功
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
//测试链接是否成功
//链接着色器到program对象
//删除片段着色器
glDeleteShader(vertexShader);
//删除顶点着色器
glDeleteShader(fragmentShader);
//创建VAO VAO: 顶点数组对象:Vertex Array Object,
unsigned int VAO;
glGenVertexArrays(1, &VAO); // 用来生成缓冲区对象
glBindVertexArray(VAO);//绑定VAO
//创建EBO
unsigned int VBO;
glGenBuffers(1, &VBO);// 用来生成缓冲区对象
//把新创建的缓冲绑定到GL_ARRAY_BUFFER目标上
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//复制顶点数组到缓冲中供OpenGL使用
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//告诉OpenGL该如何解析顶点数据
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//解绑VAO
glBindVertexArray(0);
//解绑VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
//解绑EBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 记得激活着色器,使用程序对象作为当前渲染状态的一部分
glUseProgram(shaderProgram);
//02 uniform用法
float timeValue = glfwGetTime();
float greenValue = (sin(timeValue) / 2.0f) + 0.5f;
int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor"); //glGetUniformLocation返回 - 1就代表没有找到这个位置值
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);//设置uniform值
//glUniform4f(vertexColorLocation, greenValue, 0.0f, 0.0f, 1.0f);
//02 uniform用法
//查询uniform地址不要求你之前使用过着色器程序,但是更新一个uniform之前你必须先使用程序
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
Shaders-02.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
float vertices[] = {
// 位置 // 颜色
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
};
const char* vertexShaderSource = "#version 330 core\n"
"layout(location = 0) \n"
"in vec3 aPos; \n" // 位置变量的属性位置值为 0
"layout(location = 1) \n"
"in vec3 aColor; \n"// 颜色变量的属性位置值为 1
"out vec3 ourColor; \n"// 向片段着色器输出一个颜色
"void main() \n"
"{ \n"
" gl_Position = vec4(aPos, 1.0); \n"
" ourColor = aColor; \n" // 将ourColor设置为我们从顶点数据那里得到的输入颜色
"} \n";
const char* fragmentShaderSource = "#version 330 core \n"
"out vec4 FragColor; \n"
"in vec3 ourColor; \n"
"void main()\n"
"{ \n"
" FragColor = vec4(ourColor, 1.0); \n"
"} \n";
int main()
{
//init
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "DrawTriangle01", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//init
//vertex shader 顶点着色器
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);//创建顶点着色器
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);//将着色器中的源代码设置为string指定的字符串数组中的源代码
glCompileShader(vertexShader);//编译着色器
//测试编译是否成功
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "vertex shader 顶点着色器::编译失败\n" << infoLog << std::endl;
}
//测试编译是否成功
//vertex shader 顶点着色器
//fragment shader 片段着色器
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);//创建片段着色器
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);//将着色器中的源代码设置为string指定的字符串数组中的源代码
glCompileShader(fragmentShader);//编译着色器
//测试编译是否成功
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//测试编译是否成功
//fragment shader 片段着色器
//链接着色器到program对象
unsigned int shaderProgram;
shaderProgram = glCreateProgram();//创建一个program对象
glAttachShader(shaderProgram, vertexShader);//将顶点着色器对象附加到program对象
glAttachShader(shaderProgram, fragmentShader);//将着片段色器对象附加到program对象
glLinkProgram(shaderProgram);//连接一个program对象
//测试链接是否成功
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
//测试链接是否成功
//链接着色器到program对象
//删除片段着色器
glDeleteShader(vertexShader);
//删除顶点着色器
glDeleteShader(fragmentShader);
//创建VAO VAO: 顶点数组对象:Vertex Array Object,
unsigned int VAO;
glGenVertexArrays(1, &VAO); // 用来生成缓冲区对象
glBindVertexArray(VAO);//绑定VAO
//创建VBO, VBO:顶点缓冲对象:Vertex Buffer Object
unsigned int VBO;
glGenBuffers(1, &VBO);//用来生成缓冲区对象
//把新创建的缓冲绑定到GL_ARRAY_BUFFER目标上
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//复制顶点数组到缓冲中供OpenGL使用
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//位置属性 告诉OpenGL该如何解析顶点数据
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
//允许顶点着色器读取GPU(服务器端)数据
glEnableVertexAttribArray(0);
//颜色属性 告诉OpenGL该如何解析颜色数据
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
//允许顶点着色器读取GPU(服务器端)数据
glEnableVertexAttribArray(1);
//解绑VAO
glBindVertexArray(0);
//解绑VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);//使用程序对象作为当前渲染状态的一部分
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
Shaders-03.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "shader.h"
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
float vertices[] = {
// 位置 // 颜色
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
};
int main()
{
//init
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "DrawTriangle01", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//init
//创建VAO VAO: 顶点数组对象:Vertex Array Object,
unsigned int VAO;
glGenVertexArrays(1, &VAO); // 用来生成缓冲区对象
glBindVertexArray(VAO);//绑定VAO
//创建VBO, VBO:顶点缓冲对象:Vertex Buffer Object
unsigned int VBO;
glGenBuffers(1, &VBO);//用来生成缓冲区对象
//把新创建的缓冲绑定到GL_ARRAY_BUFFER目标上
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//复制顶点数组到缓冲中供OpenGL使用
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//位置属性 告诉OpenGL该如何解析顶点数据
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
//允许顶点着色器读取GPU(服务器端)数据
glEnableVertexAttribArray(0);
//颜色属性 告诉OpenGL该如何解析颜色数据
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
//允许顶点着色器读取GPU(服务器端)数据
glEnableVertexAttribArray(1);
Shader ourShader("./3.3.shader.vs", "./3.3.shader.fs"); // you can name your shader files however you like
//解绑VAO
glBindVertexArray(0);
//解绑VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// render the triangle
ourShader.use();
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
qt 5.15.1
代码如下:
由于qt代码较多,直贴关键代码,项目可自行下载
项目Shaders-02-01
Shaders.cpp
#include "Shaders.h"
const char* vertexShaderSource = "#version 330 core \n"
"layout (location = 0); \n"//位置变量的属性位置值为0
"in vec3 aPos; \n"
"void main() \n"
"{ \n"
" gl_Position = vec4(aPos.x,aPos.y,aPos.z,1.0); \n"
"} \n";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor; \n"
"uniform vec4 ourColor; \n"
"void main() \n"
"{ \n"
" FragColor = ourColor; \n"
"} \n";
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
Shaders::Shaders(QWidget *parent)
: QOpenGLWidget(parent)
{
}
Shaders::~Shaders()
{
m_vao->release();
m_vbo->release();
m_program->release(); //解绑
}
void Shaders::initializeGL()
{
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
//QOpenGLShaderProgram
m_program = new QOpenGLShaderProgram(this);
//vertex shader 顶点着色器
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
//fragment shader 片段着色器
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->link();
m_program->bind();//激活Program对象
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
//画三角形
m_vbo = new QOpenGLBuffer(QOpenGLBuffer::Type::VertexBuffer);
m_vbo->create();
m_vbo->bind();
m_vbo->allocate(vertices, sizeof(vertices));
m_vbo->setUsagePattern(QOpenGLBuffer::StreamDraw);
//void setAttributeBuffer (const char *name, GLenum type, int offset, int tupleSize, int stride = 0);
GLint aPos = m_program->attributeLocation("aPos"); //获取aPos位置
if(aPos==-1)
{
return;
}
m_program->setAttributeBuffer(aPos, GL_FLOAT, 0, 3, 0); //设置顶点属性
m_program->enableAttributeArray(aPos); //使能顶点属性
//画三角形
m_time = QTime::currentTime();
qDebug()<<"m_time=0="<<m_time;
}
void Shaders::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// 渲染Shader
m_program->bind(); //绑定激活Program对象
m_vao->bind(); //绑定激活vao
float timeValue = m_time.msecsTo(QTime::currentTime())/1000.0f;
float greenValue = (sin(timeValue) / 2.0f) + 0.5f;
m_ourColor = m_program->uniformLocation("ourColor");
m_program->setUniformValue(m_ourColor, 0.0f, greenValue, 0.0f, 1.0f);
//画三角形
glDrawArrays(GL_TRIANGLES, 0, 3); //绘制3个定点,样式为三角形
//画三角形
m_vao->release(); //解绑
update();//注意update才能重复调用paintGL,前面两个例子不涉及动态所以没有添加
}
void Shaders::resizeGL(int w, int h)
{
}
项目Shaders-02-02
Shaders.cpp
#include "Shaders.h"
const char* vertexShaderSource = "#version 330 core\n"
"layout(location = 0) \n"
"in vec3 aPos; \n" // 位置变量的属性位置值为 0
"layout(location = 1) \n"
"in vec3 aColor; \n"// 颜色变量的属性位置值为 1
"out vec3 ourColor; \n"// 向片段着色器输出一个颜色
"void main() \n"
"{ \n"
" gl_Position = vec4(aPos, 1.0); \n"
" ourColor = aColor; \n" // 将ourColor设置为我们从顶点数据那里得到的输入颜色
"} \n";
const char* fragmentShaderSource = "#version 330 core \n"
"out vec4 FragColor; \n"
"in vec3 ourColor; \n"
"void main()\n"
"{ \n"
" FragColor = vec4(ourColor, 1.0); \n"
"} \n";
float vertices[] = {
// 位置 // 颜色
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
};
Shaders::Shaders(QWidget *parent)
: QOpenGLWidget(parent)
{
}
Shaders::~Shaders()
{
m_vao->release();
m_vbo->release();
m_program->release(); //解绑
}
void Shaders::initializeGL()
{
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
//QOpenGLShaderProgram
m_program = new QOpenGLShaderProgram(this);
//vertex shader 顶点着色器
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
//fragment shader 片段着色器
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->link();
m_program->bind();//激活Program对象
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
//画三角形
m_vbo = new QOpenGLBuffer(QOpenGLBuffer::Type::VertexBuffer);
m_vbo->create();
m_vbo->bind();
m_vbo->allocate(vertices, sizeof(vertices));
m_vbo->setUsagePattern(QOpenGLBuffer::StreamDraw);
//void setAttributeBuffer (const char *name, GLenum type, int offset, int tupleSize, int stride = 0);
GLint aPos = m_program->attributeLocation("aPos"); //获取aPos位置
if(aPos==-1)
{
return;
}
m_program->setAttributeBuffer(aPos, GL_FLOAT, 0, 3, 6*sizeof(GLfloat)); //设置顶点属性
m_program->enableAttributeArray(aPos); //使能顶点属性
GLint aColor = m_program->attributeLocation("aColor"); //获取aPos位置
if(aPos==-1)
{
return;
}
m_program->setAttributeBuffer(aColor, GL_FLOAT, 3*sizeof(GLfloat), 3, 6*sizeof(GLfloat)); //设置颜色属性
m_program->enableAttributeArray(aColor); //使能顶点属性
//画三角形
m_time = QTime::currentTime();
qDebug()<<"m_time=0="<<m_time;
}
void Shaders::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// 渲染Shader
m_program->bind(); //绑定激活Program对象
m_vao->bind(); //绑定激活vao
//画三角形
glDrawArrays(GL_TRIANGLES, 0, 3); //绘制3个定点,样式为三角形
//画三角形
m_vao->release(); //解绑
update();//注意update才能重复调用paintGL,前面两个例子不涉及动态所以没有添加
}
void Shaders::resizeGL(int w, int h)
{
}
项目Shaders-02-03
Shaders.cpp
#include "Shaders.h"
float vertices[] = {
// 位置 // 颜色
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
};
Shaders::Shaders(QWidget *parent)
: QOpenGLWidget(parent)
{
}
Shaders::~Shaders()
{
m_vao->release();
m_vbo->release();
m_program->release(); //解绑
}
void Shaders::initializeGL()
{
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
//QOpenGLShaderProgram
m_program = new QOpenGLShaderProgram(this);
//vertex shader 顶点着色器
m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/vshader.glsl");
//fragment shader 片段着色器
m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/fshader.glsl");
m_program->link();
m_program->bind();//激活Program对象
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
//画三角形
m_vbo = new QOpenGLBuffer(QOpenGLBuffer::Type::VertexBuffer);
m_vbo->create();
m_vbo->bind();
m_vbo->allocate(vertices, sizeof(vertices));
m_vbo->setUsagePattern(QOpenGLBuffer::StreamDraw);
//void setAttributeBuffer (const char *name, GLenum type, int offset, int tupleSize, int stride = 0);
GLint aPos = m_program->attributeLocation("aPos"); //获取aPos位置
if(aPos==-1)
{
return;
}
m_program->setAttributeBuffer(aPos, GL_FLOAT, 0, 3, 6*sizeof(GLfloat)); //设置顶点属性
m_program->enableAttributeArray(aPos); //使能顶点属性
GLint aColor = m_program->attributeLocation("aColor"); //获取aPos位置
if(aPos==-1)
{
return;
}
m_program->setAttributeBuffer(aColor, GL_FLOAT, 3*sizeof(GLfloat), 3, 6*sizeof(GLfloat)); //设置颜色属性
m_program->enableAttributeArray(aColor); //使能顶点属性
//画三角形
m_time = QTime::currentTime();
qDebug()<<"m_time=0="<<m_time;
}
void Shaders::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// 渲染Shader
m_program->bind(); //绑定激活Program对象
m_vao->bind(); //绑定激活vao
//画三角形
glDrawArrays(GL_TRIANGLES, 0, 3); //绘制3个定点,样式为三角形
//画三角形
m_vao->release(); //解绑
update();//注意update才能重复调用paintGL,前面两个例子不涉及动态所以没有添加
}
void Shaders::resizeGL(int w, int h)
{
}