OPENGL著色器Uniform練習
阿新 • • 發佈:2019-01-09
跟上一篇的不同是對uniform全域性屬性的理解
#include <glad\glad.h> #include <GLFW/glfw3.h> #include <iostream> #include <cmath> const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow *window); const char* vertexShaderSrc = "#version 330 core\n" "layout(location = 0) in vec3 aPos;\n" "void main(){\n" "gl_Position = vec4(aPos.x,aPos.y,aPos.z,1.0);\n" "}\n\0"; //片段著色器使用全域性的uniform輸出顏色值 const char* fragmentShaderSrc = "#version 330 core\n" "out vec4 FragColor;\n" "uniform vec4 GlobalColor;\n" "void main(){\n" "FragColor = GlobalColor;" "}\n\0"; int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X #endif // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(800, 600, "Zhonqi", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { return -1; } //建立頂點著色器 int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSrc, NULL); int success; char infoLog[512]; glCompileShader(vertexShader); glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "GL COMPILE VERTEXSHADER : " << infoLog << std::endl; } //建立片段著色器 int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSrc, NULL); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); std::cout << "GL COMPILE VERTEXSHADER2 : " << infoLog << std::endl; } //建立著色器程式 int shaderPrograme = glCreateProgram(); glAttachShader(shaderPrograme, vertexShader); glAttachShader(shaderPrograme, fragmentShader); glLinkProgram(shaderPrograme); glGetProgramiv(shaderPrograme, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderPrograme, 512, NULL, infoLog); std::cout << "GL LINK ERR : " << infoLog << std::endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); float firstTrangle[] = { -0.5f,-0.5f,0.0f, 0.5f,-0.5f,0.0f, 0.0f,0.5f,0.0f }; unsigned int VAO, VBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(firstTrangle), firstTrangle, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); while (!glfwWindowShouldClose(window)) { processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderPrograme); glBindVertexArray(VAO); //設定全域性uniform欄位 float timeValue = glfwGetTime(); float greenValue = sin(timeValue) / 2.0f + 0.5f; //找到uniform欄位位置 int globalColorPosition = glGetUniformLocation(shaderPrograme, "GlobalColor"); glUniform4f(globalColorPosition, 0.0f, greenValue, 0.0f, 1.0f); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; } void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }
效果圖