着色器的概念
着色器是一种非常独立的程序,它们之间不能相互通信;它们之间唯一的沟通只有通过输入和输出,OpenGL着色器语言(GLSL)。
GLSL
着色器是使用一种叫GLSL的类C语言写成的。GLSL是为图形计算量身定制的,它包含一些针对向量和矩阵操作的有用特性。
着色器结构如下,首先声明版本,之后声明输入和输出变量、uniform和main函数。每个着色器的入口点都是main函数,在这个函数中我们处理所有的输入变量,并将结果输出到输出变量中。
#version version_number
in type in_variable_name;
in type in_variable_name;out type out_variable_name;uniform type uniform_name;void main()
{// 处理输入并进行一些图形操作...// 输出处理过的结果到输出变量out_variable_name = weird_stuff_we_processed;
}
由于硬件限制,能声明的顶点属性是有限的,OpenGL确保至少有16个包含4分量的顶点属性可用,通过以下代码可查询到具体上限。
int nrAttributes;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
std::cout << "Maximum nr of vertex attributes supported: " << nrAttributes << std::endl;
输入与输出
由于着色器唯一的沟通是输入和输出,GLSL定义了in
和out
关键字专门来实现这个目的。只要一个输出变量与下一个着色器阶段的输入匹配,它就会传递下去。但在顶点和片段着色器中会有点不同。
顶点着色器应该接收的是一种特殊形式的输入,否则就会效率低下。为了定义顶点数据该如何管理,我们使用location
这一元数据指定输入变量,这样我们才可以在CPU上配置顶点属性。
另一个例外是片段着色器,它需要一个vec4
颜色输出变量,如果打算从一个着色器向另一个着色器发送数据,必须在发送方着色器中声明一个输出,在接收方着色器中声明一个类似的输入。
代码如下:
顶点着色器
#version 330 core
layout (location = 0) in vec3 aPos; // 位置变量的属性位置值为0out vec4 vertexColor; // 为片段着色器指定一个颜色输出void main()
{gl_Position = vec4(aPos, 1.0); // 注意我们如何把一个vec3作为vec4的构造器的参数vertexColor = vec4(0.5, 0.0, 0.0, 1.0); // 把输出变量设置为暗红色
}
片段着色器
#version 330 core
out vec4 FragColor;in vec4 vertexColor; // 从顶点着色器传来的输入变量(名称相同、类型相同)void main()
{FragColor = vertexColor;
}
完整代码:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>// 回调函数
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{glViewport(0, 0, width, height);
}void processInput(GLFWwindow* window) {// 例如:检测 ESC 键是否按下,按下则关闭窗口if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {glfwSetWindowShouldClose(window, true);}
}const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"out vec4 vertexColor;\n"
"void main()\n"
"{\n""gl_Position = vec4(aPos, 1.0); // 注意我们如何把一个vec3作为vec4的构造器的参数\n"
" vertexColor = vec4(0.5, 0.0, 0.0, 1.0); // 把输出变量设置为暗红色\n"
"}\0";const char *fragmentShaderSource = "#version 330 core\n""out vec4 FragColor;\n""in vec4 vertexColor;\n""void main()\n""{\n"" FragColor = vertexColor;\n""}\n\0";int main()
{// 实例化GLFWglfwInit();glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);// 创建一个窗口对象GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);if (window == NULL){std::cout << "Failed to create GLFW window" << std::endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);// 初试化gladif (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){std::cout << "Failed to initialize GLAD" << std::endl;return -1;}// build and compile our shader program// ------------------------------------// vertex shaderunsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);glCompileShader(vertexShader);// check for shader compile errorsint success;char infoLog[512];glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);if (!success){glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;}// fragment shaderunsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);glCompileShader(fragmentShader);// check for shader compile errorsglGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);if (!success){glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;}// link shadersunsigned int shaderProgram = glCreateProgram();glAttachShader(shaderProgram, vertexShader);glAttachShader(shaderProgram, fragmentShader);glLinkProgram(shaderProgram);// check for linking errorsglGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);if (!success) {glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;}glDeleteShader(vertexShader);glDeleteShader(fragmentShader);// set up vertex data (and buffer(s)) and configure vertex attributes// ------------------------------------------------------------------float vertices[] = {-0.5f, -0.5f, 0.0f, // left 0.5f, -0.5f, 0.0f, // right 0.0f, 0.5f, 0.0f // top };unsigned int VBO, VAO;glGenVertexArrays(1, &VAO);glGenBuffers(1, &VBO);// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).glBindVertexArray(VAO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbindglBindBuffer(GL_ARRAY_BUFFER, 0);// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.glBindVertexArray(0);// uncomment this call to draw in wireframe polygons.//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);// render loop// -----------while (!glfwWindowShouldClose(window)){// input// -----processInput(window);// render// ------glClearColor(0.2f, 0.3f, 0.3f, 1.0f);glClear(GL_COLOR_BUFFER_BIT);// draw our first triangleglUseProgram(shaderProgram);glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organizedglDrawArrays(GL_TRIANGLES, 0, 3);// glBindVertexArray(0); // no need to unbind it every time // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)// -------------------------------------------------------------------------------glfwSwapBuffers(window);glfwPollEvents();}// optional: de-allocate all resources once they've outlived their purpose:// ------------------------------------------------------------------------glDeleteVertexArrays(1, &VAO);glDeleteBuffers(1, &VBO);glDeleteProgram(shaderProgram);// 释放资源glfwTerminate();return 0;
}
结果:
Uniform
此处Uniform声明的是全局变量。如果声明后未使用,编译器会自动移除这个变量。
声明变量ourColor后,之后可以为添加数据。其流程为 获取uniform属性的索引值→更新值
代码如下:
float timeValue = glfwGetTime();
float greenValue = (sin(timeValue) / 2.0f) + 0.5f;
int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
glUseProgram(shaderProgram);
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
用glGetUniformLocation查询uniform ourColor的位置值,通过glUniform4f函数设置uniform值。注意,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(调用glUseProgram),因为它是在当前激活的着色器程序中设置uniform的。
glUniform后缀名称简要说明:f float,i int,ui unsigned int,3f 3个flout,fv float向量/数组。
代码更改部分为:
1、渲染部分在绘制三角形之前需要加入以下代码:
// 记得激活着色器glUseProgram(shaderProgram);// 更新uniform颜色float timeValue = glfwGetTime();float greenValue = sin(timeValue) / 2.0f + 0.5f;int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
2、在片段着色器字符串中加入uniform ourColor声明
const char *fragmentShaderSource = "#version 330 core\n""out vec4 FragColor;\n""in vec4 vertexColor;\n""uniform vec4 ourColor;\n""void main()\n""{\n"" FragColor = ourColor;\n""}\n\0";
更多属性
综上讲述了仅更改片段着色器更改颜色,我们还可以更改顶点着色器对片段着色器进行赋值来更改三角形的颜色。
把三角形的三个角分别指定为红色、绿色和蓝色:
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
};
顶点着色器字符串也需要更改,将颜色变量的属性也要纳入进来。
#version 330 core
layout (location = 0) in vec3 aPos; // 位置变量的属性位置值为 0
layout (location = 1) in vec3 aColor; // 颜色变量的属性位置值为 1out vec3 ourColor; // 向片段着色器输出一个颜色void main()
{gl_Position = vec4(aPos, 1.0);ourColor = aColor; // 将ourColor设置为我们从顶点数据那里得到的输入颜色
}
接着更改片段着色器的代码
#version 330 core
out vec4 FragColor;
in vec3 ourColor;void main()
{FragColor = vec4(ourColor, 1.0);
}
之后配置一下顶点属性
// 位置属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// 颜色属性
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3* sizeof(float)));
glEnableVertexAttribArray(1);
通过VBO内存布局,我们可以去定义偏移量和存储数据大小。
使用这种方法,之前使用uniform定义更改颜色方法的代码可以注释掉,不注释也行,只是不会被使用。
// 记得激活着色器//glUseProgram(shaderProgram);//// 更新uniform颜色//float timeValue = glfwGetTime();//float greenValue = sin(timeValue) / 2.0f + 0.5f;//int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");//glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);