opengl2D的学习(最终版)
作者:互联网
着色器头文件Shader.h
#ifndef __SHADER_H__
#define __SHADER_H__
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader {
public:
unsigned int ID;
//构造器读取并构建着色器
Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr);
//激活着色器程序
void use();
//释放着色器程序
void del();
//uniform工具函数
void setBool(const std::string& name, bool value) const;
void setInt(const std::string& name, int value) const;
void setFloat(const std::string& name, float value) const;
void setVec2(const std::string& name, const glm::vec2& value) const;
void setVec2(const std::string& name, float x, float y) const;
void setVec3(const std::string& name, const glm::vec3& value) const;
void setVec3(const std::string& name, float x, float y, float z) const;
void setVec4(const std::string& name, const glm::vec4& value) const;
void setVec4(const std::string& name, float x, float y, float z, float w);
void setMat2(const std::string& name, const glm::mat2& mat) const;
void setMat3(const std::string& name, const glm::mat3& mat) const;
void setMat4(const std::string& name, const glm::mat4& mat) const;
//检测编译,链接是否成功
void checkCompileErrors(unsigned int shader, std::string type);
};
#endif // __SHADER_H__
着色器头文件的实现Shader.cpp
#include "Shader.h"
//构造函数
Shader::Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath)
{
//从文件路径中获取顶点/片段着色器
std::string vertexCode;//存储顶点着色器的代码
std::string fragmentCode;//存储片段着色器的代码
std::string geometryCode;//存储几何着色器的代码
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::ifstream gShaderFile;
//保证ifstream对象可以抛出异常
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
gShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
//打开文件
vShaderFile.open(vertexPath);//打开存储顶点着色器代码的文件
fShaderFile.open(fragmentPath);//打开存储片段着色器代码的文件
std::stringstream vShaderStream, fShaderStream;
//读取文件中的内容
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
//关闭文件处理器
vShaderFile.close();
fShaderFile.close();
//将读取的数据转换为string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
//如果几何着色器也要改
if (geometryPath != nullptr)
{
gShaderFile.open(geometryPath);
std::stringstream gShaderStream;
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometryCode = gShaderStream.str();
}
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();//指向顶点着色器的代码
const char* fShaderCode = fragmentCode.c_str();//指向片段着色器的代码
//编译着色器
unsigned int vertex, fragment, geometry;
//编译顶点着色器
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");//检查编译是否成功
//编译片段着色器
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");//检查编译是否成功
//编译几何着色器
if (geometryPath != nullptr)
{
const char* gShaderCode = geometryCode.c_str();
geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &gShaderCode, NULL);
glCompileShader(geometry);
checkCompileErrors(geometry, "GEOMETRY");
}
//着色器程序,把顶点,片段着色器链接起来
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
if (geometryPath != nullptr)
glAttachShader(ID, geometry);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");//检查链接是否成功
//销毁顶点,片段着色器,因为他们已经链接到程序中了
glDeleteShader(vertex);
glDeleteShader(fragment);
}
//激活着色器程序
void Shader::use() {
glUseProgram(ID);
}
//释放着色器程序
void Shader::del() {
glDeleteProgram(ID);
}
//设置uniform的值
void Shader::setBool(const std::string& name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setVec2(const std::string& name, const glm::vec2& value) const
{
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::setVec2(const std::string& name, float x, float y) const
{
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
void Shader::setVec3(const std::string& name, const glm::vec3& value) const
{
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::setVec3(const std::string& name, float x, float y, float z) const
{
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
void Shader::setVec4(const std::string& name, const glm::vec4& value) const
{
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::setVec4(const std::string& name, float x, float y, float z, float w)
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
void Shader::setMat2(const std::string& name, const glm::mat2& mat) const
{
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
void Shader::setMat3(const std::string& name, const glm::mat3& mat) const
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
void Shader::setMat4(const std::string& name, const glm::mat4& mat) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
//检查链接,编译是否成功
void Shader::checkCompileErrors(unsigned int shader, std::string type) {
int success;
char infoLog[1024];
if (type != "PROGRAM"){
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n"
<< infoLog
<< "\n -- --------------------------------------------------- -- "
<< std::endl;
}
}
else {
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n"
<< infoLog
<< "\n -- --------------------------------------------------- -- "
<< std::endl;
}
}
}
顶点着色器
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec4 ourColor;
out vec2 TexCoord;
uniform mat4 transform4;
uniform mat4 transform3;
void main()
{
gl_Position = transform4 * vec4(aPos, 1.0f);
ourColor = transform3 * vec4(aPos, 1.0);
TexCoord = aTexCoord;
}
片段着色器
#version 330 core
out vec4 FragColor;
in vec4 ourColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float mixValue;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), mixValue) * ourColor;
}
main文件
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
void framebuffer_size_callback(GLFWwindow* window, int width, int height);//当窗口大小改变的处理
void processInput(GLFWwindow* window);//监控用户的输入
unsigned int const WIND_WIDTH = 800;//窗口的宽
unsigned int const WIND_HEIGHT = 600;//窗口的高
char const* WIND_NAME = "container";//窗口的名字
int main() {
glfwInit();//激活GLFW库:在使用大部分GLFW函数之前你得激活它
//因为我用的是opengl3.3 (点号前是主版本,点号后是副版本)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//配置opengl主版本号, 3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//配置opengl副版本号, 3
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//配置opengl的模式
//GLFW_OPENGL_CORE_PROFILE代表核心模式
//创建窗口,获取句柄
GLFWwindow* window = glfwCreateWindow(WIND_WIDTH, WIND_HEIGHT, WIND_NAME, nullptr, nullptr);//最后两个参数一个代表显示模式,一个代表是否共享.
if (window == NULL) {
std::cout << "打开窗口失败!" << std::endl;
glfwTerminate();//回收分配的资源
return -1;
}
glfwMakeContextCurrent(window);//设置当前上下文
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);//设置监控窗口大小的回调函数
//第一个是窗口的句柄, 第二个是处理的函数(也就是回调函数).
//初始化GLAD库,大部分GLAD函数被使用前,都要先激活GLAD库
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "初始化GLAD库失败了" << std::endl;
return -1;
}
//自定义着色器
Shader myShader("shader.vs", "shader.fs");
//矩形顶点数组
float vertices[] = {
//坐标 //颜色 //纹理坐标
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,//右上
0.5f,-0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,//右下
-0.5f,-0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,//左下
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f //左上
};
//矩形索引数组
unsigned int indices[] = {
0, 1, 3,
1, 2, 3
};
unsigned int VAO, VBO, EBO;
glGenVertexArrays(1, &VAO);//为VAO创建一个顶点数组对象
glGenBuffers(1, &VBO);//为VBO创建一个缓冲区对象
glGenBuffers(1, &EBO);//为EBO创建一个缓存区对象
glBindVertexArray(VAO);//当前绑定的顶点数组是VAO
glBindBuffer(GL_ARRAY_BUFFER, VBO);//当前绑定的缓存区对象是VBO
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//设置VBO的数据
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);//当前绑定的缓存区对象是EBO
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);//设置EBO的数据
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);//设置如何处理顶点数据
glEnableVertexAttribArray(0);//激活上面的设置
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));//设置如何处理颜色数据
glEnableVertexAttribArray(1);//激活上面的设置
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));//设置如何处理纹理坐标
glEnableVertexAttribArray(2);//激活上面的设置
unsigned int texture1, texture2;
glGenTextures(1, &texture1);//为texture1创建一个纹理对象
glBindTexture(GL_TEXTURE_2D, texture1);//将texture1绑定为2D纹理对象
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//让纹理图片在x轴上重复贴
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);//让纹理图片在y轴上重复帖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//图片缩小时,用线性过滤
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//图片放大是,用线性过滤
int width, height, nrChannels;
std::string imageName = "container.jpg";
stbi_set_flip_vertically_on_load(true);//让图片上下颠倒
unsigned char* data = stbi_load(imageName.c_str(), &width, &height, &nrChannels, 0);//获取纹理图片信息
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);//当前绑定的纹理对象被附加上纹理图像
glGenerateMipmap(GL_TEXTURE_2D);//为当前绑定的纹理自动生成所有需要的多级渐远纹理
}
else {
std::cout << "获取图片container.jpg失败" << std::endl;
}
stbi_image_free(data);//释放纹理图片信息的内存(因为已经绑定完成了)
glGenTextures(1, &texture2);//为texture2创建一个纹理对象
glBindTexture(GL_TEXTURE_2D, texture2);//把texture2绑定为2D纹理对象
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//让纹理图片在x轴上重复
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);//让纹理图片在y轴上重复
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//纹理图片放大时,线性过滤
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//纹理图片缩小是,线性过滤
imageName = "awesomeface.png";
data = stbi_load(imageName.c_str(), &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);//把纹理图片与当前纹理对象链接
glGenerateMipmap(GL_TEXTURE_2D);//为当前绑定的纹理自动生成所有需要的多级渐远纹理
}
stbi_image_free(data);//释放图片资源
myShader.use();//激活着色器程序(设置uniform之前必须激活)
myShader.setInt("texture1", 0);//uniform采样器texture1属于纹理单元0
myShader.setInt("texture2", 1);//uniform采样器texture1属于纹理单元1
//循环渲染
while (!glfwWindowShouldClose(window)/*检测窗口是否关闭*/)
{
processInput(window);
//red,green,blue,alpha 最后一个参数代表透明度,alpha
glClearColor(0.2f, 0.3f, 0.4f, 1.0f);//设置背景颜色,也就是:设置颜色缓存的清除值
glClear(GL_COLOR_BUFFER_BIT);//将缓存清除为预先的设置值。(因为缓存之前可能是别的颜色)
glActiveTexture(GL_TEXTURE0);//纹理单元0
glBindTexture(GL_TEXTURE_2D, texture1);//绑定texture1上
glActiveTexture(GL_TEXTURE1);//纹理单元1
glBindTexture(GL_TEXTURE_2D, texture2);//绑定在texture2上
myShader.use();//激活着色器程序
float timeValue = glfwGetTime();//获取当前时间
float change1 = sin(timeValue) / 2;//变化差值
float change2 = cos(timeValue) / 2;//变化差值
glm::mat4 transform3 = glm::mat4(1.0f);//4x4的矩阵 改图形的颜色
transform3 = glm::translate(transform3, glm::vec3(change1, change2, change2));
glm::mat4 transform4 = glm::mat4(1.0f);//4x4的矩阵 改图形的大小,位置,旋转
transform4 = glm::translate(transform4, glm::vec3(change1, change2, 0.0f));//改位置
transform4 = glm::scale(transform4, glm::vec3(change1, change1, 0.0f));//改大小
transform4 = glm::rotate(transform4, float(timeValue), glm::vec3(0.0f, 0.0f, 1.0f));//旋转
myShader.setMat4("transform4", transform4);//更新uniform的值
myShader.setMat4("transform3", transform3);//更新uniform的值
myShader.setFloat("mixValue", change1);//更新uniform的值
glBindVertexArray(VAO);//启用VAO中介
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);//以索引的形式画
glfwSwapBuffers(window);//交换缓冲区(因为是双缓冲)
glfwPollEvents();//处理响应事件,没有这个函数,回调函数不会被调用。
}
glDeleteVertexArrays(1, &VAO);//回收分配给VAO的资源
glDeleteBuffers(1, &VBO);//回收分配给VBO的资源
glDeleteBuffers(1, &EBO);//回收分配给EBO的资源
myShader.del();//释放着色器程序
glfwTerminate();//回收所有资源
return 0;
}
//处理窗口大小被改变时的响应的回调函数
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);//绘制窗口
}
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {//如果用户按下ESC键
glfwSetWindowShouldClose(window, true);//关闭窗口
}
}
标签:std,const,string,void,学习,最终版,include,着色器,opengl2D 来源: https://blog.csdn.net/qq_58665528/article/details/120929575