OpenGL_8:着色器之间的变量传递

来源:互联网 发布:哪个软件可以搜高数题 编辑:程序博客网 时间:2024/06/05 07:11
#include <stdio.h>#include <GLAD/glad.h>#include <GLFW/glfw3.h>const char *vertexShaderSource =        "#version 330 core\n"        "layout (location = 0) in vec3 aPos;\n"        "out vec4 vertexColor;"        //为片段着色器指定一个颜色输出        "void main(){\n"            "gl_Position = vec4(aPos, 1.0f);\n"            "vertexColor = vec4(0.5f, 0.0f, 0.0f, 1.0f);"// 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;"        "void main(){\n"            "FragColor = vertexColor;\n"        "}\n\0";const unsigned int SCR_WIDTH = 800;const unsigned int SCR_HEIGHT = 600;void framebuffer_size_callback(GLFWwindow* glfWwindow, int width, int height);int main() {    glfwInit();    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);    GLFWwindow *glfWwindow = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "shader", NULL, NULL);    if (NULL == glfWwindow){        printf("Failed to create window\n");        glfwTerminate();        return -1;    }    glfwMakeContextCurrent(glfWwindow);    glfwSetFramebufferSizeCallback(glfWwindow, framebuffer_size_callback);    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){        printf("Failed to initialize GLAD\n");    }    int success;    char infoLog[512];    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);    glCompileShader(vertexShader);    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);    if (!success){        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);        printf("Failed to compile vertexShader:%s\n", infoLog);    }    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);    glCompileShader(fragmentShader);    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);    if (!success){        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);        printf("Failed to compile fragmentShader:%s\n", infoLog);    }    unsigned int shaderProgram = glCreateProgram();    glAttachShader(shaderProgram, vertexShader);    glAttachShader(shaderProgram, fragmentShader);    glLinkProgram(shaderProgram);    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);    if (!success){        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);        printf("Failed to linkProgram:%s\n", infoLog);    }    glDeleteShader(vertexShader);    glDeleteShader(fragmentShader);    float vertices[] = {            -0.5f, -0.5f, 0.0f,             0.0f,  0.5f, 0.0f,             0.5f, -0.5f, 0.0f    };    unsigned int VBO, VAO;    glGenBuffers(1, &VBO);    glGenVertexArrays(1, &VAO);    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);//    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);    while (!glfwWindowShouldClose(glfWwindow)){        glUseProgram(shaderProgram);        glBindVertexArray(VAO);        glDrawArrays(GL_TRIANGLES, 0, 3);        glfwSwapBuffers(glfWwindow);        glfwPollEvents();    }    return 0;}void framebuffer_size_callback(GLFWwindow* glfWwindow, int width, int height){    glViewport(0, 0, width, height);}

运行结果: