openGL shader学习总结
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openGL shader学习总结
着色器是运行在GPU上的小程序,着色器是一种C风格语言——GLSL。
一、GLSL
GLSL是为图形量身定制的,它为向量和矩阵运算提供了很大帮助。
1、着色器的开头总是要声明版本,接着是输入和输出变量、uniform和main函数。main函数时每个着色器的入口,用于处理所有输入变量,并用输出变量输出处理结果。
2、类型:着色器的类型包括:int、float、double、uint、bool。GLSL的两种容器类型:向量和矩阵。
向量是有1、2、3或4个元素的基本类型容器。vecn:包含n个默认为float元素的向量;其他还有bvecn、ivecn、uvecn、dvecn,可以使用vec.x、.y、.z、.w来获取它们的1、2、3、4号元素,GLSL也允许使用rgba来获取颜色的元素,或者stpq获取纹理坐标元素。
3、in和out:着色器是各自独立的小程序,每个着色器都是用这两个关键字定义输入和输出。使用layout元数据制定输入变量,这样才可以在CPU上配置顶点属性。
4、定点着色器:
#version 330 corelayout (location = 0) in vec3 position; // 位置变量的属性position为0out vec4 vertexColor; // 为像素着色器指定一个颜色输出void main(){ gl_Position = vec4(position, 1.0); // 把一个vec3作为vec4的构造器的参数 vertexColor = vec4(0.5f, 0.0f, 0.0f, 1.0f); // 把输出颜色设置为暗红色}
5、像素着色器:
#version 330 corein vec4 vertexColor; // 和顶点着色器的vertexColor变量类型相同、名称相同out vec4 color; //像素着色器输出的变量名可以任意命名,类型必须是vec4void main(){ color = vertexColor;}
6、uniform
uniform 是另一种从CPU应用向GPU着色器发送数据的方式;
uniform和顶点属性的不同:
1)uniform是全局的:在所有着色器程序对象中都是独一无二的,可以在任何着色器程序的任何阶段使用,并且无论吧uniform值设置成什么,uniform都会一直保存着它们的数据,直到它们被重置或更新;
2)uniform是constant的:不能在着色器中修改,任何修改都会报错;
456789#version 330 coreout vec4 color;uniform vec4 ourColor; // 在C++代码中设置void main(){ color = ourColor;}
绘制简单三角形
代码:
#define GLEW_STATIC#include <GL\glew.h>#include <GLFW\glfw3.h>#include<iostream>using namespace std;//函数原型void key_callback(GLFWwindow* window, int key,int scancode, int action,int mode);//窗口大小const GLuint WIDTH = 800,HEIGHT = 600;const GLchar* vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 position;\n" "void main()\n" "{\n" "gl_Position = vec4(position.x,position.y,position.z,1.0);\n" "}\0";const GLchar* fragmentShaderSource = "#version 330 core\n" "out vec4 color;\n" "void main()\n" "{\n" "color = vec4(1.0f,0.5f,0.2f,1.0f);\n" "}\n\0";int main(){ //初始化 GLFW glfwInit(); //设置GLFW需要的选项 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3); glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE,GL_FALSE); //创建一个窗口对象 GLFWwindow* window = glfwCreateWindow(WIDTH,HEIGHT,"test2",nullptr,nullptr); glfwMakeContextCurrent(window); //设置徐亚的回调函数 glfwSetKeyCallback(window,key_callback); glewExperimental = GL_TRUE; glewInit(); int width,height; glfwGetFramebufferSize(window,&width,&height); glViewport(0,0,width,height); //定点着色器 GLuint vertextShader; vertextShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertextShader,1,&vertexShaderSource,NULL); glCompileShader(vertextShader); //用于判断一个着色器是否编译成功 GLint success; GLchar infoLog[512]; glGetShaderiv(vertextShader,GL_COMPILE_STATUS,&success); if(!success){ glGetShaderInfoLog(vertextShader,512,NULL,infoLog); cout<<"vertextShader COMPILE FAILED"<<endl; } //像素着色器 GLuint fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader,1,&fragmentShaderSource,NULL); glCompileShader(fragmentShader); //用于判断一个着色器是否编译成功 glGetShaderiv(fragmentShader,GL_COMPILE_STATUS,&success); if(!success){ glGetShaderInfoLog(fragmentShader,512,NULL,infoLog); cout<<"fragmentShader COMPILE FAILED"<<endl; } //创建一个着色器程序对象:多个着色器最后链接的版本 GLuint shaderProgram; shaderProgram = glCreateProgram(); glAttachShader(shaderProgram,vertextShader); glAttachShader(shaderProgram,fragmentShader); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram,GL_LINK_STATUS,&success); if(!success){ glGetProgramInfoLog(shaderProgram,512,NULL,infoLog); } glDeleteShader(vertextShader); glDeleteShader(fragmentShader); //创建定点数据 GLfloat vertices[] = { -0.5f,-0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; //创建 VBO 顶点缓冲数据,并把数据赋值到内存中 GLuint VBO; glGenBuffers(1,&VBO); //VAO顶点数组对象 GLuint VAO; glGenVertexArrays(1,&VAO); //绑定VAO glBindVertexArray(VAO); //复制顶点数据到缓冲中提供给OpenGL使用 glBindBuffer(GL_ARRAY_BUFFER,VBO); glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW); //设置顶点属性指针 glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(GLfloat),(GLvoid *)0); glEnableVertexAttribArray(0); //解绑VBO glBindBuffer(GL_ARRAY_BUFFER,0); //解绑VAO glBindVertexArray(0); while(!glfwWindowShouldClose(window)){ glfwPollEvents(); //释放颜色缓存 glClearColor(0.2f,0.3f,0.3f,1.0f); glClear(GL_COLOR_BUFFER_BIT); //绘制物体 //当打算渲染一个物体使用使用着色器程序 glUseProgram(shaderProgram); glBindVertexArray(VAO); //绘制函数 glDrawArrays(GL_TRIANGLES,0,3); glBindVertexArray(0); glfwSwapBuffers(window); } glDeleteVertexArrays(1,&VAO); glDeleteBuffers(1,&VBO); glfwTerminate(); return 0;}void key_callback(GLFWwindow* window, int key,int scancode, int action,int mode){ if(key == GLFW_KEY_L && action == GLFW_PRESS){ glfwSetWindowShouldClose(window,GL_TRUE); }}
绘制结果:
使用uniform绘制三角形示例代码:
#define GLEW_STATIC#include <GL\glew.h>#include <GLFW\glfw3.h>#include<iostream>#include<math.h>using namespace std;//函数原型void key_callback(GLFWwindow* window, int key,int scancode, int action,int mode);//窗口大小const GLuint WIDTH = 800,HEIGHT = 600;//着色器const GLchar* vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 position;\n" "layout (location = 1) in vec3 color;\n" "out vec3 ourColor;\n" "void main()\n" "{\n" "gl_Position = vec4(position, 1.0);\n" "ourColor = color;\n" "}\0";const GLchar* fragmentShaderSource = "#version 330 core\n" "out vec4 color;\n" "uniform vec4 ourColor;\n" "void main()\n" "{\n" "color = ourColor;\n" "}\n\0";int main(){ //初始化 GLFW glfwInit(); //设置GLFW需要的选项 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3); glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE,GL_FALSE); //创建一个窗口对象 GLFWwindow* window = glfwCreateWindow(WIDTH,HEIGHT,"test2",nullptr,nullptr); glfwMakeContextCurrent(window); //设置徐亚的回调函数 glfwSetKeyCallback(window,key_callback); glewExperimental = GL_TRUE; glewInit(); //定义 vierport 维度 glViewport(0,0,WIDTH,HEIGHT); //定义点着色器 GLuint vertextShader; vertextShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertextShader,1,&vertexShaderSource,NULL); glCompileShader(vertextShader); //用于判断一个着色器是否编译成功 GLint success; GLchar infoLog[512]; glGetShaderiv(vertextShader,GL_COMPILE_STATUS,&success); if(!success){ glGetShaderInfoLog(vertextShader,512,NULL,infoLog); cout<<"vertextShader COMPILE FAILED"<<endl; } //像素着色器 GLuint fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader,1,&fragmentShaderSource,NULL); glCompileShader(fragmentShader); //用于判断一个着色器是否编译成功 glGetShaderiv(fragmentShader,GL_COMPILE_STATUS,&success); if(!success){ glGetShaderInfoLog(fragmentShader,512,NULL,infoLog); cout<<"fragmentShader COMPILE FAILED"<<endl; } //创建一个着色器程序对象:多个着色器最后链接的版本 GLuint shaderProgram; shaderProgram = glCreateProgram(); glAttachShader(shaderProgram,vertextShader); glAttachShader(shaderProgram,fragmentShader); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram,GL_LINK_STATUS,&success); if(!success){ glGetProgramInfoLog(shaderProgram,512,NULL,infoLog); } glDeleteShader(vertextShader); glDeleteShader(fragmentShader); //创建定点数据 GLfloat vertices[] = { -0.5f,-0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; //创建 VBO 顶点缓冲数据,并把数据赋值到内存中 GLuint VBO; glGenBuffers(1,&VBO); //VAO顶点数组对象 GLuint VAO; glGenVertexArrays(1,&VAO); //绑定VAO glBindVertexArray(VAO); //复制顶点数据到缓冲中提供给OpenGL使用 glBindBuffer(GL_ARRAY_BUFFER,VBO); glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW); //设置顶点属性指针 glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(GLfloat),(GLvoid *)0); glEnableVertexAttribArray(0); //解绑VBO glBindBuffer(GL_ARRAY_BUFFER,0); //解绑VAO glBindVertexArray(0); while(!glfwWindowShouldClose(window)){ glfwPollEvents(); //释放颜色缓存 glClearColor(0.2f,0.3f,0.3f,1.0f); glClear(GL_COLOR_BUFFER_BIT); //绘制物体 //当打算渲染一个物体使用使用着色器程序 glUseProgram(shaderProgram); //更新uniform颜色 GLfloat timeValue = glfwGetTime(); GLfloat greenValue = (sin(timeValue) /2 )+0.5; GLint vertexColorLocation = glGetUniformLocation(shaderProgram,"ourColor"); glUniform4f(vertexColorLocation,0.0f,greenValue,0.0f,1.0f); //绘制函数--->用于绘制三角形 glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES,0,3); glBindVertexArray(0); glfwSwapBuffers(window); } glDeleteVertexArrays(1,&VAO); glDeleteBuffers(1,&VBO); glfwTerminate(); return 0;}void key_callback(GLFWwindow* window, int key,int scancode, int action,int mode){ if(key == GLFW_KEY_L && action == GLFW_PRESS){ glfwSetWindowShouldClose(window,GL_TRUE); }}
效果:可以看到一个颜色随着时间发生变化的三角形;
绘制渐变色三角形:
代码:
#define GLEW_STATIC#include <GL\glew.h>#include <GLFW\glfw3.h>#include<iostream>#include<math.h>using namespace std;//函数原型void key_callback(GLFWwindow* window, int key,int scancode, int action,int mode);//窗口大小const GLuint WIDTH = 800,HEIGHT = 600;//着色器const GLchar* vertexShaderSource ="#version 330 core\n" "layout (location = 0) in vec3 position;\n" "layout (location = 1) in vec3 color;\n" "out vec3 ourColor;\n" "void main()\n" "{\n" "gl_Position = vec4(position, 1.0);\n" "ourColor = color;\n" "}\0";const GLchar* fragmentShaderSource = "#version 330 core\n" "in vec3 ourColor;\n" "out vec4 color;\n" "void main()\n" "{\n" "color = vec4(ourColor, 1.0f);\n" "}\n\0";int main(){ //初始化 GLFW glfwInit(); //设置GLFW需要的选项 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3); glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE,GL_FALSE); //创建一个窗口对象 GLFWwindow* window = glfwCreateWindow(WIDTH,HEIGHT,"test2",nullptr,nullptr); glfwMakeContextCurrent(window); //设置徐亚的回调函数 glfwSetKeyCallback(window,key_callback); glewExperimental = GL_TRUE; glewInit(); //定义 vierport 维度 glViewport(0,0,WIDTH,HEIGHT); //定义点着色器 GLuint vertextShader; vertextShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertextShader,1,&vertexShaderSource,NULL); glCompileShader(vertextShader); //用于判断一个着色器是否编译成功 GLint success; GLchar infoLog[512]; glGetShaderiv(vertextShader,GL_COMPILE_STATUS,&success); if(!success){ glGetShaderInfoLog(vertextShader,512,NULL,infoLog); cout<<"vertextShader COMPILE FAILED"<<endl; } //像素着色器 GLuint fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader,1,&fragmentShaderSource,NULL); glCompileShader(fragmentShader); //用于判断一个着色器是否编译成功 glGetShaderiv(fragmentShader,GL_COMPILE_STATUS,&success); if(!success){ glGetShaderInfoLog(fragmentShader,512,NULL,infoLog); cout<<"fragmentShader COMPILE FAILED"<<endl; } //创建一个着色器程序对象:多个着色器最后链接的版本 GLuint shaderProgram; shaderProgram = glCreateProgram(); glAttachShader(shaderProgram,vertextShader); glAttachShader(shaderProgram,fragmentShader); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram,GL_LINK_STATUS,&success); if(!success){ glGetProgramInfoLog(shaderProgram,512,NULL,infoLog); } glDeleteShader(vertextShader); glDeleteShader(fragmentShader); //创建顶点数据 GLfloat vertices[] = { // Positions // Colors 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Right -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // Bottom Left 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // Top }; //创建 VBO 顶点缓冲数据,并把数据赋值到内存中 GLuint VBO; glGenBuffers(1,&VBO); //VAO顶点数组对象 GLuint VAO; glGenVertexArrays(1,&VAO); //绑定VAO glBindVertexArray(VAO); //复制顶点数据到缓冲中提供给OpenGL使用 glBindBuffer(GL_ARRAY_BUFFER,VBO); glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW); //设置顶点属性指针 //位置属性 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); //颜色属性 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); //解绑VAO glBindVertexArray(0); while(!glfwWindowShouldClose(window)){ glfwPollEvents(); //释放颜色缓存 glClearColor(0.2f,0.3f,0.3f,1.0f); glClear(GL_COLOR_BUFFER_BIT); //绘制物体 //当打算渲染一个物体使用使用着色器程序 glUseProgram(shaderProgram); //绘制函数--->用于绘制三角形 glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES,0,3); glBindVertexArray(0); glfwSwapBuffers(window); } glDeleteVertexArrays(1,&VAO); glDeleteBuffers(1,&VBO); glfwTerminate(); return 0;}void key_callback(GLFWwindow* window, int key,int scancode, int action,int mode){ if(key == GLFW_KEY_L && action == GLFW_PRESS){ glfwSetWindowShouldClose(window,GL_TRUE); }}
效果:
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