07.在OpenGL中写一个着色器
本节目标
使用着色器代码对三角形进行编辑。
创建着色器
核心是使用OpenGL函数,以下是将这些抽象到自己的函数中,减少重复代码:
C++
//目录结构 /OpenGL/src/Application.cpp
static unsigned int CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
// 错误处理
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << "shader!" << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
编写着色器代码
C++
//目录结构 /OpenGL/src/Application.cpp
// 顶点着色器
std::string vertexShader =
"#version 330 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
// 片元着色器
std::string fragmentShader =
"#version 330 core\n"
"\n"
"layout(location = 0) out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec4(0.2, 0.3, 0.8, 1.0);\n"
"}\n";
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);