OpenGL进阶01.使用Shader绘制三角形

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在前一个阶段的文章中,主要是使用OpenGL的固定管线来实现了一系列的操作,内容并不复杂,十分好理解,接下来的进阶系列中,我们将使用shader代码来实现一些效果。首先通过shader来实现一个三角形的绘制。

首先来看main.cs,创建窗口以及调用绘制指令都在这个脚本中实现:

#include "ggl.h"
#include "scene.h"
#include "Utils.h"


#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glew32.lib")

unsigned char* LoadFileContent(const char* path, int& filesize)
{
	unsigned char* fileContent = nullptr;
	filesize = 0;
	FILE* pFile = fopen(path, "rb");
	if (pFile)
	{
		fseek(pFile, 0, SEEK_END);
		int nLen = ftell(pFile);
		if (nLen > 0)
		{
			rewind(pFile);
			fileContent = new unsigned char[nLen + 1];
			fread(fileContent, sizeof(unsigned char), nLen, pFile);
			fileContent[nLen] = '\\0';
			filesize = nLen;
		}
		fclose(pFile);
	}
	return fileContent;
}

LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch (msg)
	{
	case WM_CLOSE:
		PostQuitMessage(0);
		return 0;
	}
	return DefWindowProc(hwnd, msg, wParam, lParam);
}

INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
	WNDCLASSEX wndclass;
	wndclass.cbClsExtra = 0;
	wndclass.cbSize = sizeof(WNDCLASSEX);
	wndclass.cbWndExtra = 0;
	wndclass.hbrBackground = NULL;
	wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
	wndclass.hIcon = NULL;
	wndclass.hIconSm = NULL;
	wndclass.hInstance = hinstance;
	wndclass.lpfnWndProc = GLWindowProc;
	wndclass.lpszClassName = L"GLWindow";
	wndclass.lpszMenuName = NULL;
	wndclass.style = CS_VREDRAW | CS_HREDRAW;
	ATOM atom = RegisterClassEx(&wndclass);
	if (!atom)
	{
		MessageBox(NULL, L"Notice", L"Error", MB_OK);
		return 0;
	}
	RECT rect;
	rect.left = 0;
	rect.right = 800;
	rect.top = 0;
	rect.bottom = 600;
	
	AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, NULL);

	int windowWidth = rect.right - rect.left;
	int windowHeight = rect.bottom - rect.top;
	HWND hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW,
		100, 100, windowWidth, windowHeight,
		NULL, NULL, hinstance, NULL);
	
	HDC hdc = GetDC(hwnd);
	PIXELFORMATDESCRIPTOR pfd;
	memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
	pfd.nVersion = 1;
	pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
	pfd.cColorBits = 32;
	pfd.cDepthBits = 24;
	pfd.cStencilBits = 8;
	pfd.iPixelType = PFD_TYPE_RGBA;
	pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
	int pixelFormat = ChoosePixelFormat(hdc, &pfd);
	SetPixelFormat(hdc, pixelFormat, &pfd);
	HGLRC rc = wglCreateContext(hdc);
	wglMakeCurrent(hdc, rc);

	glewInit();
	Init();
	SetViewPortSize(800.0f, 600.0f);

	ShowWindow(hwnd, SW_SHOW);
	UpdateWindow(hwnd); 

	MSG msg;
	while (true)
	{
		if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))
		{
			if (msg.message == WM_QUIT)
			{
				break; 
			}
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		Draw();
		SwapBuffers(hdc);
	}
	return 0;
}

我们看到main.cs中include了三个.h文件,分别是ggl.h,scene.h,Utils.h。我们分别看下里边的内容:

ggl.h:

#pragma once
#include <windows.h>
#include "glew.h"
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <sstream>
#include <vector>
#include <functional>
#include <map>
#include "Glm/glm.hpp"
#include "Glm/ext.hpp"

里边包含了我们会使用到的头文件。

scene.h:

#pragma once
#include "ggl.h"
void Init();
void SetViewPortSize(float width, float height);
void Draw();

scene.cpp:

#include "scene.h"
#include "ggl.h"
#include "Utils.h"

GLuint vbo;
GLuint program;
GLint positionLocation, modelMatrixLocation, viewMatrixLocation, projectionMatrixLocation;
glm::mat4 modelMatrix, viewMatrix, projectionMatrix;

void Init()
{
	float data[] = {
		-0.2f,-0.2f,-0.6f,1.0f,
		0.2f,-0.2f,-0.6f,1.0f,
		0.0f,0.2f,-0.6f,1.0f
	};
	glGenBuffers(1, &vbo);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 12, data, GL_STATIC_DRAW);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	int fileSize = 0;
	//读取shader代码
	unsigned char* shaderCode = LoadFileContent("Res/test.vs", fileSize);
	GLuint vsShader = CompileShader(GL_VERTEX_SHADER, (char*)shaderCode);
	delete shaderCode;

	shaderCode = LoadFileContent("Res/test.fs", fileSize);
	GLuint fsShader = CompileShader(GL_FRAGMENT_SHADER, (char*)shaderCode);
	delete shaderCode;
	
	program = CreateProgram(vsShader, fsShader);
	glDeleteShader(vsShader);
	glDeleteShader(fsShader);
	//获取shader中的变量
	positionLocation = glGetAttribLocation(program, "position");
	modelMatrixLocation = glGetUniformLocation(program, "ModelMatrix");
	viewMatrixLocation = glGetUniformLocation(program, "ViewMatrix");
	projectionMatrixLocation = glGetUniformLocation(program, "ProjectionMatrix");
}

void SetViewPortSize(float width, float height)
{
	projectionMatrix = glm::perspective(60.0f, width / height, 0.1f, 1000.0f);
}

void Draw()
{
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glUseProgram(program);
	glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, glm::value_ptr(modelMatrix));
	glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, glm::value_ptr(viewMatrix));
	glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, glm::value_ptr(projectionMatrix));
	
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glEnableVertexAttribArray(positionLocation);
	glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
	glDrawArrays(GL_TRIANGLES, 0, 3);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glUseProgram(0);


}

Unitls.h主要是编译shader已经创建程序的功能。

#pragma once
#include "ggl.h"
unsigned char* LoadFileContent(const char* path, int& filesize);

GLuint CompileShader(GLenum shaderType, const char* shaderCode);

GLuint CreateProgram(GLuint vsShader, GLuint fsShader);

Utils.cpp:

#include "Utils.h"

GLuint CompileShader(GLenum shaderType, const char* shaderCode)
{
	GLuint shader = glCreateShader(shaderType);
	glShaderSource(shader, 1, &shaderCode, nullptr);
	glCompileShader(shader);
	GLint compileResult = GL_TRUE;
	glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
	
	if (compileResult==GL_FALSE)
	{
		char szLog[1024] = { 0 };
		GLsizei logLen = 0;
		glGetShaderInfoLog(shader, 1024, &logLen, szLog);
		printf("Complie Shader fail error log: %s \\nshader code: \\n%s\\n", szLog, shaderCode);
		glDeleteShader(shader);
		shader = 0;
	}
	return shader;
}

GLuint CreateProgram(GLuint vsShader, GLuint fsShader)
{
	GLuint program = glCreateProgram();
	glAttachShader(program, vsShader);
	glAttachShader(program, fsShader);
	glLinkProgram(program);
	glDetachShader(program, vsShader);
	glDetachShader(program, fsShader);
	GLint nResult;
	glGetProgramiv(program, GL_LINK_STATUS, &nResult);
	if (nResult == GL_FALSE)
	{
		char log[1024] = { 0 };
		GLsizei writed = 0;
		glGetProgramInfoLog(program, 1024, &writed, log);
		printf("create gpu program fail,link error: %s\\n", log);
		glDeleteProgram(program);
		program = 0;
	}
	return program;
}

最后附上顶点和片元着色器,即test.vs和test.fs:

attribute vec4 position;
uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;

void main()
{
    gl_Position = ProjectionMatrix*ViewMatrix*ModelMatrix*position;
}
#ifdef GL_ES
precision mediump float;
#endif
void main()
{
    gl_FragColor = vec4(1.0,1.0,1.0,1.0);
}

最后来看下效果吧:

今天就写到这里了~

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