我最近写了一个程序,用3个不同的RGB值画一个三角形,我想在同一个程序中用另一个单独的VAO做同样的事情,但是我想要这个由5个三角形组成的三角形。这是我的main.cpp:
void framebuffer_size_callback(GFLWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// Shaders
const char *vertexShaderSource =
"#version 410\n"
"in vec3 vp;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(aPos, 1.0);\n"
"}\0";
const char *fragmentShader1Source =
"#version 410\n"
"out vec4 FragColor;\n"
"in vec3 myColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(myColor, 1.0f);\n"
"}\n\0";
int main ()
{
// start GL context and O/S window using the GLFW helper library
if (!glfwInit ())
{
fprintf (stderr, "ERROR: could not start GLFW3\n");
return 1;
}
// uncomment these lines if on Apple OS X
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "LearnOpenGL", NULL, NULL);
if (!window)
{
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit();
// get version info
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* version = glGetString(GL_VERSION);
printf("Renderer: %s\n", renderer);
printf("OpenGL version supported %s\n", version);
glEnable(GL_DEPTH_TEST); // enable depth-testing
glDepthFunc(GL_LESS);
/* OTHER STUFF GOES HERE */
// Draw a single triangle VBO
float points[] = {
// positions // colors
0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f 0.0f, 1.0f
};
GLuint VBO = 0;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
// Generate a VAO.
GLuint VAO = 0;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
// Compile a Vertex Shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Compile a fragment shader.
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Compile shaders into a executable shader program.
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, fragmentShader);
glAttachShader(shaderProgram, vertexShader);
glLinkProgram(shaderProgram);
// Drawing the triangles aka render loop
while (!glfwWindowShouldClose(window))
{
processInput(window);
// wipe the drawing surface clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw Triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Draw Triangle Fan; unfinished
// swap buffers and poll IO events
glfwPollEvents();
glfwSwapBuffers(window);
}
// close GL context and any other GLFW resources
glfwTerminate();
return 0;
}我只是简单地创建另一个浮动“点”矩阵,就像我第一次使用VBO或其他什么?下面的教程对这个部分并不十分清楚。
另外,我在我的Mac上使用Xcode,我和我为我的片段和顶点着色器创建了单独的.cpp文件。我应该把这些文件换成头文件吗?
发布于 2020-04-28 05:59:14
您必须为颜色(aColor)指定一个输入属性,并将颜色属性从顶点着色器传递到片段着色器(myColor)。使用布局限定符指定属性索引。
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
out vec3 myColor;
void main()
{
myColor = aColor;
gl_Position = vec4(aPos, 1.0);
}#version 330 core
out vec4 FragColor;
in vec3 myColor;
void main()
{
FragColor = vec4(myColor, 1.0f);
}注意,您的当前顶点着色器没有编译。检查glGetShaderiv和参数GL_COMPILE_STATUS是否成功编译着色器,以及glGetProgramiv和参数GL_LINK_STATUS是否可以检查程序的链接是否成功。有关一些代码片段,请参见OpenGL忽略四角体并使它们成为三角形的答案。
你的顶点是包含6个成分(x,y,z,r,g,b)的元组:
浮动points[] ={ //位置/颜色0.0f,0.5f,0.0f,1.0f,0.0f,0.0f,0.5f,-0.5f,0.0f,0.0f,1.0f,0.0f,-0.5f,-0.5f,0.0f,0.0f0.0f,1.0f };
使用glVertexAttribPointer指定两个顶点属性。步长和偏移量必须以字节为单位指定。步幅是6 * sizeof(float)。顶点坐标的偏移量为0,颜色属性的偏移量为3 * sizeof(float)。例如:
GLuint VBO = 0;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
// Generate a VAO.
GLuint VAO = 0;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), NULL);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));如果您想要绘制更复杂的网格,则必须扩展vertes数组。只需为下一个三角形向points数组再添加3个顶点和颜色即可。或者,您可以使用不同的原语类型,如GL_TRIANGLE_STRIP或GL_TRIANGLE_FAN。请参阅三角形原语
示例代码:
#include <iostream>
#include <vector>
// Shaders
const char *vertexShaderSource = R"(#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
out vec3 myColor;
void main()
{
myColor = aColor;
gl_Position = vec4(aPos, 1.0);
}
)";
const char *fragmentShaderSource = R"(#version 330 core
out vec4 FragColor;
in vec3 myColor;
void main()
{
FragColor = vec4(myColor, 1.0f);
}
)";
bool CompileStatus( GLuint shader );
bool LinkStatus( GLuint program );
float radians( float deg ) { return deg * 3.141529 / 180.0; }
int main ()
{
// start GL context and O/S window using the GLFW helper library
if (!glfwInit())
{
fprintf (stderr, "ERROR: could not start GLFW3\n");
return 1;
}
// uncomment these lines if on Apple OS X
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "LearnOpenGL", NULL, NULL);
if (!window)
{
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit();
// get version info
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* version = glGetString(GL_VERSION);
printf("Renderer: %s\n", renderer);
printf("OpenGL version supported %s\n", version);
glEnable(GL_DEPTH_TEST); // enable depth-testing
glDepthFunc(GL_LESS);
/* OTHER STUFF GOES HERE */
// Draw a single triangle VBO
float points[] = {
// positions // colors
0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f * cos(radians(72)), 0.5f * sin(radians(72)), 0.0f, 0.0f, 0.0f, 1.0f,
0.5f * cos(radians(144)), 0.5f * sin(radians(144)), 0.0f, 1.0f, 1.0f, 0.0f,
0.5f * cos(radians(216)), 0.5f * sin(radians(216)), 0.0f, 0.0f, 1.0f, 1.0f,
0.5f * cos(radians(288)), 0.5f * sin(radians(288)), 0.0f, 1.0f, 0.0f, 1.0f,
0.5, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f
};
GLuint VBO = 0;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
// Generate a VAO.
GLuint VAO = 0;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), NULL);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
// Compile a Vertex Shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
CompileStatus( vertexShader );
// Compile a fragment shader.
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
CompileStatus( fragmentShader );
// Compile shaders into a executable shader program.
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, fragmentShader);
glAttachShader(shaderProgram, vertexShader);
glLinkProgram(shaderProgram);
LinkStatus( shaderProgram );
// Drawing the triangles aka render loop
while (!glfwWindowShouldClose(window))
{
//processInput(window);
// wipe the drawing surface clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw Triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLE_FAN, 0, 7);
// Draw Triangle Fan; unfinished
// swap buffers and poll IO events
glfwPollEvents();
glfwSwapBuffers(window);
}
// close GL context and any other GLFW resources
glfwTerminate();
return 0;
}
bool CompileStatus( GLuint shader )
{
GLint status = GL_TRUE;
glGetShaderiv( shader, GL_COMPILE_STATUS, &status );
if (status == GL_FALSE)
{
GLint logLen;
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logLen );
std::vector< char >log( logLen );
GLsizei written;
glGetShaderInfoLog( shader, logLen, &written, log.data() );
std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
return status != GL_FALSE;
}
bool LinkStatus( GLuint program )
{
GLint status = GL_TRUE;
glGetProgramiv( program, GL_LINK_STATUS, &status );
if (status == GL_FALSE)
{
GLint logLen;
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logLen );
std::vector< char >log( logLen );
GLsizei written;
glGetProgramInfoLog( program, logLen, &written, log.data() );
std::cout << "link error:" << std::endl << log.data() << std::endl;
}
return status != GL_FALSE;
}发布于 2020-04-28 06:00:57
要做到这一点,可以添加另一个包含新点的浮点数组,并创建另一个VAO和VBO。由于您想要一个三角扇形(基于代码中的注释),而不是5个单独的三角形,您可以这样做:
float points_5_triangles[] = {
// positions // colors
// Original triangle
x1, y1, z1, r1, g1, b1, // point 1
x2, y2, z2, r2, g2, b2, // point 2
x3, y3, z3, r3, g3, b3, // point 3
// Another triangle made from point 1, 3 and 4
x4, y4, z4, r4, g4, b4,
// Another triangle made from point 1, 4 and 5
x5, y5, z5, r5, g5, b5,
// Another triangle made from point 1, 5 and 6
x6, y6, z6, r6, g6, b6,
// Another triangle made from point 1, 6 and 7
x7, y7, z7, r7, g7, b7,
};
GLuint VBO_5_triangles = 0;
glGenBuffers(1, &VBO_5_triangles);
glBindBuffer(GL_ARRAY_BUFFER, VBO_5_triangles);
glBufferData(GL_ARRAY_BUFFER, sizeof(points_5_triangles), points_5_triangles, GL_STATIC_DRAW);
// Generate another VAO.
GLuint VAO_5_triangles = 0;
glGenVertexArrays(1, &VAO_5_triangles);
glBindVertexArray(VAO_5_triangles);
glBindBuffer(GL_ARRAY_BUFFER, VBO_5_triangles);
glBufferData(GL_ARRAY_BUFFER, sizeof(points_5_triangles), points_5_triangles, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);现在,当绘制两个对象时,首先绑定目标VAO,然后呈现,然后继续到下一个对象:
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(VAO_5_triangles);
glDrawArrays(GL_TRIANGLE_FAN, 0, 7);有关如何绘制三角形扇形的更多信息,请参见三角形原语。
https://stackoverflow.com/questions/61472469
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