QT_OPENGL-------- 4.可编程管线绘制三角形

一、环境:qt下qmake编译
首先在qt .pro文件中添加glew和glfw的链接
LIBS+= -L/usr/lib64 -lGLEW
LIBS +=-L/usr/local/lib -lglfw3 -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lGL -lpthread -ldl
二、用可编程管线实现画三角形分为三步
1.创建vertexshader和fragramshader作为gpu program,
2.创建vertexdata上传数据到gpu
3.调用显卡程序渲染vertexdata,也就是画三角形
三、具体实现
main.cpp
#include<GL/glew.h>
#include <GLFW/glfw3.h>
#include<stdio.h>
#include<glm/glm.hpp>
#include<glm/ext.hpp>

GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
struct Vertex
{
    float pos[3];
    float color[4];

};

char *LoadFileContent(const char*path)
{
    FILE*pFile = fopen(path, "rb");
    if (pFile)
    {
        fseek(pFile, 0, SEEK_END);
        int nLen = ftell(pFile);
        char*buffer = new char[nLen+1];
        rewind(pFile);
        fread(buffer, nLen, 1, pFile);
        buffer[nLen]='\0';
        fclose(pFile);
        return buffer;
    }
    fclose(pFile);
    return nullptr;
}
GLint CreateGPUProgram(const char*vsShaderPath,const char*fsShaderPath)
{
    GLuint vsShader=glCreateShader(GL_VERTEX_SHADER);
    GLuint fsShader=glCreateShader(GL_FRAGMENT_SHADER);
    const char*vsCode=LoadFileContent(vsShaderPath);
    const char*fsCode=LoadFileContent(fsShaderPath);
    glShaderSource(vsShader,1,&vsCode,nullptr);
    glShaderSource(fsShader,1,&fsCode,nullptr);
    glCompileShader(vsShader);
    glCompileShader(fsShader);
    GLuint program=glCreateProgram();
    glAttachShader(program,vsShader);
    glAttachShader(program,fsShader);
    glLinkProgram(program);
    glDetachShader(program,vsShader);
    glDetachShader(program,fsShader);
    glDeleteShader(vsShader);
    glDeleteShader(fsShader);
    return program;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}
int main(void)
{
    GLFWwindow* window;


    if (!glfwInit())
        return -1;

    window = glfwCreateWindow(480, 320, "Hello World", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glewExperimental = GL_TRUE;
    // 还需要注册这个函数,告诉GLFW我们希望每当窗口调整大小的时候调用这个函数。
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    glewInit();//初始化glew可以使用高级opengl接口函数
    GLuint program=CreateGPUProgram("/home/jun/OpenGL/FirstTriangle/sample.vs","/home/jun/OpenGL/FirstTriangle/sample.fs");
    //在创建程序之后取得每一个变量的位置
    GLint posLocation,colorLocation,MLocation,PLocation,VLocation;//分别代表sample.vs文件中pos,color,M,P,V的位置
    //获取变量的值
    posLocation=glGetAttribLocation(program,"pos");//第一个参数是你的程序是什么,第二个参数是要获取的sample.vs变量名
    colorLocation=glGetAttribLocation(program,"color");
    MLocation=glGetUniformLocation(program,"M");
     PLocation=glGetUniformLocation(program,"P");
      VLocation=glGetUniformLocation(program,"V");
    //创建vertex data (顶点数据)
    Vertex vertex[3];
    vertex[0].pos[0] = 0;
        vertex[0].pos[1] = 0;
        vertex[0].pos[2] = -100.0f;
        vertex[0].color[0] = 1.0f;
        vertex[0].color[1] = 1.0f;
        vertex[0].color[2] = 1.0f;
        vertex[0].color[3] = 1.0f;

        vertex[1].pos[0] = 10;
        vertex[1].pos[1] = 0;
        vertex[1].pos[2] = -100.0f;
        vertex[1].color[0] = 1.0f;
        vertex[1].color[1] = 1.0f;
        vertex[1].color[2] = 1.0f;
        vertex[1].color[3] = 1.0f;

        vertex[2].pos[0] = 0;
        vertex[2].pos[1] = 10;
        vertex[2].pos[2] = -100.0f;
        vertex[2].color[0] = 1.0f;
        vertex[2].color[1] = 1.0f;
        vertex[2].color[2] = 1.0f;
        vertex[2].color[3] = 1.0f;

    GLuint vbo;//vertex buffer
    //object创建并绑定VBO对象
    glGenBuffers(1,&vbo);//需要声明一个vbo对象
    glBindBuffer(GL_ARRAY_BUFFER,vbo);//设置为当前操作的对象
    // 分配空间 传送数据
    glBufferData(GL_ARRAY_BUFFER,sizeof(vertex)*3,vertex,GL_STATIC_DRAW);//将内存中的数据传入显卡buffer数据包含三个顶点和4个color
    // 解除绑定
    glBindBuffer(GL_ARRAY_BUFFER,0);
    //创建一个单位矩阵
    float identity[]=
    {
        1,0,0,0,
        0,1,0,0,
        0,0,1,0,
        0,0,0,1


    };
   //创建一个投影矩阵
   glm::mat4 projection=glm::perspective(45.0f,800.0f/600.0f,0.1f,1000.0f);


   glEnable(GL_DEPTH_TEST);
   glEnable(GL_CULL_FACE);

    while (!glfwWindowShouldClose(window))
    {
        GLfloat currentFrame = (GLfloat)glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
        glfwPollEvents();

        glClearColor(1.0f, 0.04f, 0.14f, 1.0f);

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        //调用显卡程序渲染数据
        glUseProgram(program);//创建一个程序,调用渲染程序
        // 在上面已经获取到了posLocation,colorLocation,MLocation,PLocation,VLocation在gpu中地址的值,这里就可以把定义的三角形的顶点的值付给地址了
        glUniformMatrix4fv(MLocation,1,GL_FALSE,identity);//第一个参数传地址,第二份是size,第三个是否转置,第四个参数是要传的数据,这里传单位矩阵
        glUniformMatrix4fv(VLocation,1,GL_FALSE,identity);//视图矩阵
        glUniformMatrix4fv(PLocation,1,GL_FALSE,glm::value_ptr(projection));//投影矩阵

       //给pos 和color传值
        glBindBuffer(GL_ARRAY_BUFFER,vbo);
        glEnableVertexAttribArray(posLocation);
        //指定显卡中vbo数据分别对应的是sample中的pos和color
        glVertexAttribPointer(posLocation,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),nullptr);//第一个参数传位置,第二个数量,第三变量类型,第四个是否归一化,第五个间隔多少,第六感是数据开始的地方
        //color
        glEnableVertexAttribArray(colorLocation);
        glVertexAttribPointer(colorLocation,4,GL_FLOAT,GL_FALSE,sizeof(Vertex),(const GLvoid*)(3*sizeof(float)));
        //画图
        glDrawArrays(GL_TRIANGLES,0,3);//起始位置是0,画3个点
        glBindBuffer(GL_ARRAY_BUFFER,0);

        glUseProgram(0);//结束时重置
        glfwSwapBuffers(window);


    }

    glfwTerminate();
    return 0;
}

sample.vs

attribute vec3 pos;
attribute vec4 color;

uniform mat4 M;
uniform mat4 V;
uniform mat4 P;

varying vec4 V_Color;

void main()
{
    V_Color=color;
    gl_Position=P*V*M*vec4(pos,1.0);
}

sample.fs

varying vec4 V_Color;

void main()
{
    gl_FragColor=V_Color;
}

四、结果展示


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转载自www.cnblogs.com/fuhang/p/10032280.html