C ++ OpenGL渲染两个不同颜色的矩形

时间:2016-07-06 22:07:28

标签: c++ opengl graphics shader

我试图用两种不同的颜色创建两个矩形对象并向相反方向移动。但是,我坚持使用不同的颜色渲染两个矩形(目前它们是相同的颜色)。

这样做的方法是什么?

以下是代码:

#include <stdio.h>
#include <string.h>

#include <math.h>
#include <GL/glew.h>
#include <GL/freeglut.h>

#include "ogldev_util.h"
#include "ogldev_math_3d.h"

GLuint VBO1;
GLuint VBO2;
GLuint gScaleLocation1;
GLuint gScaleLocation2;

const char* pVSFileName = "shader.vs";
const char* pFSFileName = "shader.fs";


static void RenderSceneCB()
{
    glClear(GL_COLOR_BUFFER_BIT);


    static float Scale1 = 0.0f;

    Scale1 += 0.01f;

    glUniform1f(gScaleLocation1, sinf(Scale1));

    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, VBO1);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glDrawArrays(GL_TRIANGLES, 0, 6);

    static float Scale2 = 0.0f;

    Scale2 -= 0.01f;

    glUniform1f(gScaleLocation2, sinf(Scale2));

    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, VBO2);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glDrawArrays(GL_TRIANGLES, 0, 6);

    glDisableVertexAttribArray(0);

    glutSwapBuffers();
}


static void InitializeGlutCallbacks()
{
    glutDisplayFunc(RenderSceneCB);
    glutIdleFunc(RenderSceneCB);
}

static void CreateVertexBuffer()
{
    Vector3f Vertices[6];
    Vertices[0] = Vector3f(1.0f, -0.5f, 0.0f);
    Vertices[1] = Vector3f(1.0f, 0.5f, 0.0f);
    Vertices[2] = Vector3f(3.0f, -0.5f, 0.0f);

    Vertices[3] = Vector3f(1.0f, 0.5f, 0.0f);
    Vertices[4] = Vector3f(3.0f, 0.5f, 0.0f);
    Vertices[5] = Vector3f(3.0f, -0.5f, 0.0f);

    glGenBuffers(1, &VBO1);
    glBindBuffer(GL_ARRAY_BUFFER, VBO1);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);

    Vector3f Vertices2[6];
    Vertices2[0] = Vector3f(-3.0f, -0.5f, 0.0f);
    Vertices2[1] = Vector3f(-3.0f, 0.5f, 0.0f);
    Vertices2[2] = Vector3f(-1.0f, -0.5f, 0.0f);

    Vertices2[3] = Vector3f(-3.0f, 0.5f, 0.0f);
    Vertices2[4] = Vector3f(-1.0f, 0.5f, 0.0f);
    Vertices2[5] = Vector3f(-1.0f, -0.5f, 0.0f);

    glGenBuffers(1, &VBO2);
    glBindBuffer(GL_ARRAY_BUFFER, VBO2);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
}

static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType)
{
    GLuint ShaderObj = glCreateShader(ShaderType);

    if (ShaderObj == 0) {
        fprintf(stderr, "Error creating shader type %d\n", ShaderType);
        exit(1);
    }

    const GLchar* p[1];
    p[0] = pShaderText;
    GLint Lengths[1];
    Lengths[0]= strlen(pShaderText);
    glShaderSource(ShaderObj, 1, p, Lengths);
    glCompileShader(ShaderObj);
    GLint success;
    glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success);
    if (!success) {
        GLchar InfoLog[1024];
        glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog);
        fprintf(stderr, "Error compiling shader type %d: '%s'\n", ShaderType, InfoLog);
        exit(1);
    }

    glAttachShader(ShaderProgram, ShaderObj);
}

static void CompileShaders()
{
    GLuint ShaderProgram = glCreateProgram();

    if (ShaderProgram == 0) {
        fprintf(stderr, "Error creating shader program\n");
        exit(1);
    }

    string vs, fs;

    if (!ReadFile(pVSFileName, vs)) {
        exit(1);
    };

    if (!ReadFile(pFSFileName, fs)) {
        exit(1);
    };

    AddShader(ShaderProgram, vs.c_str(), GL_VERTEX_SHADER);
    AddShader(ShaderProgram, fs.c_str(), GL_FRAGMENT_SHADER);

    GLint Success = 0;
    GLchar ErrorLog[1024] = { 0 };

    glLinkProgram(ShaderProgram);
    glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success);
    if (Success == 0) {
        glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
        fprintf(stderr, "Error linking shader program: '%s'\n", ErrorLog);
        exit(1);
    }

    glValidateProgram(ShaderProgram);
    glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success);
    if (!Success) {
        glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
        fprintf(stderr, "Invalid shader program: '%s'\n", ErrorLog);
        exit(1);
    }

    glUseProgram(ShaderProgram);

    gScaleLocation1 = glGetUniformLocation(ShaderProgram, "gScale");
    assert(gScaleLocation1 != 0xFFFFFFFF);
}


int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA);
    glutInitWindowSize(1024, 768);
    glutInitWindowPosition(100, 100);
    glutCreateWindow("Tutorial 05");

    InitializeGlutCallbacks();

    // Must be done after glut is initialized!
    GLenum res = glewInit();
    if (res != GLEW_OK) {
      fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res));
      return 1;
    }

    printf("GL version: %s\n", glGetString(GL_VERSION));

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    CreateVertexBuffer();

    CompileShaders();

    glutMainLoop();

    return 0;
}

片段着色器

#version 330

out vec4 FragColor;

void main()
{
    FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

1 个答案:

答案 0 :(得分:1)

这取决于。在这种情况下,最简单的方法是在片段着色器中添加uniform vec3 color;gl_FragColor = vec4(color, 1.0);,然后在渲染每个矩形之前通过调用glUniform3f将其初始化为所需的颜色。但是,随着矩形计数增长,您最好创建不仅包含坐标而且还包含颜色的顶点struct。 另外,我强烈推荐这个http://www.opengl-tutorial.org/ opengl教程网站。