- 1.渲染管线了解
- 2.绘制过程
- 3.顶点缓冲对象
- 4.索引缓冲对象
- 5.代码展示
- 6.运行结果
- 7.练习(矩形绘制)
- 8.关于7的异常解决
【Unity Shader 入门精要学习笔记】—— 01.渲染管线
2.绘制过程(1)数据的输入与管理
①顶点输入(涉及3D到2D坐标变换)
②顶点缓冲对象的创建与类型绑定
③顶点数据的复制(复制到创建的缓冲中)
(2)对数据的处理(顶点着色器、片元着色器)
顶点着色器
①GLSL源码编写
②顶点着色器对象的创建与源码附着
③编译检测
片元着色器过程类似
(3)着色器程序编写
①创建着色器程序对象
②添加并链接各个着色器对象
③编译检测
④着色器程序对象激活
⑤删除着色器对象
(4)顶点属性链接
3.顶点缓冲对象4.索引缓冲对象顶点数组对象(Vertex Array Object, VAO)可以像顶点缓冲对象那样被绑定,任何随后的顶点属性调用都会储存在这个VAO中。这样的好处就是,当配置顶点属性指针时,你只需要将那些调用执行一次,之后再绘制物体的时候只需要绑定相应的VAO就行了。这使在不同顶点数据和属性配置之间切换变得非常简单,只需要绑定不同的VAO就行了。刚刚设置的所有状态都将存储在VAO中
原文链接
5.代码展示#include6.运行结果 7.练习(矩形绘制)#include #include //三角形绘制 //Callback Function:窗口大小被调整时调用 void framebuffer_size_callback(GLFWwindow* window, int width, int height); //输入判定,用于窗口绘制,输入ESC后退出窗口绘制 void processInput(GLFWwindow* window); //settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; //GLSL(OpenGL Shader Language) const char* vertexShaderSource = "#version 330 coren" //OpenGL版本与模式设置 "layout (location = 0) in vec3 aPos;n" //定义顶点属性的位置值 "void main()n" "{n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);n" //点位置设置,没有进行点的变换 "} "; const char* fragmentShaderSource = "#version 330 coren" "out vec4 FragColor;n" "void main()n" "{n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);n" "}n "; int main() { // glfw:initialize and configure glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // glfw:window creation GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL02", NULL, NULL); if (window == NULL) { std::cout << "Failed to created GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); //注册callback函数 glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad: load all OpenGL function pointers if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } //shader program // ---------------------------- //vertex shader unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);//顶点着色器对象创建 glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);//GLSL设置 glCompileShader(vertexShader);// //编译检测 int success; char infolog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);//success存储编译结果 if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infolog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILEDn" << infolog << std::endl; } // fragment shader unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); //编译检测 glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infolog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILEDn" << infolog << std::endl; } //着色器链接 unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); //编译检测 glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infolog); std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILEDn" << infolog << std::endl; } //delete shader glDeleteShader(vertexShader); glDeleteShader(fragmentShader); //顶点属性链接 float vertices[] = { -0.5f, -0.5f, 0.0f, // left 0.5f, -0.5f, 0.0f, // right 0.0f, 0.5f, 0.0f // top }; unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); //绑定顶点数组对象 glBindVertexArray(VAO); //绑定顶点缓冲对象 glBindBuffer(GL_ARRAY_BUFFER, VBO); //顶点数据的复制,第三个参数有三个可选 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //解析顶点数据 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); //启用顶点属性 glEnableVertexAttribArray(0); //这两句没懂,参数似乎是指定顶点数组的起始索引 glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // render loop while (!glfwWindowShouldClose(window)) { //input processInput(window); //渲染指令 //..... glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); //绘制三角形 glUseProgram(shaderProgram); glBindVertexArray(VAO); //glDrawArrays()使用当前激活的着色器,之前定义的顶点属性配置,和VBO的顶点数据(通过VAO间接绑定)来绘制图元。 glDrawArrays(GL_TRIANGLES, 0, 3); //交换颜色缓冲 用于绘制 glfwSwapBuffers(window); //检查是否触发事件,并调用对应回调函数 glfwPollEvents(); } //Delete glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteProgram(shaderProgram); //release resource glfwTerminate(); return 0; } // void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } // void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }
(1)绘制两个三角形,在LearnOpenGL02的基础上,增加一组顶点,并且设置其使用的VAO、VBO,和之前一样传入数据后,在render loop绘制三角形
运行结果:
但是结束绘制窗口后报了异常:Run-Time Check Failure #2 - Stack around the variable ‘VAO2’ was corrupted. 堆栈损坏(寄,搞不懂,似乎是只能用索引做),这里放一个可能的解决方案
不需要多个VBO、VAO,只需要在顶点属性数组里面增加第二个三角形的坐标,在绘制的时候增加绘制的点数即可



