由于这里的知识点很细碎又不是很多,所以我边学OpenGl一边把需要用到的GLSL知识写上去。

 

0.概念和初始化:

着色器分为顶点着色器(Vertex Shader)和片元着色器(Fragment Shader),语法类似C++,OpenGL对每一个顶点都执行一次顶点着色器,对所有片元执行片元着色器(片元可以狭隘的理解为像素)。

初始化:

In C++:

GLuint programID = LoadShaders( "TransformVertexShader.vertexshader", "ColorFragmentShader.fragmentshader" );

获得到的是链接的着色器句柄。但是LoadShaders却需要我们自己编写。

GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){

    // Create the shaders
    GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
    GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);

    // Read the Vertex Shader code from the file
    std::string VertexShaderCode;
    std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
    if(VertexShaderStream.is_open()){
        std::stringstream sstr;
        sstr << VertexShaderStream.rdbuf();
        VertexShaderCode = sstr.str();
        VertexShaderStream.close();
    }else{
        printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
        getchar();
        return 0;
    }

    // Read the Fragment Shader code from the file
    std::string FragmentShaderCode;
    std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
    if(FragmentShaderStream.is_open()){
        std::stringstream sstr;
        sstr << FragmentShaderStream.rdbuf();
        FragmentShaderCode = sstr.str();
        FragmentShaderStream.close();
    }

    GLint Result = GL_FALSE;
    int InfoLogLength;


    // Compile Vertex Shader
    printf("Compiling shader : %s\n", vertex_file_path);
    char const * VertexSourcePointer = VertexShaderCode.c_str();
    glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
    glCompileShader(VertexShaderID);

    // Check Vertex Shader
    glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
    glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    if ( InfoLogLength > 0 ){
        std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
        glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
        printf("%s\n", &VertexShaderErrorMessage[0]);
    }



    // Compile Fragment Shader
    printf("Compiling shader : %s\n", fragment_file_path);
    char const * FragmentSourcePointer = FragmentShaderCode.c_str();
    glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
    glCompileShader(FragmentShaderID);

    // Check Fragment Shader
    glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
    glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    if ( InfoLogLength > 0 ){
        std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
        glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
        printf("%s\n", &FragmentShaderErrorMessage[0]);
    }



    // Link the program
    printf("Linking program\n");
    GLuint ProgramID = glCreateProgram();
    glAttachShader(ProgramID, VertexShaderID);
    glAttachShader(ProgramID, FragmentShaderID);
    glLinkProgram(ProgramID);

    // Check the program
    glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
    glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    if ( InfoLogLength > 0 ){
        std::vector<char> ProgramErrorMessage(InfoLogLength+1);
        glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
        printf("%s\n", &ProgramErrorMessage[0]);
    }

    
    glDetachShader(ProgramID, VertexShaderID);
    glDetachShader(ProgramID, FragmentShaderID);
    
    glDeleteShader(VertexShaderID);
    glDeleteShader(FragmentShaderID);

    return ProgramID;
}
LoadShaders

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