最近版本的OpenGL更新以后,所有的固定流水线的功能全部加入到shader里面计算。
兼容模式:最早版本的opengl绘制模式,支持glBegin/glEnd/glVertexPointer/glColorPointer等函数,也支持可编程管线,无显卡要求。
核心模式:现代3D编程模式,较新,不支持glBegin/glEnd/glVertexPointer/glColorPointer等函数,仅支持可编程管线。
兼容模式Shader 和核心模式的Shader不兼容
1.Shader:
//VertexShader:
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#version 330 core
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 vertexPosition_modelspace;
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void main()
{
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gl_Position.xyz = vertexPosition_modelspace;
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}
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//FragmentShader:
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#version 330 core
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// Ouput data
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out vec3 color;
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void main()
{
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// Output color = red
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color = vec3(1,0,0);
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} 2.Shader:
Data can be passed from a vertex shader to a fragment shader, using output variables in the vertex shader and corresponding input variables in the fragment shader//VertexShader:
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#version 330
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layout (location = 0) in vec4 position;
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layout (location = 1) in vec4 color;
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smooth out vec4 theColor;
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void main()
{
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gl_Position=position;
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theColor=color;
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} //FragmentShader:
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#version 330
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smooth in vec4 theColor;
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out vec4 outputColor;
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void main()
{
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outputColor=theColor;
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}
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渲染:
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void myDispaly()
{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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GLuint programID = LoadShaders( "vertpositionColor.vert", "fragmentpc.frag" );
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GLuint vertexbuffer;
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glGenBuffers(1, &vertexbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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glUseProgram(programID);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, (void*)0 );
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void*)48 );
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glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glutSwapBuffers();
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glUseProgram(0);
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glDeleteBuffers(1, &vertexbuffer);
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}
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3.Shader:移动
如果不用内置函数来操作,那么可以用shader来实现,首先要计算出物体移动的x y z坐标,然后通过vertex shader来传递:
//vertex shader
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#version 330 core
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layout (location = 0) in vec4 position;
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uniform vec2 offset;
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void main()
{
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vec4 totaloffset=vec4(offset.x,offset.y,0,0);
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gl_Position=position+totaloffset;
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} uniform变量操作:
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offsetLocation=glGetUniformLocation(programID,"offset"); 1
glUniform2f(offsetLocation,fXOffset,fYOffset); 4.Shader:透视投影
//vertex shader
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#version 330 core
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layout (location = 0) in vec4 position;
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layout (location = 1) in vec4 Color;
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smooth out vec4 theColor;
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uniform vec2 offset;
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uniform float zNear;
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uniform float zFar;
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uniform float frustumScale;
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void main()
{
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vec4 cameraPos=position+vec4(offset.x, offset.y, 0, 0);
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vec4 clipPos;
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clipPos.xy=cameraPos.xy*frustumScale;
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clipPos.z=cameraPos.z*(zNear + zFar)/(zNear - zFar);
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clipPos.z+=2*zNear*zFar/(zNear - zFar);
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clipPos.w = -cameraPos.z;
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gl_Position=clipPos;
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theColor=Color;
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} 5.Shader 透视投影版本1
//vertex shader
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#version 330
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layout(location = 0) in vec4 position;
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layout(location = 1) in vec4 color;
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smooth out vec4 theColor;
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uniform vec2 offset;
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uniform mat4 perspectiveMatrix;
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void main()
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{
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vec4 cameraPos = position + vec4(offset.x, offset.y, 0.0, 0.0);
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gl_Position = perspectiveMatrix * cameraPos;
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theColor = color;
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} 变量传值:
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offsetUniform = glGetUniformLocation(theProgram, "offset");
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perspectiveMatrixUnif = glGetUniformLocation(theProgram, "perspectiveMatrix");
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float fFrustumScale = 1.0f; float fzNear = 0.5f; float fzFar = 3.0f;
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float theMatrix[16];
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memset(theMatrix, 0, sizeof(float) * 16);
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theMatrix[0] = fFrustumScale;
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theMatrix[5] = fFrustumScale;
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theMatrix[10] = (fzFar + fzNear) / (fzNear - fzFar);
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theMatrix[14] = (2 * fzFar * fzNear) / (fzNear - fzFar);
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theMatrix[11] = -1.0f;
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glUseProgram(theProgram);
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glUniformMatrix4fv(perspectiveMatrixUnif, 1, GL_FALSE, theMatrix);
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glUseProgram(0);