Uniform是一种从CPU中的应用向GPU中的着色器发送数据的方式,但uniform和顶点属性有些不同。首先,uniform是全局的(Global)。全局意味着uniform变量必须在每个着色器程序对象中都是独一无二的,而且它可以被着色器程序的任意着色器在任意阶段访问。第二,无论你把uniform值设置成什么,uniform会一直保存它们的数据,直到它们被重置或更新。
使用Uniform修改颜色
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;"
"uniform vec4 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = ourColor;\n"
"}\n\0";
const char *fragmentShaderSource2 = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(0.98f, 0.625f, 0.12f, 1.0f);\n"
"}\n\0";
int main()
{
// 初始化配置
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "windown", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);//设置上下文
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 创建着色器 Progroam
// ------------------------------------
// 顶点着色器
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 第一个片元着色器
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//第二个片元着色器
int fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader2, 1, &fragmentShaderSource2, NULL);
glCompileShader(fragmentShader2);
glGetShaderiv(fragmentShader2, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader2, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 创建第一个着色器程序
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 检查连接
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// 创建第二个着色器程序
int shaderProgram2 = glCreateProgram();
glAttachShader(shaderProgram2, vertexShader);
glAttachShader(shaderProgram2, fragmentShader2);
glLinkProgram(shaderProgram2);
// 检查连接
glGetProgramiv(shaderProgram2, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram2, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteShader(fragmentShader2);
float firstTriangle[] =
{
//第一个三角形
-0.9f, -0.5f, 0.0f, // 左
-0.0f, -0.5f, 0.0f, // 右
-0.45f, 0.5f, 0.0f, // 上
};
float secondTriangle[] =
{
// 第二个三角形
0.0f, -0.5f, 0.0f, // 左
0.9f, -0.5f, 0.0f, // 右
0.45f, 0.5f, 0.0f // 上
};
unsigned int VBOs[2], VAOs[2];
glGenVertexArrays(2, VAOs);//生成VAO对象
glGenBuffers(2, VBOs);//生成VBO对象
glBindVertexArray(VAOs[0]);//绑定VAO对象
glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);//设置顶点属性指针
glEnableVertexAttribArray(0);
//把用户定义的数据复制到当前绑定缓冲的函数。
//它的第一个参数是目标缓冲的类型:顶点缓冲对象当前绑定到GL_ARRAY_BUFFER目标上。
//第二个参数指定传输数据的大小(以字节为单位);用一个简单的sizeof计算出顶点数据大小就行。
//第三个参数是我们希望发送的实际数据。
glBindVertexArray(VAOs[1]);//绑定VAO对象
glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
float timeValue = glfwGetTime();
float greenValue = sin(timeValue) / 2.0f + 0.5f;
int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
glBindVertexArray(VAOs[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(shaderProgram2);
glBindVertexArray(VAOs[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(2, VAOs);
glDeleteBuffers(2, VBOs);
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);
}