OpenGL渲染管道,Shader,VAO&VBO&EBO
阅读原文时间:2021年09月22日阅读:1

OpenGL渲染管线

(也就是)OpenGL渲染一帧图形的流程

  • 以下列举最简单的,渲染一个三角形的流程,你可以将它视为 精简版OpenGL渲染管线

      更复杂的流程也仅仅就是:在此基础上的各个流程中 添加额外的内容,而这些会在后续补充。

  • * CPU将三角形的  [点坐标,及其索引信息]  传入GPU显存

  • * CPU调用 gl函数编译链接挂载 shader

  • * * shader是使用  类C语言: glsl 编写的程序

  • * * GPU会执行shader中的内容,并根据shader程序进行绘图。

  • * * GPU会   汇总shader提供的数据&CPU提供的数据,并根据他们进行绘图。

  • * CPU调用 gl函数激活 GPU执行shader并绘制图

  • * 以下是相关代码:

    // build and compile our shader program
    // ------------------------------------
    // vertex shader
    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    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;
    }
    // fragment shader
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
    glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
    std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders
    unsigned int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // check for linking errors
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
    glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
    std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    // -----------------------------以上:Shader编译,编译检查,链接,链接检查-----------------------------

// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
//三角形顶点,及其索引信息:
  float vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
//向GPU传入相关数据
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);

glBindBuffer(GL\_ARRAY\_BUFFER, VBO);  
glBufferData(GL\_ARRAY\_BUFFER, sizeof(vertices), vertices, GL\_STATIC\_DRAW);

glBindBuffer(GL\_ELEMENT\_ARRAY\_BUFFER, EBO);  
glBufferData(GL\_ELEMENT\_ARRAY\_BUFFER, sizeof(indices), indices, GL\_STATIC\_DRAW);  

   glBindVertexArray(VAOID)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);

// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind  
glBindBuffer(GL\_ARRAY\_BUFFER, 0); 

// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.  
//glBindBuffer(GL\_ELEMENT\_ARRAY\_BUFFER, 0);

// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other  
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.  
glBindVertexArray(0);   

   while (!glfwWindowShouldClose(window)) {
   // input
   // -----
     processInput(window);
  
   // render
// ------
     glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
     glClear(GL_COLOR_BUFFER_BIT);
  
   // draw our first triangle
     glUseProgram(shaderProgram);
     glBindVertexArray(VAO);

   // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
     glDrawArrays(GL_TRIANGLES, 0, 6);
     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

   // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
   // -------------------------------------------------------------------------------
     glfwSwapBuffers(window);
     glfwPollEvents();
  }
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
  glDeleteVertexArrays(1, &VAO);
  glDeleteBuffers(1, &VBO);
  glDeleteBuffers(1, &EBO);
  glDeleteProgram(shaderProgram);

VAO&VBO&EBO

    1. VBO:一个抽象对象,OpenGL没有固定它的实现,

     因此你不必了解它的实现,你只需知道VBO是  OpenGL用来管理  来自CPU数据的 一种工具:

unsigned int VBOID, VAOID, EBOID;  
//申请三个整形值,用以存放 申请的VBO,VAB,EBO的 ID    

glGenBuffers(1, &VBOID);  
glGenVertexArrays(1, &VAOID);  
glGenBuffers(1, &EBOID);  
//向OpenGL申请: 1\*VBO, 1\*VAO, 1\*EBO  并将其ID传入各自的 地址  

  //[此地址可以是连续数组空间的首地址,也可以是单一的一个数据]

glBindVertexArray(VAOID)  
//将  
glBindBuffer(GL\_ARRAY\_BUFFER, VBOID);  
//将VBOID指向的VBO 与flag:GL\_ARRAY\_BUFFER绑定。

    2.