完成画三角形范例,测试完成
This commit is contained in:
parent
d5bfd51a87
commit
fde7e56b13
@ -1,4 +1,5 @@
|
||||
#include<hgl/graph/RenderDevice.h>
|
||||
#include<hgl/graph/RenderDriver.h>
|
||||
#include<hgl/graph/RenderWindow.h>
|
||||
#include<iostream>
|
||||
#include<GLEWCore/glew.h>
|
||||
@ -12,19 +13,9 @@ using namespace hgl::graph;
|
||||
constexpr uint screen_width=1280;
|
||||
constexpr uint screen_height=720;
|
||||
|
||||
Matrix4f ortho_2d_matrix;
|
||||
|
||||
void InitMatrix()
|
||||
{
|
||||
ortho_2d_matrix=ortho2d(screen_width,screen_height, //2D画面宽高
|
||||
true); //使用top为0,bottom为height的方式
|
||||
}
|
||||
|
||||
constexpr char vertex_shader[]=R"(
|
||||
#version 330 core
|
||||
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
in vec2 Vertex;
|
||||
in vec3 Color;
|
||||
|
||||
@ -32,13 +23,9 @@ out vec4 FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 Position;
|
||||
|
||||
FragmentColor=vec4(Color,1.0);
|
||||
|
||||
Position=vec4(Vertex,0.0,1.0);
|
||||
|
||||
gl_Position=Position*ModelViewProjectionMatrix;
|
||||
gl_Position=vec4(Vertex,0.0,1.0);
|
||||
})";
|
||||
|
||||
constexpr char fragment_shader[]=R"(
|
||||
@ -68,33 +55,45 @@ bool InitShader()
|
||||
if(!shader.Use())
|
||||
return(false);
|
||||
|
||||
if(!shader.SetUniformMatrix4fv("ModelViewProjectionMatrix",ortho_2d_matrix))
|
||||
return(false);
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
VB2i *vb_vertex=nullptr;
|
||||
VB2f *vb_vertex=nullptr;
|
||||
VB3f *vb_color=nullptr;
|
||||
VertexArray *va=nullptr;
|
||||
|
||||
constexpr int vertex_data[]={100,100, 200,100, 200,200 };
|
||||
constexpr float vertex_data[]={0.0f,0.5f, -0.5f,-0.5f, 0.5f,-0.5f };
|
||||
constexpr float color_data[]={1,0,0, 0,1,0, 0,0,1 };
|
||||
|
||||
void BindVBO2VAO(const int vao,const int binding_index,const int shader_location,VertexBufferBase *vb)
|
||||
{
|
||||
glVertexArrayAttribBinding(vao,shader_location,binding_index);
|
||||
glVertexArrayAttribFormat(vao,shader_location,vb->GetComponent(),vb->GetDataType(),GL_FALSE,0);
|
||||
glEnableVertexArrayAttrib(vao,shader_location);
|
||||
glVertexArrayVertexBuffer(vao,shader_location,vb->GetBufferIndex(),0,vb->GetStride());
|
||||
}
|
||||
|
||||
void InitVertexBuffer()
|
||||
{
|
||||
vb_vertex=new VB2i(4,vertex_data);
|
||||
vb_vertex=new VB2f(4,vertex_data);
|
||||
vb_color=new VB3f(4,color_data);
|
||||
|
||||
va=new VertexArray(GL_TRIANGLES, //画三角形
|
||||
2); //两个属性
|
||||
|
||||
const int vertex_location=shader.GetAttribLocation("Vertex"); ///<取得顶点流数据输入流对应的shader地址
|
||||
const int color_localtion=shader.GetAttribLocation("Color"); ///<取得颜色流数据输入流对应的shader地址
|
||||
const int color_location=shader.GetAttribLocation("Color"); ///<取得颜色流数据输入流对应的shader地址
|
||||
|
||||
int binding_index=0; //绑定点
|
||||
|
||||
glVertexArrayAttribBinding(va->Get
|
||||
const int vao=va->GetVAO();
|
||||
|
||||
va->SetVertexBuffer(vb_vertex);
|
||||
va->SetColorBuffer(vb_color,HGL_PC_RGB);
|
||||
|
||||
BindVBO2VAO(vao,binding_index,vertex_location,vb_vertex);
|
||||
++binding_index;
|
||||
BindVBO2VAO(vao,binding_index,color_location,vb_color);
|
||||
}
|
||||
|
||||
constexpr GLfloat clear_color[4]=
|
||||
@ -111,6 +110,8 @@ void draw()
|
||||
{
|
||||
glClearBufferfv(GL_COLOR,0,clear_color);
|
||||
glClearBufferfv(GL_DEPTH,0,&clear_depth);
|
||||
|
||||
va->Draw();
|
||||
}
|
||||
|
||||
int main(void)
|
||||
@ -139,7 +140,8 @@ int main(void)
|
||||
|
||||
win->MakeToCurrent(); //切换当前窗口到前台
|
||||
|
||||
InitMatrix();
|
||||
InitOpenGLDebug(); //初始化OpenGL调试输出
|
||||
|
||||
if(!InitShader())
|
||||
{
|
||||
std::cerr<<"init shader failed."<<std::endl;
|
||||
|
@ -23,6 +23,8 @@ namespace hgl
|
||||
virtual void ClearColorBuffer()=0;
|
||||
virtual void ClearDepthBuffer()=0;
|
||||
};//class RenderDriver
|
||||
|
||||
void InitOpenGLDebug();
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
#endif//HGL_RENDER_DRIVER_INCLUDE
|
||||
|
@ -21,8 +21,6 @@ namespace hgl
|
||||
|
||||
ObjectList<VertexBufferBase> vertex_buffer_list; ///<顶点数据缓冲区
|
||||
|
||||
int *shader_location;
|
||||
|
||||
int vertex_compoment; ///<顶点属性格式
|
||||
PixelCompoment color_compoment; ///<颜色属性格式
|
||||
|
||||
@ -37,7 +35,8 @@ namespace hgl
|
||||
|
||||
static int GetMaxVertexAttrib();
|
||||
|
||||
uint GetPrimitive ()const{return primitive;} ///<取得要绘制的图元类型
|
||||
const uint GetPrimitive ()const{return primitive;} ///<取得要绘制的图元类型
|
||||
const GLuint GetVAO ()const{return vao;} ///<取得VAO对象
|
||||
|
||||
public: //通用顶点缓冲区设置
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
#include<hgl/graph/Shader.h>
|
||||
//#include<hgl/LogInfo.h>
|
||||
#include<hgl/LogInfo.h>
|
||||
#include<hgl/type/Smart.h>
|
||||
#include<malloc.h>
|
||||
#include<GLEWCore/glew.h>
|
||||
@ -65,11 +65,11 @@ namespace hgl
|
||||
|
||||
glGetShaderInfoLog(shader,log_length,&char_writen,log);
|
||||
|
||||
// LOG_HINT(UTF8String(name)+U8_TEXT(" shader compile error\n\n")+ UTF8String(log));
|
||||
LOG_HINT(UTF8String(name)+U8_TEXT(" shader compile error\n\n")+ UTF8String(log));
|
||||
|
||||
delete[] log;
|
||||
|
||||
//LOG_ERROR(shader_source);
|
||||
LOG_ERROR(shader_source);
|
||||
|
||||
glDeleteShader(shader);
|
||||
|
||||
@ -148,7 +148,7 @@ namespace hgl
|
||||
|
||||
glGetProgramInfoLog(program,log_length,&char_written,log);
|
||||
|
||||
// LOG_ERROR(u8"Shader program link error\n\n"+UTF8String(log));
|
||||
LOG_ERROR(u8"Shader program link error\n\n"+UTF8String(log));
|
||||
|
||||
delete[] log;
|
||||
|
||||
@ -175,7 +175,7 @@ namespace hgl
|
||||
{
|
||||
if(!program)
|
||||
{
|
||||
// LOG_ERROR(u8"GetAttribLocation("+UTF8String(name)+u8"),program=0");
|
||||
LOG_ERROR(u8"GetAttribLocation("+UTF8String(name)+u8"),program=0");
|
||||
return(-1);
|
||||
}
|
||||
|
||||
@ -212,7 +212,7 @@ namespace hgl
|
||||
{
|
||||
if(!program)
|
||||
{
|
||||
// LOG_ERROR(u8"GetUniformLocation("+UTF8String(name)+u8"),program=0");
|
||||
LOG_ERROR(u8"GetUniformLocation("+UTF8String(name)+u8"),program=0");
|
||||
return(-1);
|
||||
}
|
||||
|
||||
@ -222,7 +222,7 @@ namespace hgl
|
||||
{
|
||||
const int gl_error=glGetError();
|
||||
|
||||
// LOG_ERROR(u8"GetUniformLocation("+UTF8String(name)+u8"),program="+UTF8String(program)+u8",result=-1,gl_error="+UTF8String(gl_error));
|
||||
LOG_ERROR(u8"GetUniformLocation("+UTF8String(name)+u8"),program="+UTF8String(program)+u8",result=-1,gl_error="+UTF8String(gl_error));
|
||||
}
|
||||
|
||||
return(result);
|
||||
@ -230,13 +230,13 @@ namespace hgl
|
||||
|
||||
#define HGL_GLSL_CHECK_PROGRAM_AND_LOCATION(func) if(!program) \
|
||||
{ \
|
||||
/*LOG_ERROR(u8"Shader::SetUniform" #func ",program=0"); */\
|
||||
LOG_ERROR(u8"Shader::SetUniform" #func ",program=0"); \
|
||||
return(false); \
|
||||
} \
|
||||
\
|
||||
if(location<0) \
|
||||
{ \
|
||||
/*LOG_ERROR(u8"Shader::SetUniform" #func ",location="+UTF8String(location));*/ \
|
||||
LOG_ERROR(u8"Shader::SetUniform" #func ",location="+UTF8String(location)); \
|
||||
return(false); \
|
||||
}
|
||||
|
||||
@ -287,13 +287,13 @@ namespace hgl
|
||||
\
|
||||
if(location<0) \
|
||||
{ \
|
||||
/*LOG_ERROR(u8"Shader::SetUniform" #func ",location="+UTF8String(location));*/ \
|
||||
LOG_ERROR(u8"Shader::SetUniform" #func ",location="+UTF8String(location)); \
|
||||
return(false); \
|
||||
} \
|
||||
\
|
||||
if(!value) \
|
||||
{ \
|
||||
/*LOG_ERROR(u8"Shader::SetUniform" #func ",value=nullptr");*/ \
|
||||
LOG_ERROR(u8"Shader::SetUniform" #func ",value=nullptr"); \
|
||||
return(false); \
|
||||
} \
|
||||
\
|
||||
@ -322,19 +322,19 @@ namespace hgl
|
||||
{ \
|
||||
if(!program) \
|
||||
{ \
|
||||
/*LOG_ERROR(u8"Shader::SetUniformMatrix" #func ",program=0"); */ \
|
||||
LOG_ERROR(u8"Shader::SetUniformMatrix" #func ",program=0"); \
|
||||
return(false); \
|
||||
} \
|
||||
\
|
||||
if(location<0) \
|
||||
{ \
|
||||
/*LOG_ERROR(u8"Shader::SetUniformMatrix" #func ",location="+UTF8String(location)); */ \
|
||||
LOG_ERROR(u8"Shader::SetUniformMatrix" #func ",location="+UTF8String(location)); \
|
||||
return(false); \
|
||||
} \
|
||||
\
|
||||
if(!mat) \
|
||||
{ \
|
||||
/*LOG_ERROR(u8"Shader::SetUniformMatrix" #func ",mat=nullptr"); */ \
|
||||
LOG_ERROR(u8"Shader::SetUniformMatrix" #func ",mat=nullptr"); \
|
||||
return(false); \
|
||||
} \
|
||||
\
|
||||
|
@ -33,12 +33,10 @@ namespace hgl
|
||||
element_buffer=nullptr;
|
||||
|
||||
glCreateVertexArrays(1,&vao);
|
||||
shader_location=new int[max_vertex_attrib];
|
||||
}
|
||||
|
||||
VertexArray::~VertexArray()
|
||||
{
|
||||
delete[] shader_location;
|
||||
glDeleteVertexArrays(1,&vao);
|
||||
}
|
||||
|
||||
@ -107,6 +105,8 @@ namespace hgl
|
||||
|
||||
bool VertexArray::Draw()
|
||||
{
|
||||
glBindVertexArray(vao);
|
||||
|
||||
if(element_buffer)
|
||||
glDrawElements(primitive,element_buffer->GetCount(),element_buffer->GetDataType(),nullptr);
|
||||
else
|
||||
|
Loading…
x
Reference in New Issue
Block a user