使用multi_compile multidir编译Shader的多个版本,怎么弄??

20:22 提问
新人求教,OPENGL的几个简单问题
要求在OPENGL里绘制一个彩色的三角形,颜色可随时间变换。
#include &iostream&
#define GLEW_STATIC
#include &GL/glew.h&
#include &GLFW/glfw3.h&
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// Shaders
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3\n"
"layout (location = 1) in vec3\n"
"out vec3 ourC\n"
"void main()\n"
"gl_Position = vec4(position, 1.0);\n"
"ourColor =\n"
const GLchar* fragmentShaderSource = "#version 330 core\n"
"in vec3 ourC\n"
"out vec4\n"
"void main()\n"
"color = vec4(ourColor, 1.0f);\n"
// The MAIN function, from here we start the application and run the game loop
int main()
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
glewInit();
// Define the viewport dimensions
glViewport(0, 0, WIDTH, HEIGHT);
// Build and compile our shader program
// Vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Check for compile time errors
GLchar 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::
// Fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Check for compile time errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout && "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" && infoLog && std::
// Link shaders
GLuint 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::
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat vertices[] = {
// Positions
0.5f, -0.5f, 0.0f,
1.0f, 0.0f, 0.0f,
// Bottom Right
-0.5f, -0.5f, 0.0f,
0.0f, 1.0f, 0.0f,
// Bottom Left
0.5f, 0.0f,
0.0f, 0.0f, 1.0f
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// Color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindVertexArray(0); // Unbind VAO
// Game loop
while (!glfwWindowShouldClose(window))
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw the triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
以上是彩色三角形的代码,那么要如何实现颜色随时间的变换呢?
按赞数排序
用uniform~~
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