【OpenGL】分形Julia集 現代OpenGL C++ GLSL實現(六)

參考文章: https://learnopengl-cn.readthedocs.io/zh/latest/


現有問題:

問題1: GLSL現階段貌似只有float類型,貌似4.0有更高的精度,這會導致放大一些後就出現模糊的情況。
問題2: 按鍵我暫時沒管了,需要連續按,如果不喜歡可以用標誌位解決。但是我發現貌似glfw的鼠標鍵盤事件貌似都不怎麼靈敏,不知道是不是使用方式有誤。


最終代碼:

  • main.cpp
#include <iostream>
#include <ctime>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "Shader.h"

// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);

// Window dimensions
const GLuint WIDTH = 1000, HEIGHT = 1000;
GLfloat vertices[WIDTH * HEIGHT][3];
GLfloat alphax, alphay;
GLfloat rateZoom = 1.5f;
GLfloat cx = -1, cy = -1;
bool stop = false;

void func(float rate) {
	if (stop) return;
	static bool flag = true;
	if (flag) cx += rate;
	else cx -= rate;
	if (cx > 1) {
		cy += rate;
		flag = false;
	}
	if (cx < -1) {
		cy += rate;
		flag = true;
	}
	if (cy == 0) {
		cx += rate;
	}
}

double CalFrequency() {
	static int count;
	static double save;
	static clock_t last, current;
	double timegap;

	++count;
	if (count <= 50)
		return save;
	count = 0;
	last = current;
	current = clock();
	timegap = (current - last) / (double)CLK_TCK;
	save = 50.0 / timegap;
	return save;
}

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);

	// vertices
	// x0,y0,z0
	// ...
	for (int i = 0; i < WIDTH; i++)
		for (int j = 0; j < HEIGHT; j++) {
			vertices[i * HEIGHT + j][0] = (float)i / WIDTH * 2 - 1;
			vertices[i * HEIGHT + j][1] = (float)j / HEIGHT * 2 - 1;
			vertices[i * HEIGHT + j][2] = 0;
		}

	// Build and compile our shader program
	Shader ourShader("default.vs", "default.frag");

	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, 3 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(0);

	glBindVertexArray(0); // Unbind VAO

	// Game loop
	while (!glfwWindowShouldClose(window)) {
		double FPS = CalFrequency();
		printf("FPS = %f\n", FPS);

		// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
		glfwPollEvents();

		// Render
		// Clear the colorbuffer
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		GLint alphaLoc = glGetUniformLocation(ourShader.Program, "alpha");
		GLint rateZoomLoc = glGetUniformLocation(ourShader.Program, "rateZoom");
		GLint cLoc = glGetUniformLocation(ourShader.Program, "C");
		glUniform2f(alphaLoc, alphax, alphay);
		glUniform1f(rateZoomLoc, rateZoom);
		glUniform2f(cLoc, cx, cy);

		// Draw the triangle
		ourShader.Use();
		glBindVertexArray(VAO);
		glDrawArrays(GL_POINTS, 0, WIDTH * HEIGHT);
		glBindVertexArray(0);

		// Swap the screen buffers
		glfwSwapBuffers(window);
		
		// 這麼高的FPS,只能調小步長了
		func(0.01);
	}
	// 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();
	return 0;
}

// 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);
	double addRate = 0.1 * std::abs(std::exp(rateZoom) - 1);
	if (action == GLFW_PRESS) {
		switch (key)
		{
		case GLFW_KEY_UP:
			alphay += addRate;
			break;
		case GLFW_KEY_DOWN:
			alphay -= addRate;
			break;
		case GLFW_KEY_LEFT:
			alphax -= addRate;
			break;
		case GLFW_KEY_RIGHT:
			alphax += addRate;
			break;
		case GLFW_KEY_PAGE_UP:
			rateZoom -= addRate;
			break;
		case GLFW_KEY_PAGE_DOWN:
			rateZoom = (rateZoom + addRate) > 2 ? 2 : rateZoom + addRate;
			break;
		case GLFW_KEY_SPACE:
			stop = !stop;
			break;
		default:
			break;
		}
	}
}
  • Shader.h
#ifndef SHADER_H
#define SHADER_H

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

#include <GL/glew.h>

class Shader {
public:
    GLuint Program;

    // Constructor generates the shader on the fly
    Shader(const GLchar* vertexPath, const GLchar* fragmentPath) {
        // 1. Retrieve the vertex/fragment source code from filePath
        std::string vertexCode;
        std::string fragmentCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;
        // ensures ifstream objects can throw exceptions:
        vShaderFile.exceptions(std::ifstream::badbit);
        fShaderFile.exceptions(std::ifstream::badbit);
        try {
            // Open files
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream, fShaderStream;
            // Read file's buffer contents into streams
            vShaderStream << vShaderFile.rdbuf();
            fShaderStream << fShaderFile.rdbuf();
            // close file handlers
            vShaderFile.close();
            fShaderFile.close();
            // Convert stream into string
            vertexCode = vShaderStream.str();
            fragmentCode = fShaderStream.str();
        }
        catch (std::ifstream::failure e) {
            std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
        }
        const GLchar* vShaderCode = vertexCode.c_str();
        const GLchar* fShaderCode = fragmentCode.c_str();
        // 2. Compile shaders
        GLuint vertex, fragment;
        GLint success;
        GLchar infoLog[512];
        // Vertex Shader
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        // Print compile errors if any
        glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
        if (!success) {
            glGetShaderInfoLog(vertex, 512, NULL, infoLog);
            std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
        }
        // Fragment Shader
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        // Print compile errors if any
        glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
        if (!success) {
            glGetShaderInfoLog(fragment, 512, NULL, infoLog);
            std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
        }
        // Shader Program
        this->Program = glCreateProgram();
        glAttachShader(this->Program, vertex);
        glAttachShader(this->Program, fragment);
        glLinkProgram(this->Program);
        // Print linking errors if any
        glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
        if (!success) {
            glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
            std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
        }
        // Delete the shaders as they're linked into our program now and no longer necessery
        glDeleteShader(vertex);
        glDeleteShader(fragment);

    }

    // Uses the current shader
    void Use() {
        glUseProgram(this->Program);
    }
};

#endif
  • default.vs
#version 330 core
layout (location = 0) in vec3 position;

out vec3 ourColor;
uniform float rateZoom;
uniform vec2 alpha;
uniform vec2 C; // (-0.8,0.156)

void main()
{
    const int N = 100;
    const float M = 1000;
    
    vec2 X = vec2(position.x*rateZoom, position.y*rateZoom);
    X += alpha;

    vec3 color;
    for(int k=0;k<N;k++){
        // X = X*X; X = X+C;
        X = vec2(X.x*X.x - X.y*X.y , 2*X.x*X.y);
        X += C;

        if(X.x*X.x+X.y*X.y > M){
            
            // 配色1
            float gi = float(k) / 100.0;
            color.x = gi;
            color.y = (1.0-X.x) * gi;
            color.z = (1.0-X.y) * gi;

            // 配色2
            /*int tempK = k * k;
            tempK = tempK * tempK;
            int x = tempK + tempK;
            int y = int(exp(k)); // 必須加上int()強制類型轉化,GLSL沒有隱式轉換,左右類型必須一致;
            int z = tempK * tempK;

            color.x = float(x%255)/255.0;
            color.y = float(y%255)/255.0;
            color.z = float(z%255)/255.0;*/

            break;
        }
    }

    ourColor = color;
    gl_Position = vec4(position, 1.0f);
} 

  • default.frag
#version 330 core
in vec3 ourColor;

out vec4 color;

void main()
{
    color = vec4(ourColor, 1.0f);
}

等待更新一些代碼的解釋。


更新:

經過評論提醒,確實可以只傳遞6個頂點(兩個三角形繪製),然後讓GPU插值。這樣不用每次渲染傳入WIDTH*HEIGHT*3的數組了。

經過

但是我開始一直把處理寫到了Vertex Shader,一直不行就一張漸變圖,後來纔想到渲染管線的過程,Vertex Shader只有剛傳入的頂點,還沒有光柵化!

Fragment Shader是在光柵化之後。在Vertex Shader階段,我們要處理的數據只是3個頂點,而在Fragment Shader階段,我們要處理的則是(大致上)被這三個頂點圍住的所有像素對應的Fragments。Vertex的數量遠遠少於Fragment。

現在幀率又一次爆炸了,大概1000-1500(配色1)、500-1200幀(配色2)左右了(我已經麻木了 ○| ̄|_)

  • main.cpp
#include <iostream>
#include <ctime>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "Shader.h"

// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);

// Window dimensions
const GLuint WIDTH = 1000, HEIGHT = 1000;
GLfloat alphax, alphay;
GLfloat rateZoom = 1.5f;
GLfloat cx = -1, cy = -1;
bool stop = false;

void func(float rate) {
	if (stop) return;
	static bool flag = true;
	if (flag) cx += rate;
	else cx -= rate;
	if (cx > 1) {
		cy += rate;
		flag = false;
	}
	if (cx < -1) {
		cy += rate;
		flag = true;
	}
	if (cy == 0) {
		cx += rate;
	}
}

double CalFrequency() {
	static int count;
	static double save;
	static clock_t last, current;
	double timegap;

	++count;
	if (count <= 50)
		return save;
	count = 0;
	last = current;
	current = clock();
	timegap = (current - last) / (double)CLK_TCK;
	save = 50.0 / timegap;
	return save;
}

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);

	GLfloat vertices[] = {
		1,  1, 0.0f,  // Top Right
		1, -1, 0.0f,  // Bottom Right
	   -1, -1, 0.0f,  // Bottom Left
	   -1,  1, 0.0f   // Top Left 
	};
	GLuint indices[] = {  // Note that we start from 0!
		0, 1, 3,  // First Triangle
		1, 2, 3   // Second Triangle
	};

	// Build and compile our shader program
	Shader ourShader("default.vs", "default.frag");

	GLuint VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);
	// 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);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(0);

	glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind

	glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO

	// Game loop
	while (!glfwWindowShouldClose(window)) {
		double FPS = CalFrequency();
		printf("FPS = %f\n", FPS);

		// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
		glfwPollEvents();

		// Render
		// Clear the colorbuffer
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		GLint alphaLoc = glGetUniformLocation(ourShader.Program, "alpha");
		GLint rateZoomLoc = glGetUniformLocation(ourShader.Program, "rateZoom");
		GLint cLoc = glGetUniformLocation(ourShader.Program, "C");
		glUniform2f(alphaLoc, alphax, alphay);
		glUniform1f(rateZoomLoc, rateZoom);
		glUniform2f(cLoc, cx, cy);

		// Draw the triangle
		ourShader.Use();
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		glBindVertexArray(0);

		// Swap the screen buffers
		glfwSwapBuffers(window);

		// 這麼高的FPS,只能調小步長了
		func(0.01);
	}
	// 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();
	return 0;
}

// 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);
	double addRate = 0.1 * std::abs(std::exp(rateZoom) - 1);
	if (action == GLFW_PRESS) {
		switch (key)
		{
		case GLFW_KEY_UP:
			alphay += addRate;
			break;
		case GLFW_KEY_DOWN:
			alphay -= addRate;
			break;
		case GLFW_KEY_LEFT:
			alphax -= addRate;
			break;
		case GLFW_KEY_RIGHT:
			alphax += addRate;
			break;
		case GLFW_KEY_PAGE_UP:
			rateZoom -= addRate;
			break;
		case GLFW_KEY_PAGE_DOWN:
			rateZoom = (rateZoom + addRate) > 2 ? 2 : rateZoom + addRate;
			break;
		case GLFW_KEY_SPACE:
			stop = !stop;
			break;
		default:
			break;
		}
	}
}
  • Shader.h文件未變

  • default.vs

#version 330 core
layout (location = 0) in vec3 position;

out vec3 color;

void main()
{
    color = position;
    gl_Position = vec4(position, 1.0f);
} 
  • default.frag
#version 330 core
in vec3 color;

out vec4 colorF;

uniform float rateZoom;
uniform vec2 alpha;
uniform vec2 C; // (-0.8,0.156)

void main()
{
    const int N = 100;
    const float M = 1000;
    
    vec2 X = vec2(color.x*rateZoom, color.y*rateZoom);
    X += alpha;

    vec3 color;
    for(int k=0;k<N;k++){
        // X = X*X; X = X+C;
        X = vec2(X.x*X.x - X.y*X.y , 2*X.x*X.y);
        X += C;

        if(X.x*X.x+X.y*X.y > M){
            
            // 配色1
            float gi = float(k) / 100.0;
            color.x = gi;
            color.y = (1.0-X.x) * gi;
            color.z = (1.0-X.y) * gi;

            // 配色2
            /*int tempK = k * k;
            tempK = tempK * tempK;
            int x = tempK + tempK;
            int y = int(exp(k)); // 必須加上int()強制類型轉化,GLSL沒有隱式轉換,左右類型必須一致;
            int z = tempK * tempK;

            color.x = float(x%255)/255.0;
            color.y = float(y%255)/255.0;
            color.z = float(z%255)/255.0;*/

            break;
        }
    }

    colorF = vec4(color, 1.0f);
}
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