OpenGL入门教程 你好三角形程序流程

  程序流程

(1)    添加库

(2)    添加静态变量(用着色器语言写顶点着色器和片段着色器放到字符指针中)。

(3)    主函数:a 实例化窗口并创建窗口对象,设置为主窗口

        b 注册函数至合适的回调函数

        c 创建GLEW

        d 创建视口

                 e 创建顶点着色器,并把顶点着色器源码附加在着色器对象上并编译再加上如果错误返回错误信息。

                 f 创建片段着色器,并把片段着色器源码附加在着色器对象上并编译再加上如果错误返回错误信息。

                 g 创建着色器程序对象,将顶点着色器和片段着色器添加到程序上并链接,如果错误返回错误信息。

                 h 删除顶点着色器对象和片段着色器对象。

                 i  输入顶点数据,生成VBOVAO

                 j  绑定VAO,把顶点数组复制到缓冲中供OpenGL使用,设置顶点属性指针,解绑VBO,解绑VAO

                 K  游戏循环:1检查事件

                              2 每次渲染时清屏

                              3绑定VAO,输入需要的数据,解绑VAO

                              4 交换缓冲。

                 l  删除VAO,删除VBO,清理内存,结束。

(4)    添加回调函数,监视窗口命令。

 

 

注意:(1)标准化设备坐标在负一到一之间,超出部分不可显示。

           2)只需配置顶点着色器和片段着色器,几何着色器很少情况下需要配置。

           3)绑定结束后要及时解绑否则容易引起混乱。

二  对应的程序

#include <iostream>

// GLEW
#define GLEW_STATIC
#include <GL/glew.h>

// GLFW
#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 position;\n"
    "void main()\n"
    "{\n"
    "gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
    "}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
    "out vec4 color;\n"
    "void main()\n"
    "{\n"
    "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
    "}\n\0";

// 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
    int width, height;
    glfwGetFramebufferSize(window, &width, &height); 
   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
    GLint success;
    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::endl;
    }
    // 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::endl;
    }
    // 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::endl;
    }
   glDeleteShader(vertexShader);
   glDeleteShader(fragmentShader);


    // Set up vertex data (and buffer(s)) and attribute pointers
    GLfloat vertices[] = {
        -0.5f, -0.5f, 0.0f, // Left
         0.5f, -0.5f, 0.0f, // Right
         0.0f0.5f, 0.0f  // Top
    };
    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);

   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)

    // Game loop
    while (!glfwWindowShouldClose(window))
    {
        // 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);

        // Draw our first 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();
    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);
}

   

     

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值