注释很详细,有错误的地方希望大佬能指正
#define GLEW_STATIC//GLEW静态库编译预处理
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
//编译着色器对象
static unsigned int CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);//创建着色器对象
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);//替换着色器对象中的源代码
glCompileShader(id);//编译着色器对象
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);//从着色器对象返回编译是否成功
if (result == GL_FALSE)
{
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);//从着色器对象返回着色器的信息日志的长度
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);//返回着色器对象的信息日志
std::cout << "Failed to compile" << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader!"
<< std::endl;
std::cout << message << std::endl;
glDeleteShader(id);//删除着色器对象
return 0;
}
return id;
}
//创建着色程序对象
static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
unsigned int program = glCreateProgram();//创建着色程序对象
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);//编译着色器对象
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);//附加着色器对象到着色程序对象
glAttachShader(program, fs);
glLinkProgram(program);//链接着色程序对象
glValidateProgram(program);//验证着色程序对象
glDeleteShader(vs);//删除着色器对象
glDeleteShader(fs);
return program;
}
static float vertices_data[6] = {
-0.5, -0.5,
0.0, 0.5,
0.5, -0.5
};
int main(void)
{
GLFWwindow* window;
//![1]初始化glfw库
if (!glfwInit()) return -1;
//![2]创建窗口模式窗口及其OpenGL上下文
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();//渲染终止并释放错误回调
return -1;
}
//![3]使窗口的上下文成为当前上下文
glfwMakeContextCurrent(window);
//![4]初始化glew,需要首先有上下文环境才能GLEW_OK
if (glewInit() != GLEW_OK) return -1;
std::cout << "GL_VERSION: " << glGetString(GL_VERSION) << std::endl;//版本号
//初始化
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);//设置清除颜色
//glEnable(GL_DEPTH_TEST);//启动深度缓冲区
//创建对象
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
//绑定对象(先绑VAO)
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);//ARRAY数组buffer
//写入显存buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_data), vertices_data, GL_STATIC_DRAW);//STATIC静态数据存储
//解析顶点数据
glEnableVertexAttribArray(0);//启用顶点数组0
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);//解析顶点数据
//解绑对象(先放VAO)
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//配置着色器
std::string vertexShader = //顶点着色器
"#version 330 core\n"
"layout(location = 0) in vec4 Position;\n"
"void main()\n"
"{\n"
" gl_Position = Position;\n"
"}\n";
std::string fragmentShader = //片段着色器
"#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
" color = vec4(1.0, 1.0, 0.0, 1.0);\n"
"}\n";
unsigned int shader = CreateShader(vertexShader, fragmentShader);//创建着色程序对象
glUseProgram(shader);//安装着色程序对象
//![5]循环直到用户关闭窗口
while (!glfwWindowShouldClose(window))
{
//在此处渲染
//清理
glClear(GL_COLOR_BUFFER_BIT);//清除上一帧
//绑定
glBindVertexArray(VAO);
//绘制
glDrawArrays(GL_TRIANGLES, 0, 3);//以每三个顶点绘制一个三角形
//交换前后缓冲并轮询处理事件
glfwSwapBuffers(window);
glfwPollEvents();
}
//![6]释放
glDeleteProgram(shader);//删除着色程序对象
glDeleteBuffers(1, &VBO);//删除缓冲区对象
glDeleteVertexArrays(1, &VAO);//删除顶点数组对象
glfwTerminate();//渲染终止并释放错误回调
return 0;
}
结果