创建相同的两个三角形,但对它们的数据使用不同的VAO和VBO

14 篇文章 0 订阅

其中三角形坐标可自行绘制

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
// 设置
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
//设置顶点着色器
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
"   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
//设置片段着色器
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
int main()
{
    // glfw: initialize and configure
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // 创建glfw窗口
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "创建 GLFW window 失败" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }
    // build and compile our shader program
    // ------------------------------------
    // vertex shader
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    int success;
    char 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
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile 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
    int 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 configure vertex attributes
    // ------------------------------------------------------------------
    float vertices1[] = {
		-0.9f, -0.5f, 0.0f,  // left 
		-0.0f, -0.5f, 0.0f,  // right
		-0.45f, 0.5f, 0.0f,
    };
    float vertices2[] = {
	    0.0f, -0.5f, 0.0f,  // left
		0.9f, -0.5f, 0.0f,  // right
		0.45f, 0.5f, 0.0f   // top 
    };
    unsigned int VBO1, VBO2, VAO1,VAO2;
    //创建顶点数组对象
    glGenVertexArrays(1, &VAO1);
    glGenVertexArrays(1, &VAO2);
    //生成VBO对象
    glGenBuffers(1, &VBO1);
    glGenBuffers(1, &VBO2);
    // 绑定顶点数组对象
    glBindVertexArray(VAO1);
    // 把我们的顶点数组复制到一个顶点缓冲中,供OpenGL使用
    glBindBuffer(GL_ARRAY_BUFFER, VBO1);
    //传递数组到缓冲
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);
	//location
	//顶点属性大小
	//数据类型
	//是否数据标准化
	//步长
	//起始位置的偏移量
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	//启用顶点属性
	glEnableVertexAttribArray(0);

    glBindVertexArray(VAO2);
    glBindBuffer(GL_ARRAY_BUFFER, VBO2);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
 
    //绑定buffer
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);
    //使用现况绘制模式
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);


    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // 绘制物体
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO1); 
        glDrawArrays(GL_TRIANGLES, 0, (sizeof(vertices1)/sizeof(vertices1[0]))/3);
        glBindVertexArray(VAO2);
        glDrawArrays(GL_TRIANGLES, 0, (sizeof(vertices2) / sizeof(vertices2[0])) / 3);
 
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{

    glViewport(0, 0, width, height);
}

运行结果:
在这里插入图片描述可将代码
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);注释掉
结果为
在这里插入图片描述

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