片段着色器颜色可在fragment1ShaderSource中修改
#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* fragment1ShaderSource = "#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";
const char* fragment2ShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 1.0f, 0.0f, 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 fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader1, 1, &fragment1ShaderSource, NULL);
glCompileShader(fragmentShader1);
// check for shader compile errors
glGetShaderiv(fragmentShader1, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader1, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
int shaderProgram1 = glCreateProgram();
glAttachShader(shaderProgram1, vertexShader);
glAttachShader(shaderProgram1, fragmentShader1);
glLinkProgram(shaderProgram1);
// check for linking errors
glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram1, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
int fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader2, 1, &fragment2ShaderSource, NULL);
glCompileShader(fragmentShader2);
int shaderProgram2 = glCreateProgram();
glAttachShader(shaderProgram2, vertexShader);
glAttachShader(shaderProgram2, fragmentShader2);
glLinkProgram(shaderProgram2);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader1);
glDeleteShader(fragmentShader2);
// 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);
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(shaderProgram1);
glBindVertexArray(VAO1);
glDrawArrays(GL_TRIANGLES, 0, (sizeof(vertices1) / sizeof(vertices1[0])) / 3);
glUseProgram(shaderProgram2);
glBindVertexArray(VAO2);
glDrawArrays(GL_TRIANGLES, 0, (sizeof(vertices2) / sizeof(vertices2[0])) / 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteProgram(shaderProgram1);
glDeleteProgram(shaderProgram2);
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);
}
代码运行结果