#define GLEW_STATIC
#include<GL/glew.h>
#include<glfw/glfw3.h>
#include<iostream>
//坐标值
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
0.8f, 0.8f, 0.0f
};
//坐标值的匹配
unsigned int indices[] = {
0,1,2,
2,1,3
};
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";
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";
//判断是否按键 是的话就设置窗口是否关闭
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
glClearColor(1.0, 0.0, 0.0, 1.0);
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//给指针window赋值
GLFWwindow* window = glfwCreateWindow(800, 600, "First OpenGL", NULL, NULL);
//判断指针是否为空
if (window == NULL) {
printf("窗口指针有问题");
return -1;
}//实例化指针
glfwMakeContextCurrent(window);
//初始化glew
glewExperimental = true;
if (glewInit() != GLEW_OK) {
printf("glew初始化有问题");
return -1;
}
//设置生成位置和可渲染范围
//逆时针渲染
glViewport(0, 0, 800, 600);
//背面不渲染
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
//第一个参数表示我们打算将其应用到所有的三角形的正面和背面,第二个参数告诉我们用线来绘制
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//VAO可以链接很多VBO但是同时只能有一个VAO和VBO运行,其他的都要排队
unsigned int VAO;
//产生1个vaoID
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
//产生一个VBOID 都可以理解为生成一个空指针
unsigned int VBO;
glGenBuffers(1, &VBO);
//这里是给空指针命名类型,比如这里得到GL_ARRAY_BUFFER 顶点缓冲类型
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//这里就是给我创建得VBO填数值.就是CPU到GPU内这个传值过程
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//EBO创建和前面2个一样
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource,NULL);
glCompileShader(vertexShader);
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 特征值 这个0号是位置,下面那个0号是为了开启0号位置,前面vertexShaderSource设置了位置是0号 这个要统一 每一组
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//范围是0-16 左闭右开 毕竟认为16个就够用了
glEnableVertexAttribArray(0);
while (!glfwWindowShouldClose(window)) {
//input事件
processInput(window);
//设置颜色
//glClearColor(0.5f,0.5f, 0.0, 1.0);
//因为双缓冲的原因 前面设置了颜色后面就要清屏
glClear(GL_COLOR_BUFFER_BIT);
//绑定这个VAO到当前来,也是排的队的形式
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
//开启shader
glUseProgram(shaderProgram);
//glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
//获取键盘和鼠标的输入.双缓冲
glfwPollEvents();
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
OpenGL三角形的绘制(可直接抄写)
最新推荐文章于 2024-02-18 16:04:22 发布