Learnopengl(2) 三角形绘制[转]

  • 代码:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);

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, 1.0f);"
"gl_PointSize = 20.0f;"
"}\n";

const char* fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);"
"}";

int main()
{
    glfwInit();
    // 设置主要和次要版本
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    // 创建窗口对象
    GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }
    // 设置视口
    glViewport(0, 0, 800, 600);

    //启用定点着色器 点的大小 gl_PointSize
    glEnable(GL_PROGRAM_POINT_SIZE); 

    // 注册窗口变化监听
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // 定义顶点数组
    float vertices[] = {
        0.5f, 0.5f, 0.0f,   // 右上角
        0.5f, -0.5f, 0.0f,  // 右下角
        -0.5f, -0.5f, 0.0f, // 左下角
        -0.5f, 0.5f, 0.0f   // 左上角
    };
    unsigned int indexes[] = {
        0, 1, 3, // 第一个三角形
        1, 2, 3  // 第二个三角形
    };

    // 创建缓冲对象
    unsigned int VBO, VAO, EBO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);

    // 绑定VAO缓冲对象
    glBindVertexArray(VAO);

    // 绑定VBO缓对象
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    // 填充VBO数据
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    // 绑定EBO对象
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    // 填充EBO数据
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexes), indexes, GL_STATIC_DRAW);

    // 设置顶点属性指针
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);  // location = 0
    glBindBuffer(GL_ARRAY_BUFFER, 0); //解绑VBO

    glBindVertexArray(0);             //解绑VAO 

    // 创建顶点和片段着色器
    unsigned int vertexShader, fragmentShader;
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);

    // 附加着色器代码
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);

    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);

    // 检测是否编译成功
    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"
            << std::endl;
    }

    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR:SHADER::FRAGMENT::COMPILATION_FAILED\n"
            << std::endl;
    }

    // 创建程序对象
    unsigned int shaderProgram;
    shaderProgram = glCreateProgram();
    // 将着色器附加到程序对象上
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);

    // 链接
    glLinkProgram(shaderProgram);
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success)
    {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR:SHADER_PROGRAM_LINK_FAILED" << std::endl;
    }

    // 使用着色器程序
    glUseProgram(shaderProgram);

    // 删除着色器
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // 设置线框绘制模式
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    while (!glfwWindowShouldClose(window))
    {
        processInput(window);

        // 渲染指令
        // ...
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        glUseProgram(shaderProgram);
        glBindVertexArray(VAO); // 不需要每次都绑定,对于当前程序其实只需要绑定一次就可以了
        // glDrawArrays(GL_POINTS, 0, 6);
        // glDrawArrays(GL_LINE_LOOP, 0, 6);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        glBindVertexArray(0);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);
    glDeleteProgram(shaderProgram);

    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
    {
        glfwSetWindowShouldClose(window, true);
    }
}

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