#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);
}
}