opengl (五)

为了避免浪费gpu内存 比如画一个矩形需要两个三角形  6个顶点中有两个是重合 

opengl有一个索引缓冲区

#include <glew.h>
#include <glfw3.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <string>

struct ShaderProgramSource
{
    std::string VertexSource;
    std::string FragmentSource;
};

enum ShaderType {
    NONE = -1, VERTEX = 0, FRAGMENT = 1
};
static ShaderProgramSource ParseShader(const std::string& filepath)
{
    std::ifstream stream(filepath);

    std::string line;
    std::stringstream ss[2];
    ShaderType type = ShaderType::NONE;
    while (getline(stream, line))
    {
        std::cout << line << std::endl;

        if (line.find("#shader") != std::string::npos)
        {
            if (line.find("vertex") != std::string::npos) type = ShaderType::VERTEX;
            else if (line.find("fragment") != std::string::npos) type = ShaderType::FRAGMENT;
        }
        else
        {
            ss[(int)type] << line << '\n';
        }
    }
    return { ss[0].str(),ss[1].str() };
}

static unsigned int CompileShader(unsigned int type, const std::string& source)
{
    unsigned int id = glCreateShader(type);
    const char* src = source.c_str();
    glShaderSource(id, 1, &src, nullptr);
    glCompileShader(id);

    // TODO: Error handling
    int result;
    glGetShaderiv(id, GL_COMPILE_STATUS, &result);
    if (result == GL_FALSE)
    {
        int length;
        glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
        char* message = (char*)alloca(length * sizeof(char));
        glGetShaderInfoLog(id, length, &length, message);
        std::cout << "Failed to compile" <<
            (type == GL_VERTEX_SHADER ? "vertex" : "fragment")
            << " shader!" << std::endl;
        std::cout << message << std::endl;
        glDeleteShader(id);
        return 0;
    }
    return id;
}


static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
    unsigned int program = glCreateProgram();
    unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
    unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);

    glAttachShader(program, vs);
    glAttachShader(program, fs);
    glLinkProgram(program);
    glValidateProgram(program);

    glDeleteShader(vs);
    glDeleteShader(fs);

    return program;
}
int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        /* Problem: glewInit failed, something is seriously wrong. */
        std::cout << glewGetErrorString(err) << std::endl;
    }

    std::cout << glGetString(GL_VERSION) << std::endl;

    float positions[] = {
       -0.5f, -0.5f,
        0.5f, -0.5f,
        0.5f,  0.5f,
       -0.5f,  0.5f
    };

    unsigned int indices[] = {
        0,1,2,
        2,3,0
    };
    
    unsigned int buffer = 0;
    // 初始化buffer
    glGenBuffers(1, &buffer);
    // 绑定buffer
    glBindBuffer(GL_ARRAY_BUFFER, buffer);
    // buffer放数据
    glBufferData(GL_ARRAY_BUFFER, 6 *  2 * sizeof(float), positions, GL_STATIC_DRAW);


    // 启用顶点属性
    glEnableVertexAttribArray(0);
    // 
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);


    unsigned int ibo;
    glGenBuffers(1, &ibo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), indices, GL_STATIC_DRAW);



    ShaderProgramSource source = ParseShader("res/shader/Basic.shader");


    unsigned int shader = CreateShader(source.VertexSource, source.FragmentSource);
    glUseProgram(shader);
   
  

    /* Loop until the user closes the window */
    while (!glfwWindowShouldClose(window))
    {
        /* Render here */
        glClear(GL_COLOR_BUFFER_BIT);

        //glDrawArrays(GL_TRIANGLES, 0, 3);

        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);

        /*
        glBegin(GL_TRIANGLES);

        glVertex2f(-0.5f, -0.5f);

        glVertex2f(0.0f, 0.5f);

        glVertex2f(0.5f, -0.5f);

        glEnd();
        */

        /* Swap front and back buffers */
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }

    glDeleteProgram(shader);

    glfwTerminate();    
    return 0;
}

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要在OpenGL中绘制带有纹理的角星,您需要以下步骤: 1. 创建一个带有纹理坐标的角星顶点数组。 2. 加载纹理图像并将其绑定到OpenGL纹理对象上。 3. 在绘制角星之前,启用纹理映射并将纹理对象绑定到纹理单元上。 4. 在绘制角星时,使用相应的纹理坐标来指定每个顶点的纹理映射。 5. 在绘制完成后,禁用纹理映射。 以下是一个简单的示例代码: ``` // 角星顶点数组 GLfloat vertices[] = { // 顶点坐标 纹理坐标 -0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, -0.25f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.0f, 0.5f, 1.0f, 0.25f, 0.5f, 0.0f, 1.0f, 0.0f }; // 加载纹理图像 GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); int width, height; unsigned char* image = SOIL_load_image("texture.jpg", &width, &height, 0, SOIL_LOAD_RGB); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); SOIL_free_image_data(image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // 在绘制之前启用纹理映射 glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); // 绘制角星 glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), vertices); glTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &vertices[3]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 5); // 在绘制之后禁用纹理映射 glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); ``` 这里我们使用了SOIL库来加载纹理图像。如果您没有安装SOIL,请根据您的操作系统和开发环境选择其他图像加载库。

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