A Vertex Array Object (VAO) is an OpenGL Object that stores all of the state needed to supply vertex data (with one minor exception noted below). It stores the format of the vertex data.
A Vertex Buffer Object (VBO) is the common term for a normal Buffer Object when it is used as a source for vertex array data.
constchar*vertexShaderSource ="#version 330 core\n""out vec3 color;\n""layout (location = 0) in vec3 aPos;\n""layout (location = 1) in vec3 aColor;\n""layout (location = 2) in vec3 aPos1;\n""layout (location = 3) in vec3 aColor1;\n""uniform int sw;\n""void main()\n""{\n""if(sw < 1){\n"" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"" color = aColor;\n""}else{\n"" gl_Position = vec4(aPos1.x, aPos1.y, aPos1.z, 1.0);\n"" color = aColor1;\n""}\n""}\0";constchar*fragmentShaderSource ="#version 330 core\n""out vec4 FragColor;\n""in vec3 color;\n""void main()\n""{\n"" FragColor = vec4(color, 1.0f);\n""}\n\0";// vertex shaderunsignedint vertexShader =glCreateShader(GL_VERTEX_SHADER);glShaderSource(vertexShader,1,&vertexShaderSource,NULL);glCompileShader(vertexShader);// fragment shaderunsignedint fragmentShader =glCreateShader(GL_FRAGMENT_SHADER);glShaderSource(fragmentShader,1,&fragmentShaderSource,NULL);glCompileShader(fragmentShader);// link shadersunsignedint shaderProgram =glCreateProgram();glAttachShader(shaderProgram, vertexShader);glAttachShader(shaderProgram, fragmentShader);glLinkProgram(shaderProgram);float vertices[]={//Position // Color-0.9f,-0.5f,0.0f,1.0f,0.0f,0.0f,// left -0.0f,-0.5f,0.0f,0.0f,1.0f,0.0f,// right-0.45f,0.5f,0.0f,0.0f,0.0f,1.0f// top };float vertices1[]={//Position // Color0.0f,-0.5f,0.0f,1.0f,0.0f,0.0f,// left0.9f,-0.5f,0.0f,0.0f,1.0f,0.0f,// right0.45f,0.5f,0.0f,0.0f,0.0f,1.0f// top };unsignedint VBO[2], VAO;glGenVertexArrays(1,&VAO);glGenBuffers(2, VBO);glBindVertexArray(VAO);//fill first vboglBindBuffer(GL_ARRAY_BUFFER, VBO[0]);glBufferData(GL_ARRAY_BUFFER,sizeof(vertices), vertices, GL_STATIC_DRAW);glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE,6*sizeof(float),(void*)0);glEnableVertexAttribArray(0);glVertexAttribPointer(1,3, GL_FLOAT, GL_FALSE,6*sizeof(float),(void*)(3*sizeof(float)));glEnableVertexAttribArray(1);//fill second vboglBindBuffer(GL_ARRAY_BUFFER, VBO[1]);glBufferData(GL_ARRAY_BUFFER,sizeof(vertices1), vertices1, GL_STATIC_DRAW);glVertexAttribPointer(2,3, GL_FLOAT, GL_FALSE,6*sizeof(float),(void*)0);glEnableVertexAttribArray(2);glVertexAttribPointer(3,3, GL_FLOAT, GL_FALSE,6*sizeof(float),(void*)(3*sizeof(float)));glEnableVertexAttribArray(3);glBindVertexArray(0);unsignedint flag =0;while(!glfwWindowShouldClose(window)){// draw triangle//glUseProgram使用程序对象program作为当前渲染状态的一部分, 之后才能对shader中变量赋值glUseProgram(shaderProgram);
flag =!flag;glUniform1i(glGetUniformLocation(shaderProgram,"sw"), flag);glBindVertexArray(VAO);glDrawArrays(GL_TRIANGLES,0,6);glfwSwapBuffers(window);}