openGL学习-10(练习-1)

1.添加更多顶点到数据中,使用glDrawArrays,尝试绘制两个彼此相连的三角形
将之前的代码这部分进行修改

float vertices[] = {
      -0.5f, 1.0f, 0.0f,
      -1.0f, 0.0f, 0.0f,
      0.0f, 0.0f, 0.0f,
      0.5f, 1.0f, 0.0f,
      1.0f, 0.0f, 0.0f 
    };

    unsigned int indices[] = {
        // 注意索引从0开始! 
        // 此例的索引(0,1,2,3)就是顶点数组vertices的下标,
        // 这样可以由下标代表顶点组合成矩形

        0, 1, 2, // 第一个三角形
        2, 3, 4  // 第二个三角形
    };

练习-1.1结果
2.创建相同的两个三角形,但对它们的数据使用不同的VAO和VBO
主要改动的地方

float firstTriangle[] = {
        -0.9f, -0.5f, 0.0f,  // left 
        -0.0f, -0.5f, 0.0f,  // right
        -0.45f, 0.5f, 0.0f,  // top 
    };
    float secondTriangle[] = {
        0.0f, -0.5f, 0.0f,  // left
        0.9f, -0.5f, 0.0f,  // right
        0.45f, 0.5f, 0.0f   // top 
    };

    unsigned int VBOs[2], VAOs[2];
    glGenVertexArrays(2, VAOs);
    glGenBuffers(2, VBOs);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    // 绑定顶点数组对象,然后绑定和设置顶点缓冲区,然后配置顶点属性
    glBindVertexArray(VAOs[0]);  // 绑定VAO
    glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);  // 绑定VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);  // 将顶点数据复制到缓冲区中
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);  // 解析顶点数据 0:解析的顶点属性的位置值 3:顶点属性的大小  GL_FLOAT:数据类型 GL_FALSE:是否希望数据被标准化 3 * sizeof(float):步长 0:偏移量
    glEnableVertexAttribArray(0);  // 启用顶点属性

    glBindVertexArray(VAOs[1]);  // 绑定VAO
    glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);  // 绑定VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);  // 将顶点数据复制到缓冲区中
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);  // 解析顶点数据 0:解析的顶点属性的位置值 3:顶点属性的大小  GL_FLOAT:数据类型 GL_FALSE:是否希望数据被标准化 3 * sizeof(float):步长 0:偏移量
    glEnableVertexAttribArray(0);  // 启用顶点属性
glBindVertexArray(VAOs[0]); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
        // 绘制三角形 从顶点数组的起始位置开始绘制3个顶点
        glDrawArrays(GL_TRIANGLES, 0, 3);  // 从顶点数组的起始位置开始绘制3个顶点
        
        glBindVertexArray(VAOs[1]);
        glDrawArrays(GL_TRIANGLES, 0, 3); 

完整代码

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height); // 窗口大小改变回调函数
void processInput(GLFWwindow *window);  // 输入处理函数

// 大小设置
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"  // 顶点着色器源码
    "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"  // 片段着色器源码
    "out vec4 FragColor;\n"
    "void main()\n"
    "{\n"
    "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
    "}\n\0";

int main()
{
    glfwInit();  // 初始化GLFW
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);  // 设置主版本号
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);  // 设置次版本号
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 设置OpenGL配置文件为核心模式

#ifdef __APPLE__  // Mac OS X系统需要加上这行代码
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

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

    // glad: load all OpenGL function pointers
    // 加载所有OpenGL函数指针 glad是用来管理OpenGL的函数指针的,所以在调用任何OpenGL的函数之前我们需要初始化GLAD
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }


    // build and compile our shader program
    // 创建并编译着色器程序
    // ------------------------------------
    // vertex shader
    // 顶点着色器是GPU上运行的小程序,它负责处理顶点数据,所以我们必须先定义一个顶点着色器
    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    // 检查编译是否成功
    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" << infoLog << std::endl;
    }
    // fragment shader
    // 片段着色器同样是GPU上运行的小程序,它负责处理片段着色器的颜色
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    // 检查编译是否成功
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders
    // 链接着色器 将顶点着色器和片段着色器链接到一个着色器程序中
    unsigned int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // check for linking errors
    // 检查链接是否成功
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // 设置顶点数据(和缓冲区)并配置顶点属性
    // ------------------------------------------------------------------
    float firstTriangle[] = {
        -0.9f, -0.5f, 0.0f,  // left 
        -0.0f, -0.5f, 0.0f,  // right
        -0.45f, 0.5f, 0.0f,  // top 
    };
    float secondTriangle[] = {
        0.0f, -0.5f, 0.0f,  // left
        0.9f, -0.5f, 0.0f,  // right
        0.45f, 0.5f, 0.0f   // top 
    };

    unsigned int VBOs[2], VAOs[2];
    glGenVertexArrays(2, VAOs);
    glGenBuffers(2, VBOs);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    // 绑定顶点数组对象,然后绑定和设置顶点缓冲区,然后配置顶点属性
    glBindVertexArray(VAOs[0]);  // 绑定VAO
    glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);  // 绑定VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);  // 将顶点数据复制到缓冲区中
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);  // 解析顶点数据 0:解析的顶点属性的位置值 3:顶点属性的大小  GL_FLOAT:数据类型 GL_FALSE:是否希望数据被标准化 3 * sizeof(float):步长 0:偏移量
    glEnableVertexAttribArray(0);  // 启用顶点属性

    glBindVertexArray(VAOs[1]);  // 绑定VAO
    glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);  // 绑定VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);  // 将顶点数据复制到缓冲区中
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);  // 解析顶点数据 0:解析的顶点属性的位置值 3:顶点属性的大小  GL_FLOAT:数据类型 GL_FALSE:是否希望数据被标准化 3 * sizeof(float):步长 0:偏移量
    glEnableVertexAttribArray(0);  // 启用顶点属性

    // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
    // 注意,这是允许的,调用glVertexAttribPointer将VBO注册为顶点属性的绑定顶点缓冲区对象,因此之后我们可以安全地解绑
    glBindBuffer(GL_ARRAY_BUFFER, 0); 

    // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
    // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
    // 之后可以解绑VAO,以防止将来其他的VAO调用错误地修改了这个VAO,但这很少发生。修改其他VAO需要调用glBindVertexArray,所以我们通常不会在不直接需要的时候解绑VAO(也不会解绑VBO)
    glBindVertexArray(0); 

    // uncomment this call to draw in wireframe polygons.
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // draw our first triangle
        // 绘制第一个三角形
        glUseProgram(shaderProgram); // 看到了吗?我们只是在渲染循环的每次迭代中调用一次glUseProgram函数而不是在每次渲染调用中都调用一次。这是因为一旦着色器程序对象被链接到程序对象中,使用程序对象就会变得很简单了:我们只需激活相应的程序对象,它会自动成为当前程序对象。所以一旦我们设置好了程序对象,我们就只需要激活这个程序对象,然后绘制物体就好了。
        
        glBindVertexArray(VAOs[0]); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
        // 绘制三角形 从顶点数组的起始位置开始绘制3个顶点
        glDrawArrays(GL_TRIANGLES, 0, 3);  // 从顶点数组的起始位置开始绘制3个顶点
        
        glBindVertexArray(VAOs[1]);
        glDrawArrays(GL_TRIANGLES, 0, 3); 

        // glBindVertexArray(0); // no need to unbind it every time 
 
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // 可选:一旦它们完成了任务,就释放所有资源:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(2, VAOs);
    glDeleteBuffers(2, VBOs);
    glDeleteProgram(shaderProgram);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

练习-1.2
3.创建两个着色器程序,第二个程序使用一个不同的片段着色器,输出黄色;再次绘制这两个三角形,让其中一个输出为黄色
主要修改部分

const char *vertexShaderSource = "#version 330 core\n"  // 顶点着色器源码
    "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 *fragmentShader1Source = "#version 330 core\n"  // 片段着色器源码
    "out vec4 FragColor;\n"
    "void main()\n"
    "{\n"
    "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
    "}\n\0";

const char *fragmentShader2Source = "#version 330 core\n"
    "out vec4 FragColor;\n"
    "void main()\n"
    "{\n"
    "   FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
    "}\n\0";
unsigned int fragmentShaders[2];
fragmentShaders[0] = glCreateShader(GL_FRAGMENT_SHADER);
fragmentShaders[1] = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShaders[0], 1, &fragmentShader1Source, NULL);
glShaderSource(fragmentShaders[1], 1, &fragmentShader2Source, NULL);
glCompileShader(fragmentShaders[0]);
glCompileShader(fragmentShaders[1]);
    
unsigned int shaderPrograms[2];
shaderPrograms[0] = glCreateProgram();
shaderPrograms[1] = glCreateProgram();
glAttachShader(shaderPrograms[0], vertexShader);
glAttachShader(shaderPrograms[0], fragmentShaders[0]);
glAttachShader(shaderPrograms[1], vertexShader);
glAttachShader(shaderPrograms[1], fragmentShaders[1]);
glLinkProgram(shaderPrograms[0]);
glLinkProgram(shaderPrograms[1]);

完整代码

// draw our first triangle
// 绘制第一个三角形
glUseProgram(shaderPrograms[0]); // 看到了吗?我们只是在渲染循环的每次迭代中调用一次glUseProgram函数而不是在每次渲染调用中都调用一次。这是因为一旦着色器程序对象被链接到程序对象中,使用程序对象就会变得很简单了:我们只需激活相应的程序对象,它会自动成为当前程序对象。所以一旦我们设置好了程序对象,我们就只需要激活这个程序对象,然后绘制物体就好了。
glBindVertexArray(VAOs[0]); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
// 绘制三角形 从顶点数组的起始位置开始绘制3个顶点
glDrawArrays(GL_TRIANGLES, 0, 3);  // 从顶点数组的起始位置开始绘制3个顶点

glUseProgram(shaderPrograms[1]);
glBindVertexArray(VAOs[1]);
glDrawArrays(GL_TRIANGLES, 0, 3); 
#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height); // 窗口大小改变回调函数
void processInput(GLFWwindow *window);  // 输入处理函数

// 大小设置
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"  // 顶点着色器源码
    "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 *fragmentShader1Source = "#version 330 core\n"  // 片段着色器源码
    "out vec4 FragColor;\n"
    "void main()\n"
    "{\n"
    "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
    "}\n\0";

const char *fragmentShader2Source = "#version 330 core\n"
    "out vec4 FragColor;\n"
    "void main()\n"
    "{\n"
    "   FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
    "}\n\0";

int main()
{
    glfwInit();  // 初始化GLFW
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);  // 设置主版本号
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);  // 设置次版本号
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 设置OpenGL配置文件为核心模式

#ifdef __APPLE__  // Mac OS X系统需要加上这行代码
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

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

    // glad: load all OpenGL function pointers
    // 加载所有OpenGL函数指针 glad是用来管理OpenGL的函数指针的,所以在调用任何OpenGL的函数之前我们需要初始化GLAD
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }


    // build and compile our shader program
    // 创建并编译着色器程序
    // ------------------------------------
    // vertex shader
    // 顶点着色器是GPU上运行的小程序,它负责处理顶点数据,所以我们必须先定义一个顶点着色器
    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    // 检查编译是否成功
    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" << infoLog << std::endl;
    }
    // fragment shader
    // 片段着色器同样是GPU上运行的小程序,它负责处理片段着色器的颜色
    // unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    // glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    // glCompileShader(fragmentShader);

    unsigned int fragmentShaders[2];
    fragmentShaders[0] = glCreateShader(GL_FRAGMENT_SHADER);
    fragmentShaders[1] = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShaders[0], 1, &fragmentShader1Source, NULL);
    glShaderSource(fragmentShaders[1], 1, &fragmentShader2Source, NULL);
    glCompileShader(fragmentShaders[0]);
    glCompileShader(fragmentShaders[1]);

    // check for shader compile errors
    // 检查编译是否成功
    // glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    // if (!success)
    // {
    //     glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
    //     std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    // }

    // link shaders
    // 链接着色器 将顶点着色器和片段着色器链接到一个着色器程序中
    // unsigned int shaderProgram = glCreateProgram();
    // glAttachShader(shaderProgram, vertexShader);
    // glAttachShader(shaderProgram, fragmentShader);
    // glLinkProgram(shaderProgram);

    unsigned int shaderPrograms[2];
    shaderPrograms[0] = glCreateProgram();
    shaderPrograms[1] = glCreateProgram();
    glAttachShader(shaderPrograms[0], vertexShader);
    glAttachShader(shaderPrograms[0], fragmentShaders[0]);
    glAttachShader(shaderPrograms[1], vertexShader);
    glAttachShader(shaderPrograms[1], fragmentShaders[1]);
    glLinkProgram(shaderPrograms[0]);
    glLinkProgram(shaderPrograms[1]);

    // check for linking errors
    // 检查链接是否成功
    // glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    // if (!success) {
    //     glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
    //     std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    // }
    // glDeleteShader(vertexShader);
    // glDeleteShader(fragmentShader);

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShaders[0]);
    glDeleteShader(fragmentShaders[1]);

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // 设置顶点数据(和缓冲区)并配置顶点属性
    // ------------------------------------------------------------------
    float firstTriangle[] = {
        -0.9f, -0.5f, 0.0f,  // left 
        -0.0f, -0.5f, 0.0f,  // right
        -0.45f, 0.5f, 0.0f,  // top 
    };
    float secondTriangle[] = {
        0.0f, -0.5f, 0.0f,  // left
        0.9f, -0.5f, 0.0f,  // right
        0.45f, 0.5f, 0.0f   // top 
    };

    unsigned int VBOs[2], VAOs[2];
    glGenVertexArrays(2, VAOs);
    glGenBuffers(2, VBOs);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    // 绑定顶点数组对象,然后绑定和设置顶点缓冲区,然后配置顶点属性
    glBindVertexArray(VAOs[0]);  // 绑定VAO
    glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);  // 绑定VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);  // 将顶点数据复制到缓冲区中
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);  // 解析顶点数据 0:解析的顶点属性的位置值 3:顶点属性的大小  GL_FLOAT:数据类型 GL_FALSE:是否希望数据被标准化 3 * sizeof(float):步长 0:偏移量
    glEnableVertexAttribArray(0);  // 启用顶点属性

    glBindVertexArray(VAOs[1]);  // 绑定VAO
    glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);  // 绑定VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);  // 将顶点数据复制到缓冲区中
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);  // 解析顶点数据 0:解析的顶点属性的位置值 3:顶点属性的大小  GL_FLOAT:数据类型 GL_FALSE:是否希望数据被标准化 3 * sizeof(float):步长 0:偏移量
    glEnableVertexAttribArray(0);  // 启用顶点属性

    // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
    // 注意,这是允许的,调用glVertexAttribPointer将VBO注册为顶点属性的绑定顶点缓冲区对象,因此之后我们可以安全地解绑
    glBindBuffer(GL_ARRAY_BUFFER, 0); 

    // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
    // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
    // 之后可以解绑VAO,以防止将来其他的VAO调用错误地修改了这个VAO,但这很少发生。修改其他VAO需要调用glBindVertexArray,所以我们通常不会在不直接需要的时候解绑VAO(也不会解绑VBO)
    glBindVertexArray(0); 

    // uncomment this call to draw in wireframe polygons.
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // draw our first triangle
        // 绘制第一个三角形
        glUseProgram(shaderPrograms[0]); // 看到了吗?我们只是在渲染循环的每次迭代中调用一次glUseProgram函数而不是在每次渲染调用中都调用一次。这是因为一旦着色器程序对象被链接到程序对象中,使用程序对象就会变得很简单了:我们只需激活相应的程序对象,它会自动成为当前程序对象。所以一旦我们设置好了程序对象,我们就只需要激活这个程序对象,然后绘制物体就好了。
        glBindVertexArray(VAOs[0]); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
        // 绘制三角形 从顶点数组的起始位置开始绘制3个顶点
        glDrawArrays(GL_TRIANGLES, 0, 3);  // 从顶点数组的起始位置开始绘制3个顶点
        
        glUseProgram(shaderPrograms[1]);
        glBindVertexArray(VAOs[1]);
        glDrawArrays(GL_TRIANGLES, 0, 3); 

        // glBindVertexArray(0); // no need to unbind it every time 
 
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // 可选:一旦它们完成了任务,就释放所有资源:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(2, VAOs);
    glDeleteBuffers(2, VBOs);
    glDeleteProgram(shaderPrograms[0]);
    glDeleteProgram(shaderPrograms[1]);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

练习-1.3

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