//三角形
#define GLEW_STATIC
#include<GL/glew.h>
#include<GLFW/glfw3.h>
#include<iostream>
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.1f, 0.2f, 0.0f,
0.3f, 0.1f, 0.0f,
};
unsigned int indices[] =
{
0,1,2,
1,2,3
};
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, 1.0);\n"
"}\0";
const char* fragmentShaderSource = "#version 330 core \n"
"out vec4 FragColor; \n"
"uniform vec4 ourColor; \n"
"void main() \n"
"{ \n"
" FragColor = ourColor; \n"
"} \n";
//uniform关键字是将数据从CPU发送到GPU,
//它相当于定义了一个全局变量,在GPU和CPU中通用
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
return;
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(1600, 1200, "My OpenGL Game", NULL, NULL);
if (window == NULL)
{
std::cout << "failed";
return 0;
}
glfwMakeContextCurrent(window);
//Init GLFW
glewExperimental = true;
if (glewInit() != GLEW_OK)
{
std::cout << "failed";
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);
//0. copy our vertices array in a buffer for OpenGL to use
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);//必须要有这一步呀!!!
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
//vertex shader
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//fragment shader
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
/*int success;
char infoLog[512];
glGetProgramiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetProgramInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << infoLog << std::endl;
}*/
//shader program
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
//glUseProgram(shaderProgram);
// 1. then set the vertex attributes pointers
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0);
glEnableVertexAttribArray(0);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//下述颜色随时间变化的三角形
//设置fragmentshader中的ourcolor
glUseProgram(shaderProgram);
float timeValue = glfwGetTime();
float greenValue = sin(timeValue) / 2.0f + 0.5f;
int VertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
glUniform4f(VertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
glBindVertexArray(VAO);
//使用索引画出三角形
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
OpenGL中着色器设置
最新推荐文章于 2023-02-25 20:52:02 发布