#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
//顶点着色器
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";
//通过layout (location = 0)设定了输入变量的位置值(Location = 0)
//vec3相当于一个结构体,里面有3个变量x,y,z
//gl_Position的值会作为顶点着色器的输出,它是4分量的
//故需要将vec3转为vec4,多加一个深度变量,默认值为1.0
//in字段指定了数据进入着色器的流向
//片段着色器
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
//用 out声明一个输出变量FragColor,该变量是用来表示颜色的,有4个颜色分量
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
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
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//创建着色器对象,create里面指定具体的对象类型
//GLVERTEX_SHADER说明是顶点着色器对象
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
//下一步我们把这个着色器源码附加到着色器对象上,然后编译它
//参数:着色器对象,glsl源码数量(这里只有一个),源码,NULL
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
//出错处理
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
//创建片段着色器对象,并将片段着色器源码附加到着色器对象上
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
//出错处理
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
//创建着色器程序对象,用来合并多个着色器对象(attach附加操作)
//将顶点着色器和片段着色器分别附加到程序对象上
//glLinkProgram链接两个着色器对象
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
//出错处理
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
//链接完之后,删除原始着色器对象(顶点和片段)
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
//顶点输入
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
// opengl4.5版本为glCreateVertexArrays(数量size,顶点数组首地址)
//glGenBuffers()生成一个缓冲ID和一个VBO缓冲对象
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
//使用glBindBuffer函数把新创建的缓冲绑定到GL_ARRAY_BUFFER目标上
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//glBufferData是一个专门用来把用户定义的数据复制到当前绑定缓冲的函数。
//参数:缓冲区类型,需要复制数据的大小,具体的数据,显卡如何管理数据,static表示不改变
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//到glBufferData()为止,已经把顶点数据存放到显卡内存当中
//手动指定输入数据对应顶点着色器的哪一个顶点属性
//必须在渲染前指定OpenGL该如何解释顶点数据
/*
参数一:之前在顶点着色器中position定义的顶点位置属性值,从0开始
参数二:每个顶点的元素数目,一个顶点有xyz三个坐标,所以这边参数写3
参数三:数据类型,float浮点型(vec都是浮点型)
参数四:是否标准化,false表示不标准化,如果标准化都会变成0
参数五:步长,它告诉我们在连续的顶点属性组之间的间隔
也就是一个顶点总的字节数,在这里只有3个坐标数据,所以是3*sizeof(float)
如果顶点数组包含颜色信息,比如还有3个颜色分量,那么就是6*sizeof(float)
参数六:偏移量,如果位置在开头,就填0
*/
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//以顶点属性位置值作为参数,启用顶点属性;顶点属性默认是禁用的。
glEnableVertexAttribArray(0);
// 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
//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.
//glBindVertexArray(0);
//glBindVertexArray()
//如果输入的参数为0,那么opengl将不再使用之前绑定的顶点数组(解绑)
//如果输入的参数非0,并且是前面创建的顶点数组对象,那么就会将该顶点数组对象进行激活
// 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
//最上面两个着色器对象的很多代码,都是为这个shaderProgram程序对象服务的
//最终通过glUseProgram激活使用shaderProgram
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // 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
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:
// ------------------------------------------------------------------------
//渲染完成之后,释放资源
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
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);
}
使用OpenGL画一个三角形(glfw)
最新推荐文章于 2024-03-20 23:10:36 发布