使用OpenGL画一个三角形(glfw)

#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);
}

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下面是使用glfwOpenGL ES一个颜色渐变的三角形的示例代码: ```c++ #include <stdio.h> #include <stdlib.h> #include <math.h> #include <GLES3/gl3.h> #include <GLFW/glfw3.h> const GLchar* vertexShaderSource = "#version 300 es\n" "layout(location = 0) in vec3 position;\n" "layout(location = 1) in vec4 color;\n" "out vec4 vertexColor;\n" "void main()\n" "{\n" " gl_Position = vec4(position, 1.0);\n" " vertexColor = color;\n" "}\0"; const GLchar* fragmentShaderSource = "#version 300 es\n" "precision mediump float;\n" "in vec4 vertexColor;\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vertexColor;\n" "}\n\0"; GLfloat vertices[] = { -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f }; int main() { GLFWwindow* window; GLuint vertexShader, fragmentShader, shaderProgram, VBO, VAO; // 初始化glfw if (!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW\n"); return -1; } // 创建窗口 window = glfwCreateWindow(800, 600, "Color Triangle", NULL, NULL); if (!window) { glfwTerminate(); fprintf(stderr, "Failed to create window\n"); return -1; } // 设置OpenGL上下文 glfwMakeContextCurrent(window); // 初始化GLEW if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); return -1; } // 定义顶点着色器 vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); // 检查编译状态 GLint success; GLchar infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); fprintf(stderr, "Error compiling vertex shader: %s\n", infoLog); return -1; } // 定义片段着色器 fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // 检查编译状态 glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); fprintf(stderr, "Error compiling fragment shader: %s\n", infoLog); return -1; } // 定义着色器程序 shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); // 检查链接状态 glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); fprintf(stderr, "Error linking shader program: %s\n", infoLog); return -1; } // 删除着色器对象 glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // 定义顶点缓冲对象和顶点数组对象 glGenBuffers(1, &VBO); glGenVertexArrays(1, &VAO); // 绑定顶点数组对象和顶点缓冲对象 glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // 定义顶点属性指针 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); // 取消绑定 glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); // 渲染循环 while (!glfwWindowShouldClose(window)) { // 处理事件 glfwPollEvents(); // 清空屏幕 glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // 使用着色器程序 glUseProgram(shaderProgram); // 绑定顶点数组对象 glBindVertexArray(VAO); // 绘制三角形 glDrawArrays(GL_TRIANGLES, 0, 3); // 取消绑定 glBindVertexArray(0); // 交换缓冲区 glfwSwapBuffers(window); } // 删除顶点数组对象和顶点缓冲对象 glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); // 终止glfw glfwTerminate(); return 0; } ``` 这个代码定义了一个顶点着色器和一个片段着色器,将它们编译成一个着色器程序。接着定义三个顶点和对应的颜色,并将它们存储在一个顶点缓冲对象中。最后,在渲染循环中绑定顶点数组对象和顶点缓冲对象,并使用着色器程序来绘制一个三角形

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