opengl绘制三角形

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

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}


void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}


const int SCR_WIDTH = 400;
const int SCR_HEIGHT = 300;




// 顶点着色器
const char* vertexShaderSource =    "#version 330 core\n                                \
                                    layout (location = 0) in vec3 aPos;\n               \
                                    void main(){\n                                      \
                                    gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n  \
                                    }\n\0";

//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";

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); // uncomment this statement to fix compilation on OS X
#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;
    }


    // build and compile our shader program
    // ------------------------------------
    // vertex shader
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    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
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    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
    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // check for linking errors
    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
    // ------------------------------------------------------------------
    float vertices[] = {
        -0.5f, -0.5f, 0.0f, // left  
        0.5f, -0.5f, 0.0f, // right 
        0.0f, 0.5f, 0.0f  // top   
    };

    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    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);


    // 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
        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:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);

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

}

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可以使用以下代码来在 Qt 中使用 OpenGL 绘制三角形: ```cpp #include <QtGui/QOpenGLFunctions> #include <QtGui/QOpenGLShaderProgram> #include <QtGui/QOpenGLVertexArrayObject> #include <QtGui/QOpenGLBuffer> class MyOpenGLWidget : public QOpenGLWidget, protected QOpenGLFunctions { public: MyOpenGLWidget(QWidget *parent = nullptr) : QOpenGLWidget(parent) {} protected: void initializeGL() override { initializeOpenGLFunctions(); // 创建着色器程序 m_program = new QOpenGLShaderProgram(this); m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, R"( #version 330 core layout (location = 0) in vec3 aPos; void main() { gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); } )"); m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, R"( #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); } )"); m_program->link(); // 创建顶点数组对象和顶点缓冲对象 m_vao = new QOpenGLVertexArrayObject(this); m_vao->create(); m_vao->bind(); m_vbo = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer); m_vbo->create(); m_vbo->bind(); float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; m_vbo->allocate(vertices, sizeof(vertices)); // 设置顶点属性指针 m_program->bind(); m_program->enableAttributeArray(0); m_program->setAttributeBuffer(0, GL_FLOAT, 0, 3, 0); // 解绑 m_vao->release(); m_vbo->release(); m_program->release(); } void paintGL() override { glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); m_program->bind(); m_vao->bind(); glDrawArrays(GL_TRIANGLES, 0, 3); m_vao->release(); m_program->release(); } private: QOpenGLShaderProgram *m_program; QOpenGLVertexArrayObject *m_vao; QOpenGLBuffer *m_vbo; }; ``` 这段代码使用 Qt 的 OpenGL 模块来创建一个继承自 QOpenGLWidget 的自定义 OpenGL 窗口,然后在 initializeGL() 函数中初始化着色器程序、顶点数组对象和顶点缓冲对象,最后在 paintGL() 函数中绘制三角形
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