#include <glad\glad.h>#include <GLFW\glfw3.h>#include <iostream>usingnamespacestd;
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
// settingsconstunsignedint SCR_WIDTH = 800;
constunsignedint SCR_HEIGHT = 600;
constchar *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";
constchar *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(){
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// 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;
}
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
//check for shader complie errors
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl;
}
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
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 shadersint 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);
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, // left0.9f, -0.5f, 0.0f, // right0.45f, 0.5f, 0.0f// top
};
unsignedint VBOs[2], VAOs[2];
glGenVertexArrays(2, VAOs); // we can also generate multiple VAOs or buffers at the same time
glGenBuffers(2, VBOs);
// first triangle setup// --------------------
glBindVertexArray(VAOs[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // Vertex attributes stay the same
glEnableVertexAttribArray(0);
// glBindVertexArray(0); // no need to unbind at all as we directly bind a different VAO the next few lines// second triangle setup// ---------------------
glBindVertexArray(VAOs[1]); // note that we bind to a different VAO now
glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]); // and a different VBO
glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // because the vertex data is tightly packed we can also specify 0 as the vertex attribute's stride to let OpenGL figure it out
glEnableVertexAttribArray(0);
// glBindVertexArray(0); // not really necessary as well, but beware of calls that could affect VAOs while this one is bound (like binding element buffer objects, or enabling/disabling vertex attributes)// 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);
glUseProgram(shaderProgram);
// draw first triangle using the data from the first VAO
glBindVertexArray(VAOs[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
// then we draw the second triangle using the data from the second VAO
glBindVertexArray(VAOs[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
// 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(2, VAOs);
glDeleteBuffers(2, VBOs);
// glfw: terminate, clearing all previously allocated GLFW resources.// ------------------------------------------------------------------
glfwTerminate();
return0;
}
// 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);
}
用两个着色器,分别给两个三角形上不同颜色:
#include <glad\glad.h>#include <GLFW\glfw3.h>#include <iostream>usingnamespacestd;
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
constunsignedint SCR_WIDTH = 800;
constunsignedint SCR_HEIGHT = 600;
constchar *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";
constchar *fragmentShaderSource1 = "#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";
constchar *fragmentShaderSource2 = "#version 330 core\n""out vec4 FragColor;\n""void main()\n""{\n"" FragColor = vec4(0.5f, 1.0f, 0.2f, 1.0f);\n""}\n\0";
int main(){
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// 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;
}
//顶点着色器int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
//check for shader complie errors
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl;
}
//片段着色器1int fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader1, 1, &fragmentShaderSource1, NULL);
glCompileShader(fragmentShader1);
glGetShaderiv(fragmentShader1, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader1, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//片段着色器2int fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader2, 1, &fragmentShaderSource2, NULL);
glCompileShader(fragmentShader2);
glGetShaderiv(fragmentShader2, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader2, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 创建着色器程序1int shaderProgram1 = glCreateProgram();
glAttachShader(shaderProgram1, vertexShader);
glAttachShader(shaderProgram1, fragmentShader1);
glLinkProgram(shaderProgram1);
// 创建着色器程序2int shaderProgram2 = glCreateProgram();
glAttachShader(shaderProgram1, vertexShader);
glAttachShader(shaderProgram2, fragmentShader2);
glLinkProgram(shaderProgram2);
// check for linking errors
glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram1, 512, NULL, infoLog);
std::cout << "ERROR::SHADER1::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader1);
glDeleteShader(fragmentShader2);
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, // left0.9f, -0.5f, 0.0f, // right0.45f, 0.5f, 0.0f// top
};
unsignedint VBOs[2], VAOs[2];
glGenVertexArrays(2, VAOs); // we can also generate multiple VAOs or buffers at the same time
glGenBuffers(2, VBOs);
// first triangle setup// --------------------
glBindVertexArray(VAOs[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // Vertex attributes stay the same
glEnableVertexAttribArray(0);
// glBindVertexArray(0); // no need to unbind at all as we directly bind a different VAO the next few lines// second triangle setup// ---------------------
glBindVertexArray(VAOs[1]); // note that we bind to a different VAO now
glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]); // and a different VBO
glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // because the vertex data is tightly packed we can also specify 0 as the vertex attribute's stride to let OpenGL figure it out
glEnableVertexAttribArray(0);
// glBindVertexArray(0); // not really necessary as well, but beware of calls that could affect VAOs while this one is bound (like binding element buffer objects, or enabling/disabling vertex attributes)// uncomment this call to draw in wireframe polygons.//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);while (!glfwWindowShouldClose(window))
{
// input
processInput(window);
// render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram1);
// draw first triangle using the data from the first VAO
glBindVertexArray(VAOs[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(shaderProgram2);
// then we draw the second triangle using the data from the second VAO
glBindVertexArray(VAOs[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
// 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(2, VAOs);
glDeleteBuffers(2, VBOs);
// glfw: terminate, clearing all previously allocated GLFW resources.// ------------------------------------------------------------------
glfwTerminate();
return0;
}
// 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)
{
glViewport(0, 0, width, height);
}