可编程渲染管线OpenGL学习随笔(4)---你好,矩形

前言

众所周知,一个矩形沿其对角线可以分成两个三角形,所以我们也就可以通过绘制两个三角形,将其拼接成一个矩形。本节使用的是索引的方法,以减少设置顶点的数目。

1.代码

代码如下:

#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include"Shader.h"
#include"stb_image.h"
#include<iostream>
using namespace std;

float mixValue = 0.2f;

void framebuff_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);
	if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
	{
		mixValue += 0.01f;
		if (mixValue >= 1.0f)
			mixValue = 1.0f;
	}
	if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
	{
		mixValue -= 0.01f;
		if (mixValue <=0.0f)
			mixValue = 0.0f;
	}
}

const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;



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(SCR_WIDTH, SCR_HEIGHT, "OpenGLTexture", NULL, NULL);
	if (window == NULL)
	{
		cout << "Failed to create GLFW window" << endl;
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuff_size_callback);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		cout << "Failed to initialize GLAD" << endl;
	}

	Shader ourshader("vshader.txt", "twofshader.txt");

	float vertes[] =
	{
		//坐标               颜色          纹理坐标
		0.5f,  0.5f,0.0f, 1.0f,0.0f,0.0f, 1.0f,1.0f,
		0.5f, -0.5f,0.0f, 0.0f,1.0f,0.0f, 1.0f,0.0f,
		-0.5f,-0.5f,0.0f, 0.0f,0.0f,1.0f, 0.0f,0.0f,
		-0.5f, 0.5f,0.0f, 1.0f,1.0f,0.0f, 0.0f,1.0f
	};
	//索引
	unsigned int indices[] = {
		0,1,3,
		1,2,3
	};

	
	//顶点数组对象
	unsigned int VAO, VBO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);

	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertes), vertes, GL_STATIC_DRAW);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	//位置
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	//颜色
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);
	
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);

	while (!glfwWindowShouldClose(window))
	{
		processInput(window);
		//ourshader.setFloat("aMixValue", mixValue);

		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		//着色
		ourshader.use();
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);

	glfwTerminate();
	system("pause");
	return 0;
}

2.结果

在这里插入图片描述

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