OpenGL 绘制三角形

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

using namespace std;
float color1=0.0, color2 = 0.0, color3 = 0.0, color4 = 0.0;
float vertices[] =
{
	-0.9,0,0,
	-0.45,0.45,0,
	0,0,0,
};
float vertices2[] =
{
	0,0,0,
	0.45,0.45,0,
	0.9,0,0
};
int indices[] = { 0,1,2,2,3,4 };
int success;
char infolog[512];
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";
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";
const char* vertexShaderSource2 = "#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";
const char* fragmentShaderSource2 = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"   FragColor = vec4(1.0f, 0.9f, 0.2f, 1.0f);\n"
"}\n\0";


void framebuffer_size_callback(GLFWwindow* window, int width, int heigth);
void processInput(GLFWwindow* window);
void clearscreen(GLFWwindow* window);



int main()
{
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//设置版本号为3.3
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//设置使用核心模式

	GLFWwindow* window = glfwCreateWindow(800, 600, "mygl", NULL, NULL);
	if (window == NULL)
	{
		cout << "failed to create glfw window" << endl;
		return 0;
	}
	//设置这个window为当前上下文,即使用对象
	glfwMakeContextCurrent(window);
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		cout << "failed to initialize glad" << endl;
		return 0;
	}
	//设置帧缓冲大小回调函数
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
	glViewport(0, 0, 800, 600);


	//顶点着色器
	unsigned int vertexShader1;
	vertexShader1 = glCreateShader(GL_VERTEX_SHADER);
	//绑定着色源代码
	glShaderSource(vertexShader1, 1, &vertexShaderSource, NULL);
	//编译着色源代码
	glCompileShader(vertexShader1);
	//获取编译状态
	glGetShaderiv(vertexShader1, GL_COMPILE_STATUS, &success);
	if (success)
	{
		cout << "vertexshader compile seccessfully" << endl;
	}
	else
	{
		glGetShaderInfoLog(vertexShader1, 512, NULL, infolog);
		cout << "vertexshader compile failed" << endl<<infolog<<endl;
	}

	//片段着色器
	unsigned int fragmentShader1;
	fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader1, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader1);
	glGetShaderiv(fragmentShader1, GL_COMPILE_STATUS, &success);
	if (success)
	{
		cout << "fragmentShader compile seccessfully" << endl;
	}
	else
	{
		glGetShaderInfoLog(fragmentShader1, 512, NULL, infolog);
		cout << "fragmentShader compile failed" << endl << infolog << endl;
	}

	//着色器程序
	unsigned int shaderProgram1;
	shaderProgram1 = glCreateProgram();
	//将着色器附加到着色程序并链接
	glAttachShader(shaderProgram1, vertexShader1);
	glAttachShader(shaderProgram1, fragmentShader1);
	glLinkProgram(shaderProgram1);
	glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success);
	if (success)
	{
		cout << "fshaderProgram link seccessfully" << endl;
	}
	else
	{
		glGetProgramInfoLog(shaderProgram1, 512, NULL, infolog);
		cout << "fshaderProgram link failed" << endl << infolog << endl;
	}
	




	//顶点着色器
	unsigned int vertexShader2;
	vertexShader2 = glCreateShader(GL_VERTEX_SHADER);
	//绑定着色源代码
	glShaderSource(vertexShader2, 1, &vertexShaderSource2, NULL);
	//编译着色源代码
	glCompileShader(vertexShader2);
	//获取编译状态
	glGetShaderiv(vertexShader2, GL_COMPILE_STATUS, &success);
	if (success)
	{
		cout << "vertexshader compile seccessfully" << endl;
	}
	else
	{
		glGetShaderInfoLog(vertexShader2, 512, NULL, infolog);
		cout << "vertexshader compile failed" << endl << infolog << endl;
	}

	//片段着色器
	unsigned int fragmentShader2;
	fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader2, 1, &fragmentShaderSource2, NULL);
	glCompileShader(fragmentShader2);
	glGetShaderiv(fragmentShader2, GL_COMPILE_STATUS, &success);
	if (success)
	{
		cout << "fragmentShader compile seccessfully" << endl;
	}
	else
	{
		glGetShaderInfoLog(fragmentShader2, 512, NULL, infolog);
		cout << "fragmentShader compile failed" << endl << infolog << endl;
	}

	//着色器程序
	unsigned int shaderProgram2;
	shaderProgram2 = glCreateProgram();
	//将着色器附加到着色程序并链接
	glAttachShader(shaderProgram2, vertexShader2);
	glAttachShader(shaderProgram2, fragmentShader2);
	glLinkProgram(shaderProgram2);
	glGetProgramiv(shaderProgram2, GL_LINK_STATUS, &success);
	if (success)
	{
		cout << "fshaderProgram link seccessfully" << endl;
	}
	else
	{
		glGetProgramInfoLog(shaderProgram2, 512, NULL, infolog);
		cout << "fshaderProgram link failed" << endl << infolog << endl;
	}









	//顶点缓冲对象 1是vb0的id
	unsigned int VB0;
	glGenBuffers(1, &VB0);
	unsigned int VB1;
	glGenBuffers(2, &VB1);
	//顶点数组对象
	unsigned int VA0;
	glGenVertexArrays(1, &VA0);
	unsigned int VA1;
	glGenVertexArrays(2, &VA1);


	unsigned int EB0;
	glGenBuffers(1, &EB0);


	//绑定VA1  任何随后的顶点属性调用都会储存在这个VA1中。
	glBindVertexArray(VA1);
	//把顶点数组复制到缓冲中供OpenGL使用 
	glBindBuffer(GL_ARRAY_BUFFER, VB1);//array_buffer绑定至vb1  下一句是将vertices绑定至vb1。继而确认了array_buffer为vertices;
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
//	glBindVertexArray(0);

	glBindVertexArray(VA0);
	glBindBuffer(GL_ARRAY_BUFFER, VB0);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//	glBindVertexArray(0);



	//使用索引缓冲
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EB0);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);



	//链接顶点属性 设置顶点属性指针
	//每个顶点属性从一个VBO管理的内存中获得它的数据,而具体是从哪个VBO(程序中可以有多个VBO)获取则是通过在调用glVertexAttribPointer时绑定到GL_ARRAY_BUFFER的VBO决定的。由于在调用glVertexAttribPointer之前绑定的是先前定义的VBO对象,顶点属性0现在会链接到它的顶点数据。
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	//glBindBuffer(GL_ARRAY_BUFFER, 0);
	//glBindVertexArray(0);




	

	int i = 1;
	while (!glfwWindowShouldClose(window))
	{

		//使用shaderProgram
		if (i == 1) {
			glUseProgram(shaderProgram2);
			i = 0;
		}
		else {
			i = 1;
			glUseProgram(shaderProgram1);
		}
			

		processInput(window);
		glClear(GL_COLOR_BUFFER_BIT);


		glBindVertexArray(VA0);
		//绘制
		//根据已经确认的array_buffer数组进行绘制 从0开始绘制3个点 
		glDrawArrays(GL_TRIANGLES, 0, 3);//不能是5,因为5的话,剩下两个点没有办法绘制为三角形

		glBindVertexArray(VA1);
		glDrawArrays(GL_TRIANGLES, 0, 3);






		/*
		* 利用glDrawArrays绘制顶点数组中的三角形
		* glDrawArrays(GL_TRIANGLES, 0, 3);
		* glDrawArrays(GL_TRIANGLES, 3, 3);
		*/

		//使用索引缓冲进行绘制
	//	glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	//删除 释放资源
	glDeleteShader(vertexShader1);
	glDeleteShader(fragmentShader1);
	glDeleteBuffers(1, &VB0);
	glDeleteVertexArrays(1, &VA0);
	glDeleteProgram(shaderProgram1);


	glfwTerminate();
	return 0;
	
}



void framebuffer_size_callback(GLFWwindow* window, int width, int heigth)
{
	glViewport(0, 0, width, heigth);
	cout << width << "     " << heigth << endl;
}
void processInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
	{
		glfwSetWindowShouldClose(window, true);
	}
}
void clearscreen(GLFWwindow* window)
{
	glClearColor(color1, color2, color3, color4);
	color1 += 0.01;
	//color2 += 0.01;
	color3 += 0.01;
	//color4 += 0.01;
}

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