画一个三角形
不用Shader头文件的版本
#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include<GLFW/glfw3.h>
const GLint WIDTH = 800, HEIGHT = 600;//新建一个窗口,窗口的宽800, 高600
//顶点着色器,一定有输出,是顶点的坐标信息
//顶点按逆时针顺序来画
const GLchar* vertexShaderSource = "#version 330 core\n"//版本
"layout(location = 0) in vec3 position;\n" //着色器的位置参数信息。position变量名;vec3(三维向量)类型,向量的每个分量都是浮点型;in表示这个变量要从外界输入。location=0表示进1个参数;location=1表示进两个参数。
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0f);\n" //gl_Position预保留的变量,包含顶点信息,不需要定义;齐次坐标器(增加一维,达到矩阵移动目的)
"}";
//边缘着色器
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"//四个参数
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" //用 = 进行赋值
"}";
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Learn OpenGL xxxxxxx", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
if (window == nullptr) {
std::cout << "Failed to create GLFW window" <<
std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cout << "Failed to initialize GLEW" <<
std::endl;
glfwTerminate();
return -1;
}
// import and compile the shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLint success;
GLchar 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;
}
GLuint 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;
}
//creat the program and link the program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n"
<< infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//Triangle
GLfloat vertices[] =
{
-0.5f,-0.5f,0.0f,
0.5f,-0.5f,0.0f,
0.0f,0.5f,0.0f
};
//VAO将数据和显存中的物理地址相对应,数据放在VBO里,VAO与VBO成对出现
//一组数据有不同的解读方式,可能有多个VAO,一个VAO一定要对应一个VBO
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);//创建VAO
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);//
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//把顶点数据传输到显存的物理地址上
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 参数“0”对应VAO的第一行,参数“3”和“ GL_FLOAT”输入三个浮点型,“ GL_FALSE”表示不需要进行标准化
//“3 * sizeof(GLfloat)”表示步长,“(GLvoid*)0”第一个起始点在哪找
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
//允许使用
glEnableVertexAttribArray(0);
//解绑,与绑定顺序相反
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window)) {
glViewport(0, 0, screenWidth, screenHeight);
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}