opengl用两个三角形画一个矩形

老规矩,上讲提过的不在提了

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

#include <iostream>



void framebuffer_size_callback(GLFWwindow* window, int width, int height);


void processInput(GLFWwindow* window);


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(800, 600, "LearnOpenGL", NULL, NULL);
	if (window == NULL) {
		std::cout << "打开窗口失败" << std::endl;
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);

	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "初始化GLAD库失败" << std::endl;
		return -1;
	}


	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";



	unsigned int vertexShader;
	vertexShader = glCreateShader(GL_VERTEX_SHADER);




	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);



	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;
	}



	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";


	unsigned int fragmentShader;
	fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);


	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
	}



	unsigned int shaderProgram;
	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::LINKING_FAILED\n" << infoLog << std::endl;
	}



	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);


	//四个点
	float vertices[] = {
		 0.5f,  0.5f, 0.0f,//第0个点
		-0.5f,  0.5f, 0.0f,//第1个点
		-0.5f, -0.5f, 0.0f,//第2个点
		 0.5f, -0.5f, 0.0f //第3个点
	};

	//分两次画
	unsigned int indices[] = {
		0, 1, 3,//第一次画这三个点
		1, 2, 3 //第二次画这三个点
	};


	unsigned int VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);

	
	glBindVertexArray(VAO);

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

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


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


	glBindBuffer(GL_ARRAY_BUFFER, 0);//把当前的缓冲对象绑定值为空:表示已经绑定完毕,我可以开始绑定下一个缓存对象了
	glBindVertexArray(0);//表示当前缓冲数组绑定完毕了.

	//为了明显看出我的确是画了两个三角形,我让opengl 以线框的形式来画
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	//第一个参数表示我们打算将其应用到三角形的正面和背面
	//第二个参数表示以线框绘制
	//GL_FILL表示默认模式(也就是填充的形式)

	while (!glfwWindowShouldClose(window)) {

		processInput(window);

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


		glUseProgram(shaderProgram);
		glBindVertexArray(VAO);//告诉opengl,我要启用哪个缓冲数组
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		/*第一个参数指定绘制的模式:这里是三角形
		  第二参数绘制的定点个数
		  第三个是索引的类型
		  第四个指定EBO中的偏移量
		*/

		glfwSwapBuffers(window);
		glfwPollEvents();

	}


	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);
	glDeleteProgram(shaderProgram);


	glfwTerminate();

	return 0;
}


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);
}

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