opengl三角形的组合(最终版)

本文档展示了使用OpenGL进行图形渲染的基本步骤,包括初始化GLFW窗口、加载GLAD库、编译和链接着色器、创建顶点和索引缓冲,最后绘制两个三角形。通过这段代码,读者可以理解OpenGL编程的基础概念。
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在经历前几次的折磨之后,如果你能把我这个代码看懂了,那么说明你前面的基本过关了

#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(1000, 800, "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);


	float firstTriangle[] = {
		-0.9f, -0.5f, 0.0f,
		-0.0f, -0.5f, 0.0f,
		-0.45f, 0.5f, 0.0f,
		-0.45f,-1.5f, 0.0f
	};

	float secondTriangle[] = {
		 0.0f, -0.5f, 0.0f,
		 0.9f, -0.5f, 0.0f,
		 0.45f, 0.5f, 0.0f,
		 0.45f,-1.5f, 0.0f
	};

	unsigned int indices[] = {
		 0, 1, 2,
		 0, 1, 3
	};


	unsigned int VBOs[2], VAOs[2], EBO;
	glGenVertexArrays(2, VAOs);
	glGenBuffers(2, VBOs);
	glGenBuffers(1, &EBO);

	
	glBindVertexArray(VAOs[0]);
	glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
	glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, 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);

	glBindVertexArray(VAOs[1]);
	glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);
	glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, 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);
	glBindVertexArray(0);

	
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);


	while (!glfwWindowShouldClose(window)) {

		processInput(window);

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


		glUseProgram(shaderProgram);

		glBindVertexArray(VAOs[0]);
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);//左边这个棱形我不用索引画看看是怎么样的
		//.GL_TRIANGLES:每三个顶之间绘制三角形,之间不连接
		//GL_TRIANGLE_FAN:以V0V1V2,V0V2V3,V0V3V4,……的形式绘制三角形
		//GL_TRIANGLE_STRIP:顺序在每三个顶点之间均绘制三角形。这个方法可以保证从相同的方向上所有三角形均被绘制。
		//以V0V1V2,V1V2V3,V2V3V4……的形式绘制三角形

		glBindVertexArray(VAOs[1]);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		
		//从绘制结果上就能看出,索引缓冲的好处.

		glfwSwapBuffers(window);
		glfwPollEvents();

	}


	glDeleteVertexArrays(2, VAOs);
	glDeleteBuffers(2, VBOs);
	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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