LearnOpenGL CN第二课“你好,三角形”的最终代码

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

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

//一个顶点着色器的源码
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"
"}\n\0";

//一个片段着色器的源码
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";

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);
	}
}

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, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "Fail to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
	
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}
	
	//顶点输入,设置VBO
	float vertices[] = {
		-0.5f, -0.5f, 0.0f, //左下角
		 0.5f, -0.5f, 0.0f, //右下角
		-0.5f,  0.5f, 0.0f, //左上角
		 0.5f,  0.5f, 0.0f  //右上角
	};

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

	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);
	glBindVertexArray(0);



	//创建顶点着色器
	unsigned int vertexShader;
	vertexShader = glCreateShader(GL_VERTEX_SHADER);
	//编译着色器
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	//检测是否成功
	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;
	}

	//创建片段着色器
	unsigned int fragmentShader;
	fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	//编译着色器
	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;
	}

	//着色器程序
	unsigned int shaderProgram;
	shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);
	//检测连接成功
	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
	if (!success)
	{
		glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
	}

	//删除两个着色器
	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);

	// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	// glViewport(0, 0, 800, 600);
	while (!glfwWindowShouldClose(window))
	{
		processInput(window);
		
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		//绘制三角形
		glUseProgram(shaderProgram);
		glBindVertexArray(VAO);
		//glDrawArrays(GL_TRIANGLES, 0, 3);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glfwTerminate();
	return 0;
}

流程如下:

// ..:: 初始化代码 :: ..

// 1. 绑定顶点数组对象 glBindVertexArray(VAO);

// 2. 把我们的顶点数组复制到一个顶点缓冲中,供OpenGL使用

glBindBuffer(GL_ARRAY_BUFFER, VBO);

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

// 3. 复制我们的索引数组到一个索引缓冲中,供OpenGL使用

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);

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

// 4. 设定顶点属性指针

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

glEnableVertexAttribArray(0);

[...]

// ..:: 绘制代码(渲染循环中) :: ..

glUseProgram(shaderProgram);

glBindVertexArray(VAO);

glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); 

glBindVertexArray(0);

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