#include <stdio.h>
#include <GLAD/glad.h>
#include <GLFW/glfw3.h>
const char *vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main(){\n"
"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0f);\n"
"}\n\0";
const char *fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main(){\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
void processInput(GLFWwindow *glfWwindow);
void framebuffer_size_callback(GLFWwindow* glfWwindow, int width, int height);
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *glfWwindow = glfwCreateWindow(800, 600, "Square", NULL, NULL);
if (NULL == glfWwindow){
printf("Failed to create window \n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(glfWwindow);
glfwSetFramebufferSizeCallback(glfWwindow, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
printf("Failed to initialize GLAD\n");
}
unsigned int 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);
printf("Failed to compile vertexShader:%s \n", infoLog);
}
unsigned int 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);
printf("Failed to compile fragmentShader:%s \n", infoLog);
}
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetShaderiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success){
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("Failed to link shaderProgram:%s \n", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
float vertices[] = {
0.5f, 0.5f, 0.0f, //右上
0.5f, -0.5f, 0.0f, //右下
-0.5f, -0.5f, 0.0f, //左下
-0.5f, 0.5f, 0.0f //左上
};
unsigned int indices[] = {
0, 1, 3, //第一个三角形
1, 2, 3 //第二个三角形
};
/**
* 索引缓冲对象(Element Buffer Object,EBO)
* 和顶点缓冲对象一样,EBO也是一个缓冲,它专门储存索引,
* OpenGL调用这些顶点的索引来决定该绘制哪个顶点。
* 所谓的索引绘制(Indexed Drawing)正是我们问题的解决方案
* */
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);
//这次我们把缓冲的类型定义为GL_ELEMENT_ARRAY_BUFFER
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);
/**
* 当目标是GL_ELEMENT_ARRAY_BUFFER的时候,VAO会储存glBindBuffer的函数调用。
* 这也意味着它也会储存解绑调用,所以确保你没有在解绑VAO之前解绑索引数组缓冲,
* 否则它就没有这个EBO配置了。
* */
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
/**
* 线框模式(Wireframe Mode)
* 要想用线框模式绘制你的三角形,你可以通过glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)函数
* 配置OpenGL如何绘制图元。第一个参数表示我们打算将其应用到所有的三角形的正面和背面,
* 第二个参数告诉我们用线来绘制。
* 之后的绘制调用会一直以线框模式绘制三角形,直到我们用
* glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)将其设置回默认模式。
* */
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while (!glfwWindowShouldClose(glfWwindow)){
processInput(glfWwindow);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
// glDrawArrays(GL_TRIANGLES, 0, 3);
/**
* 注意的是,我们传递了GL_ELEMENT_ARRAY_BUFFER当作缓冲目标。
* 最后一件要做的事是用glDrawElements来替换glDrawArrays函数,
* 来指明我们从索引缓冲渲染。使用glDrawElements时,
* 我们会使用当前绑定的索引缓冲对象中的索引进行绘制
*
* 第一个参数指定了我们绘制的模式,这个和glDrawArrays的一样。
* 第二个参数是我们打算绘制顶点的个数,这里填6,也就是说我们一共需要绘制6个顶点。
* 第三个参数是索引的类型,这里是GL_UNSIGNED_INT。
* 最后一个参数里我们可以指定EBO中的偏移量(或者传递一个索引数组,
* 但是这是当你不在使用索引缓冲对象的时候),但是我们会在这里填写0。
* */
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(glfWwindow);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glfwTerminate();
return 0;
}
void processInput(GLFWwindow *glfWwindow){
if (glfwGetKey(glfWwindow, GLFW_KEY_ESCAPE))
glfwSetWindowShouldClose(glfWwindow, GLFW_TRUE);
}
void framebuffer_size_callback(GLFWwindow* glfWwindow, int width, int height){
glViewport(0, 0, width, height);
}
运行结果: