OpenGL_6:用两个VBO和VAO分别画2个三角形

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#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_1[] = {
            // first triangle
            -0.9f, -0.5f, 0.0f,  // left
            -0.0f, -0.5f, 0.0f,  // right
            -0.45f, 0.5f, 0.0f  // top
    };

    float vertices_2[] = {
            // second triangle
            0.0f, -0.5f, 0.0f,  // left
            0.9f, -0.5f, 0.0f,  // right
            0.45f, 0.5f, 0.0f   // top
    };

    unsigned int VBO[2], VAO[2];
    glGenVertexArrays(2, VAO);
    glGenBuffers(2, VBO);

    glBindVertexArray(VAO[0]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_1), vertices_1, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
//    glBindVertexArray(0);  //no need to unbind at all as we directly bind a different VAO the next few lines


//    glBindBuffer(GL_ARRAY_BUFFER, 0);


    glBindVertexArray(VAO[1]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_2), vertices_2, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // glBindVertexArray(0); // not really necessary as well, but beware of calls that could affect VAOs while this one is bound (like binding element buffer objects, or enabling/disabling vertex attributes)

//    glBindBuffer(GL_ARRAY_BUFFER, 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);

    //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[0]);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        glBindVertexArray(VAO[1]);
        glDrawArrays(GL_TRIANGLES, 0, 3);

//        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        glfwSwapBuffers(glfWwindow);
        glfwPollEvents();
    }

    glDeleteVertexArrays(2, VAO);
    glDeleteBuffers(2, VBO);

    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:



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好的,我来为你解答。 1. OpenGL图形渲染管线 OpenGL图形渲染管线是OpenGL对图形数据进行处理的流程。它包括两个主要部分:顶点处理阶段和片元处理阶段。其中,顶点处理阶段将顶点数据转换成片元数据,片元处理阶段将片元数据转换成最终的图像颜色值。 2. VBO VBO(Vertex Buffer Object)是OpenGL中的一种缓冲区对象,它用于存储顶点数据。使用VBO可以将顶点数据存储到显存中,从而提高渲染效率。 3. VAO VAO(Vertex Array Object)是OpenGL中的另一种缓冲区对象,它用于存储顶点数组状态。使用VAO可以将多个VBO绑定到一个VAO中,从而方便在不同的渲染环境中切换。 4. EBO EBO(Element Buffer Object)也是OpenGL中的一种缓冲区对象,它用于存储顶点索引数据。使用EBO可以减少顶点数据的冗余,从而节省显存空间。 下面是一个简单的用例,演示如何使用VBOVAO和EBO进行三角形的渲染: ```c++ // 顶点数据 float vertices[] = { // 位置 // 颜色 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f }; // 索引数据 unsigned int indices[] = { 0, 1, 2 }; // 创建VBOVAO、EBO对象 unsigned int VBO, VAO, EBO; glGenBuffers(1, &VBO); glGenVertexArrays(1, &VAO); glGenBuffers(1, &EBO); // 绑定VBOVAO、EBO对象 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); // 设置顶点属性指针 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); // 渲染三角形 glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // 删除VBOVAO、EBO对象 glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); glDeleteVertexArrays(1, &VAO); ``` 上面的代码首先创建了一个顶点数组和一个索引数组,然后创建了VBOVAO、EBO对象,并将顶点数据和索引数据存储到对应的缓冲区对象中。接着,设置了顶点属性指针,并在渲染时使用glDrawElements函数渲染了三角形。最后,删除了VBOVAO、EBO对象。

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