OpenGL_10:加入颜色属性来绘制三色三角形

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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"     // 位置变量的属性位置值为 0
                "layout (location = 1) in vec3 aColor;\n"   // 颜色变量的属性位置值为 1
                "out vec3 myColor;\n"                       // 向片段着色器输出一个颜色
                "void main(){\n"
                    "gl_Position = vec4(aPos, 1.0f);\n"
                    "myColor = aColor;\n"
                "}\n\0";

const char *fragmentShaderSource =
        "#version 330 core\n"
                "out vec4 FragColor;\n"
                "in vec3 myColor;"
                "void main(){\n"
                    "FragColor = vec4(myColor, 1.0f);\n"
                "}\n\0";

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

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(SCR_WIDTH, SCR_HEIGHT, "shader", 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");
    }

    int success;
    char infoLog[512];

    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);

    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);

    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success){
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        printf("Failed to linkProgram:%s\n", infoLog);
    }

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    float vertices[] = {
            //位置属性          //颜色属性
            -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
             0.0f,  0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
             0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f
    };

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

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

    /**
     * glVertexAttribPointer函数的前几个参数比较明了。
     * 这次我们配置属性位置值为1的顶点属性。颜色值有3个float那么大,我们不去标准化这些值。
     *
     * 由于我们现在有了两个顶点属性,我们不得不重新计算步长值。
     * 为获得数据队列中下一个属性值(比如位置向量的下个x分量)我们必须向右移动6个float,
     * 其中3个是位置值,另外3个是颜色值。这使我们的步长值为6乘以float的字节数(=24字节)。
     *
     * 同样,这次我们必须指定一个偏移量。对于每个顶点来说,位置顶点属性在前,所以它的偏移量是0。
     * 颜色属性紧随位置数据之后,所以偏移量就是3 * sizeof(float),用字节来计算就是12字节。
     * */
    // 位置属性
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    // 颜色属性
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
//    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    while (!glfwWindowShouldClose(glfWwindow)){

        glUseProgram(shaderProgram);

        // 渲染
        // 清除颜色缓冲
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);


        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        glfwSwapBuffers(glfWwindow);
        glfwPollEvents();
    }

    return 0;
}

void framebuffer_size_callback(GLFWwindow* glfWwindow, int width, int height){
    glViewport(0, 0, width, height);
}

运行结果:




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