#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: