画一个三角形

先上三角形的代码:

#include <iostream>

// GLEW
#define GLEW_STATIC
#include <GL/glew.h>

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


// 回调函数的声明
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);

// 窗体的宽和高
const GLuint WIDTH = 800, HEIGHT = 600;

// 下面是顶点着色器和片段着色器,用GLSL语言编写
const GLchar* vertexShaderSource = "#version 330 core\n"
    "layout (location = 0) in vec3 position;\n"
    "void main()\n"
    "{\n"
    "gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
    "}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
    "out vec4 color;\n"
    "void main()\n"
    "{\n"
    "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
    "}\n\0";

// main函数是窗口的入口函数
int main()
{
    // 初始化GLFW
    glfwInit();
    // 
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//OPENGL主版本号
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//次版本号
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//采用CORE编译模式
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);//窗口大小不可更改

    // 创建窗口
    GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
    glfwMakeContextCurrent(window);//把创建出来的窗口设置为当前环境的上下文

    // 设置窗口的回调函数
    glfwSetKeyCallback(window, key_callback);

    // 设置GLEW,此项设置为真
    glewExperimental = GL_TRUE;
    // 
    glewInit();

    // 定义窗口的尺寸大小
    int width, height;
    glfwGetFramebufferSize(window, &width, &height);  
    glViewport(0, 0, width, height);//得到窗口的尺寸大小之后绘制窗口


    // 
    // 首先,创建一个顶点着色器,在把之前写的顶点着色器源码导入顶点着色器中,然后编译顶点着色器
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // 下面的这些是检查编译是否成功,编译以后调试
    GLint success;
    GLchar 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;
    }
    // 同上
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // Check for compile time errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // 然后创建一个总的着色器程序,把之前的各个着色器全部附加上来
    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);//链接着色器
    //检查链接状态
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);//然后就可以把之前的着色器删除了


    // 下面是自己定义的三角形的顶点数据
    GLfloat vertices[] = {
        -0.5f, -0.5f, 0.0f, // Left  
         0.5f, -0.5f, 0.0f, // Right 
         0.0f,  0.5f, 0.0f  // Top   
    };
    GLuint VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);//分别创建VAO对象和VBO对象
    // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
    glBindVertexArray(VAO);

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

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);

    glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind

    glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs)

    // Game loop
    while (!glfwWindowShouldClose(window))
    {
        // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
        glfwPollEvents();

        // Render
        // Clear the colorbuffer
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // Draw our first triangle
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);
        glBindVertexArray(0);

        // Swap the screen buffers
        glfwSwapBuffers(window);
    }
    // Properly de-allocate all resources once they've outlived their purpose
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    // Terminate GLFW, clearing any resources allocated by GLFW.
    glfwTerminate();
    return 0;
}

// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);
}


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