与之前不同的是,之前的顶点数据中只有位置数据,现在给顶点数据中添加了颜色属性。顶点数据实际上是顶点属性,这些属性包括:位置属性、颜色属性等等。而随着顶点属性的变化,我们的着色器也要做相应的调整。
要点:
- 在顶点数据中添加了颜色数据(在顶点属性中添加了颜色属性)
- 顶点数据的增加,也需要相应的对顶点着色器和片段着色器做调整
- 当对顶点着色器和片段着色器作出调整以后,相应的要重新配置顶点属性指针
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
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 ourColor;\n" // 向片段着色器输出一个颜色
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n" // 将ourColor设置为我们从顶点数据那里得到的输入颜色
"}\n\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(ourColor, 1.0);\n"
"}\n\0";
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL,