#include<stdio.h>
#include<glad/glad.h>
#include<GLFW/glfw3.h>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n ";
int main()
{
if (GL_FALSE == glfwInit()) //初始化glfw
{
printf("Iniitialize glfw failer\n");
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "OPENGL_WINDOW", NULL, NULL);
if (NULL == window)
{
printf("Failed to create GLFW window\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
printf("Falied to initialize GLAD\n");
}
glViewport(0, 0, 800, 600);
GLuint vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShaderSource, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s\n", infoLog);
}
GLuint fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("ERROR::PROGRAM::LINKFAILED\n%s\n", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLfloat vertices[] = {
-0.5f,-0.5f,0.0f,
0.5f,-0.5f,0.0f,
0.0f,0.5f,0.0f
};
GLuint indices[] = { // note that we start from 0!
0, 1, 2, // first Triangle
//1, 2, 3 // second Triangle
};
GLuint vbo;
GLuint vao;
GLuint ebo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
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);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
//glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &ebo);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
Opengl绘制三角形
最新推荐文章于 2024-09-23 20:41:21 发布