#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
float vertices[] = {
0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f,
-1.0f, 0.0f, 0.0f
};
float vertices1[] = {
0.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f
};
unsigned int indices[] = {
// 注意索引从0开始!
// 此例的索引(0,1,2,3)就是顶点数组vertices的下标,
// 这样可以由下标代表顶点组合成矩形
0, 1, 2, // 第一个三角形
3, 4, 0 // 第二个三角形
};
const char* 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"
"}";
const char* 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";
const char* fragmentShaderSource1 = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);\n"
"}\n";
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
//键盘事件处理器
void processInput(GLFWwindow* window);
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
int main(int argc, char* argv[])
{
glfwInit();///初始化glfw
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);///配置glfw,指定主版本号
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);///配置glfw,指定次版本号
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);///指定glfw使用核心模式
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);///参数列表:窗口宽、窗口高、窗口名称、...
if (window == nullptr)
{
std::cout << "failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);///通知GLFW将我们窗口的上下文设置为当前线程的主上下文
glewExperimental = GL_TRUE;///使用glew前一定要调用初始化
if (glewInit() != GLEW_OK)
{
std::cout << "init glew failed.\n";
return -1;
}
glViewport(0, 0, 800, 600);///设置opengl渲染窗口开始位置(相对于程序窗口)和大小
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);///窗口大小变化时触发回调,更新渲染窗口的大小
unsigned int VAO[2];
glGenVertexArrays(2, VAO);
unsigned int VBO[2];
glGenBuffers(2, VBO);///生成缓冲对象VBO
glBindVertexArray(VAO[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);///绑定为顶点缓冲对象
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);///把定义的顶点数据读取到内存中(参数:1.绑定为顶点缓冲,2.数据大小,3.实际数据,4.使用类型)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);///启用顶点属性;顶点属性默认是禁用的
glBindVertexArray(VAO[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);///绑定为顶点缓冲对象
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);///把定义的顶点数据读取到内存中(参数:1.绑定为顶点缓冲,2.数据大小,3.实际数据,4.使用类型)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);///启用顶点属性;顶点属性默认是禁用的
//unsigned int EBO;
//glGenBuffers(1, &EBO);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
//glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
///顶点着色器
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);///创建顶点着色器
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);///顶点着色器对象与顶点着色器代码对应
glCompileShader(vertexShader);///编译顶点着色器
int success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)///顶点着色器编译失败
{
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n";
}
///片段着色器
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);///创建片段着色器
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);///片段着色器对象与片段着色器代码对应
glCompileShader(fragmentShader);///编译片段着色器
///片段着色器
unsigned int fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);///创建片段着色器
glShaderSource(fragmentShader1, 1, &fragmentShaderSource1, NULL);///片段着色器对象与片段着色器代码对应
glCompileShader(fragmentShader1);///编译片段着色器
unsigned int shaderProgram = glCreateProgram();///着色器程序
///绑定渲染程序
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)///着色器程序编译失败
{
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n";
}
unsigned int shaderProgram1 = glCreateProgram();///着色器程序
///绑定渲染程序
glAttachShader(shaderProgram1, vertexShader);
glAttachShader(shaderProgram, fragmentShader1);
glLinkProgram(shaderProgram1);
glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success);
if (!success)///着色器程序编译失败
{
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n";
}
///删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteShader(fragmentShader1);
while (!glfwWindowShouldClose(window))///只要opengl渲染窗口不主动关闭程序会一直进行
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);///设置清空屏幕所用的颜色,状态设置函数
glClear(GL_COLOR_BUFFER_BIT);///清空屏幕的颜色缓冲,状态使用函数
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);///设置渲染模式,前后都渲染、线模式
glUseProgram(shaderProgram);///使用着色器程序
glBindVertexArray(VAO[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glUseProgram(shaderProgram1);///使用着色器程序
glBindVertexArray(VAO[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);///交换颜色缓冲
glfwPollEvents();///检查有没有事件触发,相应对应的事件
}
glDeleteVertexArrays(2, VAO);
glDeleteBuffers(2, VBO);
//glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
glfwTerminate();///释放分配的渲染资源
return 0;
}
不知道为什么下面三角形颜色为什么设置不上去,希望大神看到了指点一下。