LearnOpenGL-三角形

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

using namespace std;

const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;
const char* vertexShaderSource = 
"#version 460 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 char* fragmentShaderSource =
"#version 460 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"	FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\0";


void Framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, width, height);
}

void ProcessInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
		glfwSetWindowShouldClose(window, true);
	}
}

int main()
{
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "OpenGL", NULL, NULL);

	if (window == NULL) {
		cout << "Failed to create GLFW Window" << endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, Framebuffer_size_callback);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		cout << "Failed to initialize GLAD" << endl;
		return -1;
	}
	


	int vertexShader;
	vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);

	int success;
	char infoLog[512];
	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
	if (!success) {
		glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
		cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl;
	}

	int  fragmentShader;
	fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);

	int shaderProgram;
	shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);

	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
	}

	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);


	float vertices[] = {
		0.5f, 0.5f, 0.0f,
		0.5f, -0.5f, 0.0f,
		-0.5f, -0.5f, 0.0f,
		-0.5f, 0.5f, 0.0f
	};
	unsigned int indices[] = {
		0, 1, 3,
		1, 2, 3
	};

	unsigned int VAO, VBO, 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(float), (void*)0);
	glEnableVertexAttribArray(0);

	while (!glfwWindowShouldClose(window)) {
		ProcessInput(window);

		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		glUseProgram(shaderProgram);
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);




		glfwPollEvents();
		glfwSwapBuffers(window);
	}

	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);
	glfwTerminate();
	return 0;
}










/*float vertices[] = {//三角形
-0.5f, -0.5f, 0.0f,
 0.5f, -0.5f, 0.0f,
 0.0f,  0.5f, 0.0f
};

unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
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(float), (void*)0);
glEnableVertexAttribArray(0);

while (!glfwWindowShouldClose(window)) {
	ProcessInput(window);

	glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT);

	glUseProgram(shaderProgram);
	glBindVertexArray(VAO);
	glDrawArrays(GL_TRIANGLES, 0, 3);




	glfwPollEvents();
	glfwSwapBuffers(window);
}*/
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