#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
//声明用于窗口大小调整与信息输入的函数
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
//定义显示窗体尺寸
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
//顶点着色器
//location=0相当于DX利用根签名建立的寄存器的槽
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"
"}\0";
//像素着色器,有的地方叫片元着色器
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"
"}\0";
//几何数据,这里是一个三个顶点z都为0的平面三角形
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
//入口函数
int main()
{
//初始化创建窗体的函数:glfw=gl Frame Window
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//Apple用户使用
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
//使用规定尺寸创建显示窗体
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
//创建gl上下文,类似于DX的device
glfwMakeContextCurrent(window);
//设置窗体大小改变的回调函数
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//使用glad加载OpenGL所有的函数指针
//在这一步的加持下,我们使用gl开头的函数就好似DX中的cmdList->向命令列表加命令并提交给命令队列
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//准备传递顶点数据的缓冲区,类似于DX中的上传堆=VAO,默认堆=VBO等
unsigned int VBO, VAO;
//申请VAO存储空间,传出首地址,通过绑定,将这个地址作为存顶点数据的地址(可能会有多组顶点数据,所以要显式指定绑定)
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
//申请VBO存储空间,传出首地址,并建立与顶点缓冲的映射,相当于把数据拷贝到GPU
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//通过以上映射,将数据放到顶点缓冲就相当于放到了VBO中(GPU能访问)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//定义顶点属性,相当于DX的顶点布局,是顶点数据的解析说明
//layout=寄存器槽,一个顶点数据的维度,数据类型,是否初始化,步长,偏移值
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//启用第一个顶点属性的设置来解析数据
glEnableVertexAttribArray(0);
//对应上方glBindBuffer(GL_ARRAY_BUFFER, VBO);使用0表示结束,数据传输完成(有开就有关)
glBindBuffer(GL_ARRAY_BUFFER, 0);
//同上,对应glBindVertexArray(VAO);有开就有关
glBindVertexArray(0);
/*
更好的理解如下编码:但VAO和VBO的操作比较离散,建议先理解上边,再看这里
unsigned int VBO, VAO;
//申请VAO,VBO存储空间
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
//开始绑定数据,指定存储位置
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//数据本身及其解析方式设置
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//结束数据绑定
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
*/
//编译shader
unsigned 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);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//定义shader的应用程序,相当于DX的PSO
unsigned 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);
//渲染循环或游戏循环
while (!glfwWindowShouldClose(window))
{
//对设备的输入信息处理
processInput(window);
//开始渲染,先使用指定颜色清空RTV
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//开始执行shader,相当于绑定PSO
glUseProgram(shaderProgram);
//VAO是包围在VBO外层的,此处绑定VAO,相当于驱动程序使用存在绑定好的内存VBO的数据
//上方关闭了(使用0),此处重新打开(读),把数据取出来
//这也给我们提供了多个VBO的切换启示,就是使用不同的VAO包围不同的VBO,然后通过开关指定启动
//很像DX中向输入装配阶段传数据的IASetXXX函数
glBindVertexArray(VAO);
//DrawCall
glDrawArrays(GL_TRIANGLES, 0, 3);
// 双缓冲交换链
glfwSwapBuffers(window);
//监听消息
glfwPollEvents();
}
//资源释放
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
//终止窗体,退出
glfwTerminate();
return 0;
}
//程序输入处理函数
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
//窗体大小改变的回调函数
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
/*
啰嗦一下,给我的感觉就是OpenGL比DX封装得要更多,隐藏了很多细节,但是又把可编程管线操作留给了编码者,对于学习来说是件好事。学过DX12再来看这个代码就会觉得OpenGL的架构真的太牛了。
*/