从零开始学习opengl-2.画三角形-多边形

#include<iostream>
#define GLEW_STATIC//静态链接库
#include<GL/glew.h>
#include<GLFW/glfw3.h>

const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
const GLchar* fragmentShaderSource2 = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
"}\n\0";
const GLuint WIDTH = 800, HEIGHT = 600;
//按键回调函数接受一个 GLFWwindow 指针作为它的第一个参数; 第二个整形参数用来表示事件的按键;
//第三个整形参数描述用户是否有第二个键按下或释放; 第四个整形参数表示事件类型, 如按下或释放; 
//最后一个参数是表示是否有Ctrl、 Shift、 Alt、 Super等按钮的操作
void key_callback(GLFWwindow* window, int key, int seconds, int action, int mode)
{
	std::cout << key << std::endl;
	//检测了键盘是否按下了Escape键
	if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
		glfwSetWindowShouldClose(window, GL_TRUE);
}
int main()
{
	glfwInit();//初始化
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//opengl版本为3.3
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	//GLFW我们使用的是核心模式(Core-profile)
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);//不允许用户调整窗口的大小
	GLFWwindow* window = glfwCreateWindow(800, 800, "Learnopnegl", nullptr, nullptr);
	if (window == nullptr)
	{
		std::cout << "fail to create glfw window" << std::endl;
		glfwTerminate();//释放glfw分配的内存
		return -1;
	}
	//设为当前
	glfwMakeContextCurrent(window);
	glfwSetKeyCallback(window, key_callback);
	//GLEW知道使用现代方法检索函数指针和扩展
	glewExperimental = GL_TRUE;
	//初始化OpenGL的函数指针的
	if (glewInit() != GLEW_OK)
	{
		std::cout << "Failed to initialize GLEW" << std::endl;
		return -1;
	}
	//当创建了一个OpenGL上下文之后,需要从重新获取framebuffersize设置给glViewport
	int width, height;
	glfwGetFramebufferSize(window, &width, &height);
	//前两个参数控制窗口左下角的位置
	glViewport(0, 0, width, height);
	
	//创建顶点着色器
	GLuint vertexShader=glCreateShader(GL_VERTEX_SHADER);
	//把着色器附加到着色器对象上
	glShaderSource(vertexShader,1,&vertexShaderSource,NULL);
	glCompileShader(vertexShader);
	GLint success;
	GLchar infoLog[512];
	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		//获取错误信息
		glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::VERTEX_SHADER"<<std::endl;
	}
	//创建片段着色器
	GLuint fragmentShader;
	fragmentShader =glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	//创建着色器程序对象
	GLuint shaderProgram=glCreateProgram();
	//把之前的着色器加到对象上,并链接它们;
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);

	glGetProgramiv(shaderProgram, GL_LINK_STATUS,&success);
	if (!success)
	{
		glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
		std::cout << "error:shaderprogram failed" << std::endl;
	}
	
	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);
	
	GLfloat vertices[] = {
		0.0f, 0.0f, 0.0f,   
		-0.9f, 0.0f, 0.0f,  
		-0.45f, 0.45f, 0.0f,  
		 0.45f, 0.45f, 0.0f,  
		 0.9f, 0.0f, 0.0f,  
		 0.45f, -0.45f, 0.0f, 
		 -0.45f,-0.45f,0.0f
	};
	GLuint indices[] = {  
		0, 1, 2,  
		0, 2, 3,  
		0, 3, 4,
		0, 4, 5,
		0, 5, 6,
		0, 6, 1
	};
	//创建顶点数组对象
	GLuint VAO,VBO,EBO;
	glGenVertexArrays(1, &VAO);
	// 索引缓冲对象
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);
	//1.绑定VAO
	glBindVertexArray(VAO);
	// 2. 把顶点数组复制到缓冲中供OpenGL使用
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
	// 3. 复制我们的索引数组到一个索引缓冲中,供OpenGL使用
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
	//3.设置顶点属性指针
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(0);
	//不再对当前target使用任何缓存对象
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	//4.解绑VAO
	glBindVertexArray(0);


	//游戏循环
	while (!glfwWindowShouldClose(window))
	{
		//把所有事件系统都取过来:键盘/鼠标等操作
		glfwPollEvents();
		//清空颜色缓冲
		glClear(GL_COLOR_BUFFER_BIT);
		//填充颜色
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		//激活程序对象
		glUseProgram(shaderProgram);
		glBindVertexArray(VAO);
		//画图
		//glDrawArrays(GL_TRIANGLES, 0, 6);
		glDrawElements(GL_TRIANGLES, 18, GL_UNSIGNED_INT, 0);
		//用线框模式绘制
		//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		glBindVertexArray(0);
		//交换两个缓冲区指针,调用双面进行画,显示一个,另一个在画,画面更流畅
		glfwSwapBuffers(window);
	}

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

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