#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;
}
从零开始学习opengl-2.画三角形-多边形
最新推荐文章于 2022-12-10 11:57:29 发布