#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
static unsigned int CompileShader(unsigned int type, std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, NULL);
glCompileShader(id);
return id;
}
static unsigned int CreateShader(std::string& vertexSource, std::string& fragSource)
{
unsigned int vertex = CompileShader(GL_VERTEX_SHADER, vertexSource);
unsigned int fragment = CompileShader(GL_FRAGMENT_SHADER, fragSource);
unsigned int program = glCreateProgram();
glAttachShader(program, vertex);
glAttachShader(program, fragment);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vertex);
glDeleteShader(fragment);
return program;
}
int main(void)
{
GLFWwindow* window;
if (!glfwInit())
return -1;
window = glfwCreateWindow(640, 480, "OPENGL!", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
//创建上下文
glfwMakeContextCurrent(window);
//创建上下文后要初始化glew
GLenum err = glewInit();
if (GLEW_OK != err)
{
std::cout << err << std::endl;
}
float vertex[10] =
{
-0.5f,-0.5f,
-0.5f,0.0f,
0.0f,0.0f,
0.0f,0.5f,
0.5f,0.5f
};
// int indices[6] =
// {
// 0,1,2,
// 1,2,3
// };
unsigned int buffer;
// unsigned int indicesbuffer;
glGenBuffers(1, &buffer);
// glGenBuffers(1,&indicesbuffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 10 * sizeof(float), vertex, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indicesbuffer);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER,6*sizeof(int),indices,GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
std::string vertexShader =
"#version 330 core\n"
"\n"
"layout(location=0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
"gl_Position=position;\n"
"}\n";
std::string flagShader =
"#version 330 core\n"
"\n"
"layout(location=0) out vec4 color;\n"
"void main()\n"
"{\n"
"color=vec4(1.0,0.0,0.0,1.0);\n"
"}\n";
static unsigned int shader = CreateShader(vertexShader, flagShader);
glUseProgram(shader);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
//glDrawArrays(GL_TRIANGLES, 0, 3);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawArrays(GL_TRIANGLE_STRIP,0,10);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
openGL初学笔记2:三角形环带
最新推荐文章于 2024-07-19 21:09:58 发布