开始学opengl-第一个方形

用于记录本人学习情况 

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




int main()
{
	//初始化glfw库	
	glfwInit();

	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//告知版本为3.3
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//指定使用核心模式
	//初始化完成


	GLFWwindow* window = glfwCreateWindow(800, 600, "learn-opengl", NULL, NULL);//创建窗口
	if (window == NULL)//处理无法创建窗口错误情况
	{
		std::cout << "failed to creat glfw window!" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);//将窗口设为当前上下文

	//初始化GLAD
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))//处理无法初始化GLAD情况
	{
		std::cout << "failed to initialize GLAD" << std::endl;
		return -1;
	}

	//设置视口

	void framebuffer_size_callback(GLFWwindow * window, int width, int height);//注意要有函数声明
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);//注册函数,每当窗口大小改变时调用






	设置顶点着色器
	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"//gl_Position的P必须大写!!!
	"}\0";//设置顶点着色器的多行字符串

	//创建顶点着色器对象
	unsigned int vertexshader;
	vertexshader = glCreateShader(GL_VERTEX_SHADER);

	glShaderSource(vertexshader, 1, &vertexshadersource, NULL);//将着色器源码附加到着色器对象上,1为源码字符串数量
	glCompileShader(vertexshader);//编译着色器

	//检查是否编译正确
	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" << infolog << std::endl;
	}

	///设置片段着色器
	const char* fragmentshadersource = "#version 330 core\n"
		"out vec4 fragcolor;\n"
		"void main()\n"
		"{\n"
		"	fragcolor = vec4(1.0f,0.5f,0.2f,0.5f);\n"
		"}\0";

	unsigned int fragshader;
	fragshader = glCreateShader(GL_FRAGMENT_SHADER);

	glShaderSource(fragshader, 1, &fragmentshadersource, NULL);
	glCompileShader(fragshader);

	int successf;
	char infologf[512];
	glGetShaderiv(fragshader, GL_COMPILE_STATUS, &successf);

	if (!successf)
	{
		glGetShaderInfoLog(vertexshader, 512, NULL, infologf);
		std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED" << infologf << std::endl;
	}

	//创建着色器程序
	unsigned int shaderprogram;
	shaderprogram = glCreateProgram();
	glAttachShader(shaderprogram, vertexshader);//附加着色器到程序上
	glAttachShader(shaderprogram, fragshader);
	glLinkProgram(shaderprogram);//连接着色器

	//检查是否连接成功
	int successpro;
	char infologpro[512];
	glGetProgramiv(shaderprogram, GL_LINK_STATUS, &successpro);

	if (!successpro)
	{
		glGetProgramInfoLog(shaderprogram, 512, NULL, infologpro);
		std::cout << "ERROR::SHADERPROGRAM::LINK_FAILED" << infologpro << std::endl;
	}

	glDeleteShader(vertexshader);//删除不需要的着色器对象
	glDeleteShader(fragshader);








	/创建顶点
	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
	};
	//创建顶点数组
	unsigned int VAO;
	unsigned int VBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);//生成缓存对象

	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);//绑定缓存,顶点对象的缓存类型
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//将数据复制到缓冲内存,static为数据不变,dynamic为数据会改变很多,stream为数据每次绘制时都会变
	//设置顶点属性指针
	unsigned int EBO;
	glGenBuffers(1, &EBO);
	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);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);//设置绘制方式,line为线框,fill为填充
	//渲染循环
	void processInput(GLFWwindow * window);
	while (!glfwWindowShouldClose(window))//设置渲染循环
	{

		processInput(window);


		//设置颜色清屏
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		glUseProgram(shaderprogram);//使用程序对象
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteProgram(shaderprogram);
	glfwTerminate();//关闭时正确释放资源
	return 0;

}


//设置改变窗口大小的回调函数,在每次窗口大小改变时调用
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, width, height);
}

//设置输入函数,处理按下ESC键的情况
void processInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);//设置是否关闭窗口
}

 

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