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
}