使用vbo、vao、ebo画三角形

#include<glad\glad.h>
#include<GLFW\glfw3.h>
#include<iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

const unsigned int width = 800;
const unsigned int height = 600;

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"
"}\n";

const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"  FragColor = vec4(1.0f,0.5f,0.2f,1.0f);\n"
"}\n"
;

int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow *window = glfwCreateWindow(width, height, "first sharder", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "failed to initialize GLAD" << std::endl;
        return -1;
    }

    //vertex shader
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);

    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "error:shader:vertex:compile_failed \n" << infoLog << std::endl;
    }

    // fragment shader
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);

    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "error:fragment shader \n" << infoLog << std::endl;
    }

    //连接shader
    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success)
    {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "error:program:failed\n" << infoLog << std::endl;
    }

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    //顶点数据
    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
    };

    //顶点索引
    unsigned int indices[] = {
        0,1,3,
        1,2,3
    };

    unsigned int VBO, VAO, EBO;

    //创建VAO对象
    glGenVertexArrays(1, &VAO); 
    //创建VBO对象
    glGenBuffers(1,&VBO);
    //创建EBO对象
    glGenBuffers(1,&EBO);

    //使用VAO对象
    glBindVertexArray(VAO);

    //使用VBO对象
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    //拷贝顶点数据到VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    //使用EBO对象
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
    //拷贝索引数据到EBO
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    //让opengl知道怎么结束顶点的属性
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    //实第一个属性(位置属性)变为可用状态
    glEnableVertexAttribArray(0);

    //解绑VBO对象
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    //不用解绑EBO对象,因为VAO对象还在激活状态
    //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    //解绑VAO对象,在while循环中重新启用
    glBindVertexArray(0);

    //画成线框图
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);


    while (!glfwWindowShouldClose(window))
    {
        //处理键盘的输入
        processInput(window);

        //背景色为黑色
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        glUseProgram(shaderProgram);

        //重新启用VAO对象
        glBindVertexArray(VAO);

        //画三角形
        glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);

        //交换缓冲,然后拉取输入事件
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    glfwTerminate();
    return 0;
}

//处理键盘的输入
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
    {
        glfwSetWindowShouldClose(window, true);
    }
}

//当窗口大小改变的时候调用的回掉函数
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
    glViewport(0, 0, width, height);
    std::cout << "hello world" << std::endl;
}

效果图如下:
这里写图片描述

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