openGL 第五篇:创建一个三角形 (使用索引缓冲对象)


//createTriangleByEBO.h 文件
#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>

#ifndef createTriangleByEBO_h
#define createTriangleByEBO_h

class createTriangleByEBO {
    // settings
    const unsigned int SCR_WIDTH = 800;
    const unsigned int SCR_HEIGHT = 600;
    
public:
    void showTriangle();
    void processInput(GLFWwindow *window);
public:
    static void framebuffer_size_callback(GLFWwindow* window, int width, int height);

};

#endif /* createTriangleByEBO_h */

/**
 使用索引缓冲对象 创建 三角形
 createTriangleByEBO.cpp 文件
 */

#include "createTriangleByEBO.h"
using namespace::std;

/**
1,着色器的版本号  必须与 openGL 的版本号一至
2, gl_Position : 预定义变量
 */
const char *vertexShaderSourceEBO = "#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"
    "}\0";
const char *fragmentShaderSourceEBO = "#version 330 core\n"
    "out vec4 FragColor;\n"
    "void main()\n"
    "{\n"
    "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
    "}\n\0";

void  createTriangleByEBO::showTriangle()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: 加载所有的函数指针
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return;
    }


    // build and compile our shader program
    // ------------------------------------
    // 创建一个顶点着色器 对象
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    //把着色器源码附近到着色器去对象上
    glShaderSource(vertexShader, 1, &vertexShaderSourceEBO, NULL);
    //编译着色器源码
    glCompileShader(vertexShader);
    // check for shader compile errors
    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\n" << infoLog << std::endl;
    }
    // fragment shader
    //创建片段着色器
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    //把片段着色器源码附近到着色器对象上
    glShaderSource(fragmentShader, 1, &fragmentShaderSourceEBO, NULL);
    //编译着色器源码
    glCompileShader(fragmentShader);
    // check for shader compile errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders
    //创建一个 着色器程序对象,用于链接所有的着色器程序
    int shaderProgram = glCreateProgram();
    //附加顶点着色器
    glAttachShader(shaderProgram, vertexShader);
    //附加片段着色器
    glAttachShader(shaderProgram, fragmentShader);
    //链接着色器
    glLinkProgram(shaderProgram);
    // check for linking errors
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        0.5f, 0.5f, 0.0f,   // 右上角
        0.5f, -0.5f, 0.0f,  // 右下角
        -0.5f, -0.5f, 0.0f, // 左下角
        -0.5f, 0.5f, 0.0f   // 左上角
    };

    unsigned int indices[] = { // 注意索引从0开始!
        0, 1, 3, // 第一个三角形
        1, 2, 3  // 第二个三角形
    };

    unsigned int EBO;
    glGenBuffers(1, &EBO);
    
  
    
    unsigned int VBO, VAO;
    //使用一个缓冲ID生成一个顶点数组对象
    glGenVertexArrays(1, &VAO);
    //使用glGenBuffers函数和一个缓冲ID生成一个VBO对象:
    glGenBuffers(1, &VBO);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    //绑定顶点数组对象
    glBindVertexArray(VAO);
    //绑定顶点缓冲对象
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    /**
     使用顶点数据初始化 顶点缓冲对象
     GL_STATIC_DRAW :数据不会或几乎不会改变。
     GL_DYNAMIC_DRAW:数据会被改变很多。
     GL_STREAM_DRAW :数据每次绘制时都会改变。
     */
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    /**
        设置顶点属性指针  =》 从顶点缓冲对象中 获取 顶点数据
        1,第一个参数,与顶点着色器 layout  location = 0  相对应  所以为 0
        2,第二参数:顶点数组每个数据都是一个vec3  总共三个  所以  是 3
        3,第三个参数:每个数据都是 float 类型    所以是  GL_FLOAT
        4,第四个参数: 数据是否需要标准化,标准化的时候 是:(-1,1)这里不需要标准化 (0,1) 所以是:GL_FALSE
        5,第五个参数:步长(Stride),它告诉我们在连续的顶点属性组之间的间隔,因为下组位置是在 3个float 之后  所以是  3 * sizeof(float)
        6,第六个参数:类型是void*,所以需要我们进行这个奇怪的强制类型转换。它表示位置数据在缓冲中起始位置的偏移量(Offset)。由于位置数据在数组的开头,所以这里是0。我们会在后面详细解释这个参数。
        获取数据规则是:每个顶点属性从一个VBO管理的内存中获得它的数据,而具体是从哪个VBO(程序中可以有多个VBO)获取则是通过在调用glVertexAttribPointer时绑定到GL_ARRAY_BUFFER的VBO决定的。由于在调用glVertexAttribPointer之前绑定的是先前定义的VBO对象,顶点属性0现在会链接到它的顶点数据。
     */
    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);
    //启用顶点数据,因起始位置是0  所以传 0
    glEnableVertexAttribArray(0);

    // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
    // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
    glBindVertexArray(0);


    // uncomment this call to draw in wireframe polygons.
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // draw our first triangle
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
        /**
         1,第一个参数:图元的类型   三角形
         2,第二参数:顶点数组的起始索引,为 0
         3,第三个参数:总共绘制的顶点数:为3
         */
//        glDrawArrays(GL_TRIANGLES, 0, 3);
//         glBindVertexArray(0); // no need to unbind it every time
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);//使用线框模式绘制三角形
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        //交互缓冲 防止闪烁
        glfwSwapBuffers(window);
        //事件监听
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    //删除顶点数组对象
    glDeleteVertexArrays(1, &VAO);
    //删除顶点缓冲对象
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1,&EBO);
    //删除着色器程序
    glDeleteProgram(shaderProgram);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    //关闭窗口
    glfwTerminate();
    return;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void createTriangleByEBO:: processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void createTriangleByEBO:: framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

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