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justhomework/OpenGL/hello/src/main.cpp

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#include "glad/glad.h"
#include <GLFW/glfw3.h>
#include <iostream>
// 三角形顶点
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float vertices[] = {
// 第一个三角形
0.4f, 0.4f, 0.0f, // 右上角
0.4f, -0.4f, 0.0f, // 右下角
-0.4f, -0.4f, 0.0f, // 左下角
-0.4f, 0.4f, 0.0f // 左上角
};
// 索引
unsigned int indices[] = {
0, 1, 3, // 第一个三角形
1, 2, 3 // 第二个三角形
};
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// 顶点着色器源码
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const char *vertexShaderSource =R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 color;
void main()
{
gl_Position = vec4(aPos, 1.0);
color = aColor;
}
)";
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// 片段着色器源码
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const char *fragmentShaderSource = R"(
#version 330 core
in vec3 color;
out vec4 FragColor;
void main()
{
FragColor = vec4(color, 1.0);
}
)";
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
int main() {
// 设置 glfw
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// 创建窗口
GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// 加载glad
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 设置视口
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// 创建顶点着色器
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
// 将着色器源码附加到着色器对象上
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
// 编译着色器
glCompileShader(vertexShader);
// 检查编译是否成功
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
// 获取错误信息
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
<< infoLog << std::endl;
}
// 创建片段着色器
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// 将着色器源码附加到着色器对象上
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
// 编译着色器
glCompileShader(fragmentShader);
// 检查编译是否成功
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
// 获取错误信息
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
<< infoLog << std::endl;
}
// 创建着色器程序
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
// 将着色器附加到程序上
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
// 链接程序
glLinkProgram(shaderProgram);
// 检查链接是否成功
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
// 获取错误信息
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n"
<< infoLog << std::endl;
}
// 删除着色器
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
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unsigned int VAO,VBO,EBO;
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// 创建顶点数组对象
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// 创建顶点缓冲对象
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// 创建索引缓冲对象
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
// 设置顶点属性指针
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// 循环渲染
while (!glfwWindowShouldClose(window)) {
// 处理输入
processInput(window);
// 设置为白色
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 绘制三角形, 激活程序
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
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//使用线框模式绘制
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// 设置线宽
glLineWidth(3.0f);
// 绘制
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
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// 检查并调用事件,交换缓冲
glfwSwapBuffers(window);
glfwPollEvents();
}
// 释放资源
glfwTerminate();
return 0;
}
// 处理输入
void processInput(GLFWwindow *window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
// 窗口大小改变时回调该函数
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
}