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justhomework/OpenGL/hello/src/main.cpp

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#include "glad/glad.h"
#include "shader.h"
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#include <GLFW/glfw3.h>
#include <cmath>
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// 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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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);
// 创建着色器程序
Shader shader = Shader("src/simple.vs", "src/uniformcolor.fs");
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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);
// 激活着色器
shader.use();
// 更新uniform颜色
float timeValue = glfwGetTime();
float greenValue = (sin(timeValue) / 2.0f) + 0.5f;
shader.setFloat4("ourColor", 1.0f, greenValue, 0.0f, 0.0f);
shader.setFloat1("xOffset", cos(timeValue) / 2.0f);
shader.setFloat1("yOffset", sin(timeValue) / 2.0f);
// 绘制三角形
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glBindVertexArray(VAO);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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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);
}