feat(OpenGL): lab1

This commit is contained in:
iridiumR 2023-05-23 01:22:20 +08:00
parent a3e1bc1e00
commit 6cad5afdb8
3 changed files with 2238 additions and 2394 deletions

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -2,39 +2,6 @@
#include <GLFW/glfw3.h>
#include <iostream>
// 三角形顶点
float vertices[] = {
// 第一个三角形
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
};
// 索引
unsigned int indices[] = {
0, 1, 3, // 第一个三角形
1, 2, 3 // 第二个三角形
};
// 顶点着色器源码
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"
"}\0";
// 片段着色器源码
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\0";
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
@ -42,14 +9,16 @@ void processInput(GLFWwindow *window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
int main() {
int main(int argc, char **argv) {
// 设置 glfw
glfwInit();
// 设置 OpenGL 版本为 3.3
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);
// 设置 OpenGL 管线为兼容模式
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE);
// 创建窗口
GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
@ -69,87 +38,6 @@ int main() {
// 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);
// 创建顶点数组对象
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// 创建顶点缓冲对象
unsigned int VBO;
glGenBuffers(1, &VBO);
// 将顶点数据复制到缓冲中
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 创建索引缓冲对象
unsigned int EBO;
glGenBuffers(1, &EBO);
// 将索引数据复制到缓冲中
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
// 设置顶点数据解析方式
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
@ -159,16 +47,48 @@ int main() {
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);
//使用线框模式绘制
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// 设置线宽
glLineWidth(5.0f);
// 绘制
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glLineWidth(3.0f);
// 设置为 Gouraud 着色模式
glShadeModel(GL_SMOOTH);
// 绘制三角形
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f); // 红色
glVertex2f(-0.4f, -0.4f);
glColor3f(0.0f, 1.0f, 0.0f); // 绿色
glVertex2f(0.4f, -0.4f);
glColor3f(0.0f, 0.0f, 1.0f); // 蓝色
glVertex2f(-0.4f, 0.4f);
glColor3f(0.0f, 1.0f, 0.0f); // 绿色
glVertex2f(0.4f, -0.4f);
glColor3f(0.0f, 0.0f, 1.0f); // 蓝色
glVertex2f(-0.4f, 0.4f);
glColor3f(0.0f, 0.0f, 0.0f); // 黑色
glVertex2f(0.4f, 0.4f);
glEnd();
//使用面模式
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// 设置为 FLAT 着色模式
glShadeModel(GL_FLAT);
glNewList(1, GL_COMPILE);
glBegin(GL_TRIANGLE_FAN);
glColor3f(0.0f, 0.0f, 1.0f); // 蓝色
glVertex2f(0.5f, 0.5f);
glVertex2f(0.5f, 0.7f);
glVertex2f(0.7f, 0.5f);
glVertex2f(0.5f, 0.7f);
glVertex2f(0.7f, 0.5f);
glVertex2f(0.7f, 0.7f);
glEnd();
glEndList();
glCallList(1);
// 检查并调用事件,交换缓冲
glfwSwapBuffers(window);