feat(OpenGL): hello

This commit is contained in:
iridiumR 2023-05-23 01:21:52 +08:00
parent b1dc69c442
commit a3e1bc1e00

View file

@ -3,25 +3,46 @@
#include <iostream>
// 三角形顶点
float vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f};
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
};
// 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";
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;
}
)";
// 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";
const char *fragmentShaderSource = R"(
#version 330 core
in vec3 color;
out vec4 FragColor;
void main()
{
FragColor = vec4(color, 1.0);
}
)";
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
@ -112,20 +133,24 @@ int main() {
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
unsigned int VAO,VBO,EBO;
// 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);
// 设置顶点数据解析方式
// 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
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
@ -141,7 +166,13 @@ int main() {
// 绘制三角形, 激活程序
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
//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);
// 检查并调用事件,交换缓冲
glfwSwapBuffers(window);