feat(OpenGL): hello
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1 changed files with 52 additions and 21 deletions
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@ -3,25 +3,46 @@
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#include <iostream>
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#include <iostream>
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// 三角形顶点
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// 三角形顶点
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float vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f};
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float vertices[] = {
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// 第一个三角形
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0.4f, 0.4f, 0.0f, // 右上角
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0.4f, -0.4f, 0.0f, // 右下角
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-0.4f, -0.4f, 0.0f, // 左下角
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-0.4f, 0.4f, 0.0f // 左上角
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};
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// 索引
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unsigned int indices[] = {
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0, 1, 3, // 第一个三角形
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1, 2, 3 // 第二个三角形
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};
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// 顶点着色器源码
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// 顶点着色器源码
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const char *vertexShaderSource =
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const char *vertexShaderSource =R"(
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"#version 330 core\n"
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#version 330 core
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"layout (location = 0) in vec3 aPos;\n"
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layout (location = 0) in vec3 aPos;
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"void main()\n"
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layout (location = 1) in vec3 aColor;
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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out vec3 color;
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"}\0";
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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color = aColor;
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}
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)";
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// 片段着色器源码
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// 片段着色器源码
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const char *fragmentShaderSource =
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const char *fragmentShaderSource = R"(
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"#version 330 core\n"
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#version 330 core
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"out vec4 FragColor;\n"
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in vec3 color;
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"void main()\n"
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out vec4 FragColor;
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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void main()
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"}\n\0";
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{
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FragColor = vec4(color, 1.0);
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}
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)";
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void processInput(GLFWwindow *window);
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void processInput(GLFWwindow *window);
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@ -112,20 +133,24 @@ int main() {
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glDeleteShader(vertexShader);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glDeleteShader(fragmentShader);
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unsigned int VAO,VBO,EBO;
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// 创建顶点数组对象
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// 创建顶点数组对象
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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// 创建顶点缓冲对象
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// 创建顶点缓冲对象
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &VBO);
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// 将顶点数据复制到缓冲中
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// 设置顶点数据解析方式
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// 创建索引缓冲对象
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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
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GL_STATIC_DRAW);
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// 设置顶点属性指针
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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@ -141,7 +166,13 @@ int main() {
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// 绘制三角形, 激活程序
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// 绘制三角形, 激活程序
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glUseProgram(shaderProgram);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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//使用线框模式绘制
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// 设置线宽
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glLineWidth(3.0f);
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// 绘制
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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// 检查并调用事件,交换缓冲
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// 检查并调用事件,交换缓冲
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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