#include "glad/glad.h" #include "shader.h" #include #include // 三角形顶点 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 }; 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"); unsigned int VAO, VBO, EBO; // 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); // 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); // 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 glBindVertexArray(VAO); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // 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); }