#include "glad/glad.h" #include #include // 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}; // 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); // 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); // 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 processInput(window); // 设置为白色 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); glDrawArrays(GL_TRIANGLES, 0, 3); // 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); }