165 lines
No EOL
4.6 KiB
C++
165 lines
No EOL
4.6 KiB
C++
#include "glad/glad.h"
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#include <GLFW/glfw3.h>
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#include <iostream>
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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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// 顶点着色器源码
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const char *vertexShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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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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"}\0";
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// 片段着色器源码
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const char *fragmentShaderSource =
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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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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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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int main() {
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// 设置 glfw
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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// 创建窗口
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GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// 加载glad
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// 设置视口
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// 创建顶点着色器
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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// 将着色器源码附加到着色器对象上
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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// 编译着色器
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glCompileShader(vertexShader);
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// 检查编译是否成功
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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// 获取错误信息
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
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<< infoLog << std::endl;
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}
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// 创建片段着色器
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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// 将着色器源码附加到着色器对象上
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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// 编译着色器
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glCompileShader(fragmentShader);
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// 检查编译是否成功
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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// 获取错误信息
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
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<< infoLog << std::endl;
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}
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// 创建着色器程序
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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// 将着色器附加到程序上
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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// 链接程序
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glLinkProgram(shaderProgram);
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// 检查链接是否成功
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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// 获取错误信息
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n"
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<< infoLog << std::endl;
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}
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// 删除着色器
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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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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glBindVertexArray(VAO);
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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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// 将顶点数据复制到缓冲中
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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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// 设置顶点数据解析方式
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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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// 循环渲染
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while (!glfwWindowShouldClose(window)) {
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// 处理输入
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processInput(window);
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// 设置为白色
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// 绘制三角形, 激活程序
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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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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glfwPollEvents();
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}
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// 释放资源
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glfwTerminate();
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return 0;
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}
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// 处理输入
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void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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// 窗口大小改变时回调该函数
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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} |