Hello Triangle_练习一:添加更多顶点到数据中,使用glDrawArrays,尝试绘制两个彼此相连的三角形

那年仲夏 提交于 2019-12-05 17:44:19

2019/11/26

  1 #include <glad/glad.h>
  2 #include <GLFW/glfw3.h>
  3 
  4 #include <iostream>
  5 
  6 void framebuffer_size_callback(GLFWwindow* window, int width, int height);
  7 void processInput(GLFWwindow *window);
  8 
  9 // settings
 10 const unsigned int SCR_WIDTH = 800;
 11 const unsigned int SCR_HEIGHT = 600;
 12 
 13 const char *vertexShaderSource = "#version 330 core\n"
 14     "layout (location = 0) in vec3 aPos;\n"
 15     "void main()\n"
 16     "{\n"
 17     "   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
 18     "}\0";
 19 const char *fragmentShaderSource = "#version 330 core\n"
 20     "out vec4 FragColor;\n"
 21     "void main()\n"
 22     "{\n"
 23     "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
 24     "}\n\0";
 25 
 26 int main()
 27 {
 28     // glfw: initialize and configure
 29     // ------------------------------
 30     glfwInit();
 31     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
 32     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
 33     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 34 
 35 #ifdef __APPLE__
 36     glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
 37 #endif
 38 
 39     // glfw window creation
 40     // --------------------
 41     GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
 42     if (window == NULL)
 43     {
 44         std::cout << "Failed to create GLFW window" << std::endl;
 45         glfwTerminate();
 46         return -1;
 47     }
 48     glfwMakeContextCurrent(window);
 49     glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
 50 
 51     // glad: load all OpenGL function pointers
 52     // ---------------------------------------
 53     if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
 54     {
 55         std::cout << "Failed to initialize GLAD" << std::endl;
 56         return -1;
 57     }
 58 
 59 
 60     // build and compile our shader program
 61     // ------------------------------------
 62     // vertex shader
 63     int vertexShader = glCreateShader(GL_VERTEX_SHADER);
 64     glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
 65     glCompileShader(vertexShader);
 66     // check for shader compile errors
 67     int success;
 68     char infoLog[512];
 69     glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
 70     if (!success)
 71     {
 72         glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
 73         std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
 74     }
 75     // fragment shader
 76     int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
 77     glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
 78     glCompileShader(fragmentShader);
 79     // check for shader compile errors
 80     glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
 81     if (!success)
 82     {
 83         glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
 84         std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
 85     }
 86     // link shaders
 87     int shaderProgram = glCreateProgram();
 88     glAttachShader(shaderProgram, vertexShader);
 89     glAttachShader(shaderProgram, fragmentShader);
 90     glLinkProgram(shaderProgram);
 91     // check for linking errors
 92     glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
 93     if (!success) {
 94         glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
 95         std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
 96     }
 97     glDeleteShader(vertexShader);
 98     glDeleteShader(fragmentShader);
 99 
100     // set up vertex data (and buffer(s)) and configure vertex attributes
101     // ------------------------------------------------------------------
102     // add a new set of vertices to form a second triangle (a total of 6 vertices); the vertex attribute configuration remains the same (still one 3-float position vector per vertex)
103     float vertices[] = {
104         // first triangle
105         -0.9f, -0.5f, 0.0f,  // left 
106         -0.0f, -0.5f, 0.0f,  // right
107         -0.45f, 0.5f, 0.0f,  // top 
108         // second triangle
109          0.0f, -0.5f, 0.0f,  // left
110          0.9f, -0.5f, 0.0f,  // right
111          0.45f, 0.5f, 0.0f   // top 
112     }; 
113 
114     unsigned int VBO, VAO;
115     glGenVertexArrays(1, &VAO);
116     glGenBuffers(1, &VBO);
117     // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
118     glBindVertexArray(VAO);
119 
120     glBindBuffer(GL_ARRAY_BUFFER, VBO);
121     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
122 
123     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
124     glEnableVertexAttribArray(0);
125 
126     // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
127     glBindBuffer(GL_ARRAY_BUFFER, 0); 
128 
129     // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
130     // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
131     glBindVertexArray(0); 
132 
133 
134     // uncomment this call to draw in wireframe polygons.
135     //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
136 
137     // render loop
138     // -----------
139     while (!glfwWindowShouldClose(window))
140     {
141         // input
142         // -----
143         processInput(window);
144 
145         // render
146         // ------
147         glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
148         glClear(GL_COLOR_BUFFER_BIT);
149 
150         // draw our first triangle
151         glUseProgram(shaderProgram);
152         glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
153         glDrawArrays(GL_TRIANGLES, 0, 6); // set the count to 6 since we're drawing 6 vertices now (2 triangles); not 3!
154         // glBindVertexArray(0); // no need to unbind it every time 
155  
156         // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
157         // -------------------------------------------------------------------------------
158         glfwSwapBuffers(window);
159         glfwPollEvents();
160     }
161 
162     // optional: de-allocate all resources once they've outlived their purpose:
163     // ------------------------------------------------------------------------
164     glDeleteVertexArrays(1, &VAO);
165     glDeleteBuffers(1, &VBO);
166 
167     // glfw: terminate, clearing all previously allocated GLFW resources.
168     // ------------------------------------------------------------------
169     glfwTerminate();
170     return 0;
171 }
172 
173 // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
174 // ---------------------------------------------------------------------------------------------------------
175 void processInput(GLFWwindow *window)
176 {
177     if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
178         glfwSetWindowShouldClose(window, true);
179 }
180 
181 // glfw: whenever the window size changed (by OS or user resize) this callback function executes
182 // ---------------------------------------------------------------------------------------------
183 void framebuffer_size_callback(GLFWwindow* window, int width, int height)
184 {
185     // make sure the viewport matches the new window dimensions; note that width and 
186     // height will be significantly larger than specified on retina displays.
187     glViewport(0, 0, width, height);
188 }
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