Repository navigation
Expand file tree
/
Copy pathHelloTriangle.cpp
More file actions
180 lines (151 loc) · 5.72 KB
/
Copy pathHelloTriangle.cpp
File metadata and controls
180 lines (151 loc) · 5.72 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
#include "HelloTriangle.h"
#include<iostream>
#include<glad/glad.h>
#include<GLFW/glfw3.h>
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
void HelloTriangle::HelloTriangle(GLFWwindow* window){
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";
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"
"}\0";
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER); // 创建一个顶点着色器
glShaderSource(vertexShader,1,&vertexShaderSource,NULL);//参数依次为着色器对象,着色器代码字符串数量,源码
glCompileShader(vertexShader);
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader,1,&fragmentShaderSource,NULL);
glCompileShader(fragmentShader);
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram,vertexShader);
glAttachShader(shaderProgram,fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
unsigned int VBO;
glGenBuffers(1,&VBO);
unsigned int VAO;
glGenVertexArrays(1,&VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(float)*3,(void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//检测是否有错误
int success;
char infoLog[512];
glGetShaderiv(vertexShader,GL_COMPILE_STATUS,&success);
if(!success){
glGetShaderInfoLog(vertexShader,512,NULL,infoLog);
std::cout<<"error log:"<<infoLog<<std::endl;
}
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
glUseProgram(shaderProgram);
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
glDrawArrays(GL_TRIANGLES, 0, 3);
// glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return ;
}
void HelloTriangle::DrawTwoTriangles(GLFWwindow* window){
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";
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"
"}\0";
float vertices[] = {
0.5f, 0.5f, 0.0f, // 右上角
0.5f, -0.5f, 0.0f, // 右下角
-0.5f, -0.5f, 0.0f, // 左下角
-0.5f, 0.5f, 0.0f // 左上角
};
unsigned int index[] = {
0,1,3,
1,2,3
};
auto vertex_shader_program = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader_program,1,&vertexShaderSource,NULL);
glCompileShader(vertex_shader_program);
auto fragment_shared_program = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shared_program,1,&fragmentShaderSource,NULL);
glCompileShader(fragment_shared_program);
auto program1 = glCreateProgram();
glAttachShader(program1,vertex_shader_program);
glAttachShader(program1,fragment_shared_program);
glLinkProgram(program1);
glDeleteShader(fragment_shared_program);
glDeleteShader(vertex_shader_program);
GLuint VBO,VAO,EBO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1,&VBO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
glGenBuffers(1,&EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(index),index,GL_STATIC_DRAW);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)0);
glEnableVertexAttribArray(0); // 开启VertexAttri
glBindVertexArray(0);
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
while(!glfwWindowShouldClose(window)){
glUseProgram(program1);
glBindVertexArray(VAO);
//glDrawArrays(GL_TRIANGLES,0,3);
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,NULL);
glfwSwapBuffers(window);
glBindVertexArray(0);
glfwPollEvents();
}
glDeleteProgram(program1);
glfwTerminate();
}