Hello Triangle
2018-10-25 本文已影响0人
美不胜收oo
使用OpenGL绘制图形的步骤
- 一般来说,顶点着色器和片段着色器需要我们自定义的。所以首先自定义顶点着色器和片段着色器,按照格式写出他们的源码。
- 使用GLFW完成窗口的初始创建。
- 使用GLAD加载所有OpenGL函数指针。
- 创建着色器,并检查他们是否创建成功。
- 创建连接程序。我觉得就是把渲染管线搭好。检查是否搭好,然后就能把之前创建的着色器都删除了。
- 架子搭好了,然后就应该塞数据了。创建顶点缓冲对象,顶点数组对象;绑定顶点数组对象;绑定顶点缓冲对象;往顶点缓冲对象里边塞数据;设置顶点属性;解绑。
- 然后while循环进行绘制。
- 窗口销毁后,删除顶点数组对象,顶点缓冲对象。
代码
#include <glad/glad.h>
#include<GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
//settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
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"
"}\n\0";
int main()
{
//GLFW初始化
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//创建窗口
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (!window)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//glad: 加载所有OpenGL函数的指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return - 1;
}
//窗口初始化完成,并加载了OpenGL的函数,下面进行OpenGL相关的操作
//着色器
//----------------------------------------------------
//创建顶点着色器
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//检查顶点着色器是否创建成功
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//创建片段着色器
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
//检查片段着色器是否创建成功
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//创建完顶点着色器和片段着色器之后,我们应该把他们链接到一起
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
//检查是否链接成功
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << std::endl;
}
//链接成功,删除创建的Shaders
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//至此,OpenGL渲染管线已经搭建完毕,我们要塞数据了
//----------------------------------------------------------------------------------------------
//设置三个顶点
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
//创建顶点缓冲对象,顶点数组对象
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
//绑定顶点数组对象,然后绑定并设置顶点缓冲,之后再设置顶点属性
//-------------------------------------------------------------------
//绑定顶点数组对象
glBindVertexArray(VAO);
//绑定顶点缓冲对象
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//往顶点缓冲对象里边塞数据
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
//设置顶点属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//解绑?
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//开始绘制三角形!
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}