OpenGL常用组合API套路
2018-04-29 本文已影响21人
flow__啊
基于OpenGL 3.3 记录了一些OpenGL常用的组合API。初学的,这篇可能还是太毛了
glfw的初始化:
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); //主版本号
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); //次版本号
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //核心模式
创建窗口:
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
加载GLAD指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
创建VAO:
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
然后是VBO:
unsigned int VBO;
//绑定+复制VBO
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
接着是EBO:
unsigned int EBO;
glGenBuffers(1, &EBO);
//绑定+复制EBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
记得配置下顶点给顶点着色器使用。
然后是渲染循环:
while (!glfwWindowShouldClose(window))
{
// 处理事件
processInput(window);
// 渲染
// 但是觉得每一次都清除下画面的颜色,会很费时间,应该有别的解决方案
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 绑定纹理 bind textures on corresponding texture units
.....
// 创造动画 create transformations
.....
// render container
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
//交换缓冲
glfwSwapBuffers(window);
//检查并调用事件
glfwPollEvents();
}