存在问题:
1.shader自己写格式没写对:vec->vec4
2.glDeleteShader放到循环之后了。。。(主要是没理解对shader的作用)
3.glBindBuffer和glBindVertexArray不知道干啥的
4.写的时候和官方案例要完全一致,不然问题多多。。。
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void frambuffer_szie_callback(GLFWwindow *window, int width,int height);
void processInput(GLFWwindow *window);
const unsigned int HEIGHT = 600;
const unsigned int WIDTH = 800;
// shader
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() {
// 配置
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// MacOSX
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
return -1;
}
// 设置当前线程的主上下文
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, frambuffer_szie_callback);
// glad管理函数指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 坐标转换
//glViewport(0, 0, HEIGHT, HEIGHT);
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
// 动态编译
glCompileShader(vertexShader);
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// link
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//float vertices[] = {
//-0.5f,-0.5f,0.0f,
//0.5f,-0.5f,0.0f,
//0.0f,0.5f,0.0f,
//0.5f,-0.5f,0.0f,
//1.0f,0.5f,0.0f,
//0.0f,0.5f,0.0f,
//};
// 使用索引缓冲区
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 indices[] =
{
0, 1, 3,
1, 2, 3
};
unsigned int VBO, VAO;
// create obj
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
// bind to target
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// copy vertices to gpu
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//glUseProgram(shaderProgram);
// 告知opengl如何解析
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
// 启用顶点属性
glEnableVertexAttribArray(0);
// 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
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// render
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
//glDrawArrays(GL_TRIANGLES, 0, 6);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
// 代替glDrawArrays
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
// 检查事件,调用对应的回调函数
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
// 释放/删除资源
glfwTerminate();
return 0;
}
void frambuffer_szie_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, HEIGHT, HEIGHT);
}
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
运行结果: