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C++ opengl 绘制矩形

C++ opengl 绘制矩形

作者: miniminiming | 来源:发表于2018-03-22 13:38 被阅读0次

    opengl_triangle.cpp

    #include <iostream>
    
    #include "glad/glad.h"
    #include "GLFW/glfw3.h"
    
    void framebuffer_size_callback(GLFWwindow *window, int width, int height);
    
    void processInput(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"
            "}\n\0";
    
    /**
     * 顶点数组对象:Vertex Array Object,VAO
     * 顶点缓冲对象:Vertex Buffer Object,VBO
     * 索引缓冲对象:Element Buffer Object,EBO或Index Buffer Object,IBO
     * @return
     */
    int main() {
        glfwInit();
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_OPENGL_CORE_PROFILE);
    
        //第三个参数是标题
        GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpengl", NULL, NULL);
        if (window == NULL) {
            std::cout << "Fail to create GLFW window" << std::endl;
            glfwTerminate();
            return -1;
        }
        glfwMakeContextCurrent(window);
        //奇特的写法,本应是个函数,写出来却像个变量,连参数都不需要传了
        if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
            std::cout << "File to initialize GLAD" << std::endl;
            return -1;
        }
    
        glViewport(0, 0, 800, 600);//指定视口大小,跟java一样
        //设置窗口尺寸改变的回调,C++原来是直接把一个函数作为回调传进去
        //原来它们的函数名是可以直接使用的,也解释了上面的现象
        glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    
    
        //编译顶点着色器,unsigned 无符号,可表示有符号两倍大小,正负符号
        unsigned int vertexShader;
        vertexShader = glCreateShader(GL_VERTEX_SHADER);//创建
        //把着色器源码附加到着色器对象上,然后编译它
        glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
        glCompileShader(vertexShader);
        //检测是否编译成功
        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;
        }
    
    
        //编译片段着色器
        unsigned int fragmentShader;
        fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
        glCompileShader(fragmentShader);
    
    
        //然后就是跟java步骤一样,创建一个程序,把顶点着色器和片段着色器附加到程序对象上,然后链接起来
        unsigned int shaderProgram;
        shaderProgram = glCreateProgram();
        glAttachShader(shaderProgram, vertexShader);
        glAttachShader(shaderProgram, fragmentShader);
        glLinkProgram(shaderProgram);
        //这儿也可以通过上面方法检测链接器有没有成功,但是省事就不做了
    
        //激活程序
        glUseProgram(shaderProgram);
        //用完就可以删除这个两个对象了
        glDeleteShader(vertexShader);
        glDeleteShader(fragmentShader);
    
    
    
        //c++的数组定义,方括号跟名字的前后位置不能互换
        //三角形
        /*float vertices[] = {
                -0.5f, -0.5f, 0.0f,
                0.5f, -0.5f, 0.0f,
                0.0f, 0.5f, 0.0f,
        };*/
    
        //矩形
        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[] = { // 注意索引从0开始!
                0, 1, 3, // 第一个三角形
                1, 2, 3  // 第二个三角形
        };
    
    
        unsigned int VBO;//顶点缓冲对象
        glGenBuffers(1, &VBO);//&符号应该是传引用对象的意思,不然会传值进去
    /*
        glBindBuffer(GL_ARRAY_BUFFER, VBO);//用glBindBuffer把新创建的缓冲绑定到GL_ARRAY_BUFFER目标上
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//把数据复制到缓冲区
    
        //告诉opengl如何解析顶点数据
        //大体跟java相同,第四参数意思是是否希望数据被标准化,第五个为步长,也就stride,跟java有点不一样
        //最后一个则是偏移量
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
        glEnableVertexAttribArray(0);
        glUseProgram(shaderProgram);*/
    
        //设置索引数据
        unsigned int EBO;//索引缓冲对象
        glGenBuffers(1, &EBO);
        /* glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);//GL_ELEMENT_ARRAY_BUFFER特别的目标
         glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices),indices,GL_STATIC_DRAW);
         glUseProgram(shaderProgram);
         glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);*/
    
    
        //创建一个VAO,看起来像是对上面的固定过程的封装,毕竟链接着色器程序,指定数据,都是一些固定操作
        //且VAO是必须的
        unsigned int VAO;
        glGenVertexArrays(1, &VAO);
        //初始化代码,一般只运行一次
        //1.绑定VAP
        glBindVertexArray(VAO);
        //2.把顶点数组复制到缓冲中供OpenGl使用,GL_ARRAY_BUFFER这个是个特殊的东西
        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
        //2.5  把索引数组复制到一个索引缓冲中,供opengl使用
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
        //3.设置顶点属性指针
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
        glEnableVertexAttribArray(0);
    
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    
        glBindVertexArray(0);
        //画成线
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    
    
        //循环绘制
        while (!glfwWindowShouldClose(window)) {//判断界面是否关闭,没关闭就循环绘制
            processInput(window);
    
            //同java
            glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
    
            glUseProgram(shaderProgram);
            glBindVertexArray(VAO);
    
    //        glDrawArrays(GL_TRIANGLES,0,3);
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
            glBindVertexArray(0);
    
    
            //双缓冲机制,前缓冲保存着最终输出的图像,后缓冲则进行绘制,绘制完成以后与前缓冲交换,就会立即显示
            //单缓冲会存在闪烁问题
            glfwSwapBuffers(window);//交换颜色缓冲
            glfwPollEvents();//检查有没有什么触发事件,鼠标键盘等,并调用相关的回调
        }
    
        //回收数据
        glDeleteVertexArrays(1, &VAO);
        glDeleteBuffers(1, &VBO);
        glDeleteBuffers(1, &EBO);
    
        glfwTerminate();//结束绘制
        return 0;
    }
    
    //窗口尺寸改变的回调
    void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
        glViewport(0, 0, width, height);
    }
    
    void processInput(GLFWwindow *window) {
        //按下esc键的意思
        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
            glfwSetWindowShouldClose(window, true);//关闭窗户
        }
    }
    

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