//
// main.c
// OpenGL
//
// Created by gang.zhou on 2020/1/13.
// Copyright © 2020 gang.zhou. All rights reserved.
//
#include <stdio.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
int main(const int argc, const char * argv[]) {
if(GLFW_TRUE == glfwInit()){
GLFWwindow* window = glfwCreateWindow(160 * 4 * 1.5, 90 * 4 * 1.5, "Hello", NULL, NULL);
if(NULL != window){
glfwMakeContextCurrent(window);
gladLoadGL();
glViewport(0, 0, 640 * 1.5, 360 * 1.5);
//顶点Sharder
const GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
const GLchar* vertexSource = "attribute vec3 aPos;\n varying vec3 aColor;\n void main(){\n gl_Position = vec4(aPos,1.0);\n aColor = vec3(aPos.x < 0.0?aPos.x * -1.0:aPos.x,aPos.x < 0.0?aPos.y * -1.0:aPos.y,aPos.z < 0.0?aPos.z * -1.0:aPos.z);\n}\n";
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
GLint success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success){
GLchar infoLog[1024] = {0};
glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog);
printf("vertexShader %s \n",infoLog);
}
const GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar* fragmentSource = "varying vec3 aColor;\n void main(){\n gl_FragColor = vec4(aColor,1.0);\n }\n";
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success){
GLchar infoLog[1024] = {0};
glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
printf("fragmentShader %s \n",infoLog);
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success){
GLchar infoLog[1024] = {0};
glGetProgramInfoLog(shaderProgram, 1024, NULL, infoLog);
printf("%s \n",infoLog);
}
const GLint aPosLocation = glGetAttribLocation(shaderProgram, "aPos");
const float vertices[] = {
-0.5f,-0.5f,0,
0.5f,-0.5f,0,
0.5f,0.5f,0,
-0.5f,0.5f,0
};
const GLint indices[] = {
0, 1, 3,
1, 2, 3
};
GLuint VAO;
glGenVertexArraysAPPLE(1, &VAO);
glBindVertexArrayAPPLE(VAO);
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(aPosLocation, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(aPosLocation);
const float vertices2[] = {
-1.0f,-1.0f,0,
1.0f,-1.0f,0,
1.0f,1.0f,0,
};
GLuint VAO2;
glGenVertexArraysAPPLE(1, &VAO2);
glBindVertexArrayAPPLE(VAO2);
GLuint VBO2;
glGenBuffers(1, &VBO2);
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
glVertexAttribPointer(aPosLocation, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(aPosLocation);
while(!glfwWindowShouldClose(window)){
glClearColor(0.5, 0, 0.5, 1);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArrayAPPLE(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)0);
glBindVertexArrayAPPLE(VAO2);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArraysAPPLE(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteVertexArraysAPPLE(1, &VAO2);
glDeleteBuffers(1, &VBO2);
}
}
glfwTerminate();
return 0;
}
![](https://img.haomeiwen.com/i2961600/9ee4f8121238815f.png)
屏幕快照 2020-01-13 下午6.46.58.png
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