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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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