你好,三角形 2
文章目录
learnOpenGL网站是学习openGL非常有用的网站,作为一个小白,为了方便后续回顾同时给大家提供借鉴,在此记录学习的过程。
本文参考:你好,三角形
请在上篇文章的基础上阅读本篇文章。
1. 索引缓冲对象(EBO/IBO)
1.1 概念
假设我们不再绘制一个三角形而是绘制一个矩形。我们可以绘制两个三角形来组成一个矩形(OpenGL主要处理三角形)。这会生成下面的顶点的集合:
float vertices[] = {
// 第一个三角形
0.5f, 0.5f, 0.0f, // 右上角
0.5f, -0.5f, 0.0f, // 右下角
-0.5f, 0.5f, 0.0f, // 左上角
// 第二个三角形
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
};
可以看到我们存储了重复的顶点数值,这会造成资源的浪费。索引缓冲对象就是解决此问题的方法。和顶点缓冲对象一样,EBO也是一个缓冲,它专门储存索引,OpenGL调用这些顶点的索引来决定该绘制哪个顶点。
1.2 定义顶点和索引
定义不重复的顶点和绘制出矩形所需的索引:
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
};
1.3 创建及配置
1. 创建索引缓冲对象
unsigned int EBO;
glGenBuffers(1, &EBO);
2. 与VBO类似,我们先绑定EBO然后用glBufferData把索引复制到缓冲里,把缓冲的类型定义为GL_ELEMENT_ARRAY_BUFFER
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
1.4 绘制
最后一件要做的事是用glDrawElements来替换glDrawArrays函数,来指明我们从索引缓冲渲染。使用glDrawElements时,我们会使用当前绑定的索引缓冲对象中的索引进行绘制:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
- 第一个参数指定了我们绘制的模式,这个和
glDrawArrays的一样。 - 第二个参数是我们打算绘制顶点的个数,这里填6,也就是说我们一共需要绘制6个顶点。
- 第三个参数是索引的类型,这里是
GL_UNSIGNED_INT。 - 最后一个参数里我们可以指定EBO中的偏移量(或者传递一个索引数组,但是这是当你不在使用索引缓冲对象的时候),但是我们会在这里填写0。
当目标是
GL_ELEMENT_ARRAY_BUFFER的时候,VAO会储存glBindBuffer的函数调用。这也意味着它也会储存解绑调用,所以确保你没有在解绑VAO之前解绑索引数组缓冲,否则它就没有这个EBO配置了。
最终结果:

2. 全部源码
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
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";
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
void draw(GLFWwindow *window);
int main()
{
glfwInit(); //初始化GLFW
//配置GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); //告知系统我们使用的opengl版本是3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //同样明确告诉GLFW我们使用的是核心模式(Core-profile)
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); //MAC环境下需加这一句才能使以上配置生效
GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
//初始化glad
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//设置视口
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//----------> 1. 输入顶点
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
};
//---------> 2. 创建VBO并绑定
unsigned int VBO;
glGenBuffers(1, &VBO);
//绑定一个VBO对象
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//将顶点数据复制到缓冲内存中
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//---------> 3. 创建VAO并绑定
unsigned int VAO;
glGenVertexArrays(1, &VAO);
// bind the Vertex Array Object first
glBindVertexArray(VAO);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//---------> 4. 链接顶点属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//---------> 5. 创建并编译顶点着色器
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//检测编译是否成功
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;
}
//--------> 6. 创建并编译片段着色器
//创建片段着色器对象
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//--------> 7. 链接着色器
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::LINK_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//循环渲染
while(!glfwWindowShouldClose(window))
{
//检测输入事件
processInput(window);
//渲染指令
draw(window);
//------> 8. 画三角形
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
// glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
//正确释放/删除之前的分配的所有资源
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
void draw(GLFWwindow *window)
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
3. 练习
3.1 创建相同的两个三角形,但对它们的数据使用不同的VAO和VBO
VAO和VBO绑定步骤:
1. 生成VAO和VBO
下面步骤循环:
2. 绑定VAO
3. 接着绑定VBO
4. 设置顶点属性指针
实例代码:
unsigned int VBO[2];
glGenBuffers(2, VBO);
unsigned int VAO[2];
glGenVertexArrays(2, VAO);
// bind the Vertex Array Object first
glBindVertexArray(VAO[0]);
//绑定一个VBO对象
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
//将顶点数据复制到缓冲内存中
glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// bind the Vertex Array Object first
glBindVertexArray(VAO[1]);
//绑定一个VBO对象
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
//将顶点数据复制到缓冲内存中
glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
效果:

3.2 创建两个着色器程序,第二个程序使用一个不同的片段着色器,输出黄色;再次绘制这两个三角形,让其中一个输出为黄色
结果:

源码:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
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 *fragmentShaderSource1 = "#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";
const char *fragmentShaderSource2 = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
"}\n\0";
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
void draw(GLFWwindow *window);
int main()
{
glfwInit(); //初始化GLFW
//配置GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); //告知系统我们使用的opengl版本是3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //同样明确告诉GLFW我们使用的是核心模式(Core-profile)
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); //MAC环境下需加这一句才能使以上配置生效
GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
//初始化glad
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//设置视口
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
float firstTriangle[] = {
-0.9f, -0.5f, 0.0f, // left
-0.0f, -0.5f, 0.0f, // right
-0.45f, 0.5f, 0.0f, // top
};
float secondTriangle[] = {
0.0f, -0.5f, 0.0f, // left
0.9f, -0.5f, 0.0f, // right
0.45f, 0.5f, 0.0f // top
};
unsigned int VBO[2];
glGenBuffers(2, VBO);
unsigned int VAO[2];
glGenVertexArrays(2, VAO);
// bind the Vertex Array Object first
glBindVertexArray(VAO[0]);
//绑定一个VBO对象
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
//将顶点数据复制到缓冲内存中
glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// bind the Vertex Array Object first
glBindVertexArray(VAO[1]);
//绑定一个VBO对象
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
//将顶点数据复制到缓冲内存中
glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//---------> 5. 创建并编译顶点着色器
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//检测编译是否成功
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;
}
//--------> 6. 创建并编译片段着色器
//创建片段着色器对象
unsigned int fragmentShader1;
fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader1, 1, &fragmentShaderSource1, NULL);
glCompileShader(fragmentShader1);
glGetShaderiv(fragmentShader1, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader1, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
unsigned int fragmentShader2;
fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader2, 1, &fragmentShaderSource2, NULL);
glCompileShader(fragmentShader2);
glGetShaderiv(fragmentShader2, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader2, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//--------> 7. 链接着色器
unsigned int shaderProgram1;
shaderProgram1 = glCreateProgram();
glAttachShader(shaderProgram1, vertexShader);
glAttachShader(shaderProgram1, fragmentShader1);
glLinkProgram(shaderProgram1);
glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(shaderProgram1, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::LINK_FAILED\n" << infoLog << std::endl;
}
unsigned int shaderProgram2;
shaderProgram2 = glCreateProgram();
glAttachShader(shaderProgram2, vertexShader);
glAttachShader(shaderProgram2, fragmentShader2);
glLinkProgram(shaderProgram2);
glGetProgramiv(shaderProgram2, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(shaderProgram2, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::LINK_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader1);
glDeleteShader(fragmentShader2);
//循环渲染
while(!glfwWindowShouldClose(window))
{
//检测输入事件
processInput(window);
//渲染指令
draw(window);
//------> 8. 画三角形
glUseProgram(shaderProgram1);
glBindVertexArray(VAO[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(shaderProgram2);
glBindVertexArray(VAO[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
//正确释放/删除之前的分配的所有资源
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
void draw(GLFWwindow *window)
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
本文探讨OpenGL中的索引缓冲对象(EBO),如何通过避免重复顶点提高渲染效率,以及如何创建多个三角形并使用不同着色器实现颜色区分。
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