过程
基本上和上次代码没什么区别,主要是新加了一个索引缓冲对象EBO,如果不用两个EBO画两个三角形需要重复定义两个点两次,浪费内存,所以我们通过EBO来根据顶点数组索引来画三角形节省内存,EBO用法和VAO,VBO差不多
这个glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);函数可以使图形线条化
代码
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// 设置宽高,弄成全局变量便于修改
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
//顶点着色器
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";
//片段着色器
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()
{
// glfw初始化
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); //控制版本号为3.3
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//创建窗口
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad初始化,因为glad控制opengl指针。所以在调用opengl函数前先初始化glad
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//创建顶点着色器对象并去编译
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//检测顶点着色器是否编译成功
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;
}
//创建片段着色器对象并去编译
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
//检测片段着色器是否编译成功
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//链接顶点着色器和片段着色器
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetShaderiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
//把着色器对象链接到程序对象以后,删除着色器对象,因为用不到了
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//设置顶点数据
float vertices[] = {
0.5f, 0.5f, 0.0f, //右上角顶点
0.5f,-0.5f, 0.0f, //右下角顶点
-0.5f,-0.5f, 0.0f, //左下角顶点
-0.5f, 0.5f, 0.0f //左上角顶点
};
unsigned int indices[] = {
0, 1, 3, // 右边三角形
1, 2, 3 // 左边三角形
};
unsigned int VBO, VAO,EBO;
glGenVertexArrays(1, &VAO); //生成顶点数组对象(VAO),任何随后的顶点属性调用都会储存在这个VAO
glGenBuffers(1, &VBO); //生成顶点缓冲对象(VBO)管理这个顶点内存
glGenBuffers(1, &EBO);//生成索引缓冲对象(EBO)
glBindVertexArray(VAO); //绑定VAO
glBindBuffer(GL_ARRAY_BUFFER, VBO); //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);//把顶点数组复制到缓冲中供OpenGL使用
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);//绑定EBO
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);//把索引数组复制到缓冲里
//顶点着色器中使用layout(location = 0)定义了position顶点属性的位置值
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);//这个函数告诉OpenGL该如何解析顶点数据
glEnableVertexAttribArray(0);//使用此函数,以顶点属性位置值作为参数,启用顶点属性
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//渲染循环
while (!glfwWindowShouldClose(window)) //glfwWindowShouldClose函数在我们每次循环的开始前检查一次GLFW是否被要求退出,如果是的话该函数返回true然后渲染循环便结束了
{
//控制输入函数
processInput(window);
glClearColor(0, 0.3f, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//绘制函数
glUseProgram(shaderProgram); //渲染一个物体时要使用着色器程序
glBindVertexArray(VAO); //
//glDrawArrays(GL_TRIANGLES, 0, 3); //使用当前激活的着色器,之前定义的顶点属性配置,和VBO的顶点数据(通过VAO间接绑定)来绘制图元。
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window); //函数会交换颜色缓冲,把后缓冲内容交换到前缓冲上
glfwPollEvents(); //glfwPollEvents函数检查有没有触发什么事件(比如键盘输入、鼠标移动等)、更新窗口状态
}
//销毁内存分配
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
//销毁窗口
glfwTerminate();
return 0;
}
//输入控制
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); //按下esc窗口退出
}
//随着窗口改变视图也会跟着改变
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height); //前两个参数窗口左下角坐标,后两个坐标窗口像素
}