需要配置一下glew和glfw库,这个三角形被正确显示出来的时候,我望着屏幕傻笑了很久,从在github上下载源码到编译glew,glfw,到配环境再到一步步理解每行代码的含义,到最终画出这个三角形,一个下午没了。
#include <GL/glew.h>
#include <iostream>
#include <GLFW/glfw3.h>
std::string vertexShader =
"#version 330 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
// 这里的location=0和上面的glVertexAttriPointer属性的index=0(第一个参数)是一样的
// 表示要使用的是顶点的坐标
std::string fragmentShader =
"#version 330 core\n"
"layout(location = 0) out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
static unsigned int CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
// TODO: Error handling
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) { // Shader is not compiled successfully
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile the " <<
(type == GL_VERTEX_SHADER ? "vertex" : "fragment") <<
"shader" << std::endl;
std::cout << message << std::endl; // 编译Shader失败
glDeleteShader(id); // 删除编译失败的shader
return 0; // 失败时返回0
}
return id;
}
static unsigned int CreateShader(const std::string & vertexShader, const std::string& fragmentShader)
{
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
std::cout << "Error!" << std::endl;
}
std::cout << glGetString(GL_VERSION) << std::endl;
float positions[6] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};
unsigned int buffer;
glGenBuffers(1, &buffer); // 创建一块 buffer,并将获得的id存在变量buffer中
glBindBuffer(GL_ARRAY_BUFFER, buffer); // 说明buffer的用途:将这样的一块 Buffer 用来存变量
// 由于opengl是一个状态机模型,这里glBindBuffer就是当前绑定的绘制对象
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, positions, GL_STATIC_DRAW);
// glVertexAttribPointer(); // 指明vertex的layout,包括顶点的坐标,纹理,法线等等
// 在进行编程的时候,可以使用glVertexAttribPointer指定Vertex内部的Attribute的分布
// 使用 glVertexAttribPointer 选择一个Vertex中的一个指定的属性
// 例如一个Vertex本身有属性 顶点,纹理,法线,分别编号为0,1,2
// 那么再使用glVertexAttribPointer的时候就可以分别传入0,1,2代表此时指向的属性
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, (const void*)(0));
// glBindBuffer(GL_ARRAY_BUFFER, 0); /*取消绑定, 什么都不准备绘制*/
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3); // 画三角形,从第0个顶点开始画,连续3个点
// glDrawElements(GL_TRIANGLES, 3, unsigned int, position); /*这种绘制方式是使用顶点缓存(index buffer)的绘制方式*/
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
效果: