- 用到少量的OPENGLSL语言
- 实现简单的顶点着色器
- 实现简单的片段着色器
- 使用VAO储存vertex attributes
- 演示如何链接顶点着色器和片段着色器并创建一个着色程序
- 最后,输入了一组顶点数据,绘制了一个三角形
可以使用此小程序创建各种图形,只需要多加几个顶点。
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
using namespace std;
const unsigned int screen_width = 800;
const unsigned int screen_height = 600;
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"
"}\0";
void framebuffer_size_callback(GLFWwindow * window, int width, int height);
void inputProcess(GLFWwindow * window);
int main()
{
//initialization and setting
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
//Creating window and checking whether it is created or not;
GLFWwindow * window = glfwCreateWindow(screen_width, screen_height, "MyWindow", nullptr, nullptr);
if(window == nullptr)
{
cout << "Fail to create window." << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//loading glad
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//Creating vertexshader compiler
int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
glCompileShader(vertexShader);
int sucess;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &sucess);
if(!sucess)
{
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << endl;
}
//Creating fragmentShader compiler
int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &sucess);
if(!sucess)
{
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << endl;
}
//Link vertex shader and fragement shader
int shaderPragram;
shaderPragram = glCreateProgram();
glAttachShader(shaderPragram, vertexShader);
glAttachShader(shaderPragram, fragmentShader);
glLinkProgram(shaderPragram);
glGetProgramiv(shaderPragram, GL_LINK_STATUS, &sucess);
if(!sucess)
{
glGetProgramInfoLog(shaderPragram, 512, nullptr, infoLog);
cout << "Fail to link shaders." << endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
//Create vertex buffer to store data.
unsigned int VBO, VAO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindVertexArray(VAO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//building a rendor loop
while(!glfwWindowShouldClose(window))
{
inputProcess(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderPragram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwPollEvents();
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
//building a viewport which can be changed.
void framebuffer_size_callback(GLFWwindow * window, int width, int height)
{
glViewport(0,0, width, height);
}
//process input
void inputProcess(GLFWwindow * window)
{
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}