计算机图形学OPENGL入门:https://www.bilibili.com/video/BV1px41197A5?p=4b站入口
配置库:https://blog.youkuaiyun.com/qq_19003345/article/details/76098781
初始化glfw/glad代码块
void init()
{
//initialize
glfwInit();//initialize glfw
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);//VERSION
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//MODE
window = glfwCreateWindow(800, 600, "opengl", NULL, NULL);//creat window指针前面全局定义
//检验窗口
if (window == NULL)
{
printf("err:windows is NULL");
glfwTerminate();
return;
}
glfwMakeContextCurrent(window);//绑定上下文和窗口
//检验glad
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
printf("err:glad is NULL ");
glfwTerminate();
return;
}
}
设置VAO对象
void VAOSet()
{
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);//生成
glBindVertexArray(VAO);//绑定
glBindBuffer(GL_ARRAY_BUFFER,VBO);//绑定,缓冲类型
//往显卡写值,分配显存空间
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
/* GL_STATIC_DRAW 数据不会或几乎不会改变
GL_DYNAMIC_DRAW 数据会改变很多
GL_STREAM_DRAW 数据每次绘制都变 */
//告诉显卡值的结构
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);//提供
}
设置片段着色器
//着色器源码存入字符串 动态编译不报错
const char* fragmentShaderSource = "#version 410 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
int fragmentShader=glCreateShader(GL_FRAGMENT_SHADER);//创建着色器对象
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);//将源码赋给着色器对象
glCompileShader(fragmentShader);//编译着色器
int shaderProgram=glCreateProgram();//创建着色器程序对象
glAttachShader(shaderProgram, fragmentShader);//将编译好的着色器附加到程序上
glLinkProgram(shaderProgram);//链接生成程序
//放到循环里
glUseProgram(shaderProgram);//使用程序
结果
完整vs2019代码:https://download.youkuaiyun.com/download/weixin_44583590/12919694