着色器

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}

#include "shader.cpp"
float offset = 0.5f;
float vertices[] = {
// 位置 // 颜色
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
};
int main()
{
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);

GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);

if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}


glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
Shader ourShader = Shader("D:/learnOpengl/LearnOpengl/shader/shader.vs", "D:/learnOpengl/LearnOpengl/shader/shader.fs");

while (!glfwWindowShouldClose(window))
{

glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ourShader.use();
ourShader.setFloat("xOffset", offset);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
}

 

posted @ 2020-10-18 11:22  GamesClient  阅读(114)  评论(0编辑  收藏  举报