#include <iostream> // GLEW #define GLEW_STATIC #include <GL/glew.h> // GLFW #include <GLFW/glfw3.h> #pragma comment(lib,"opengl32.lib") #pragma comment(lib,"glu32.lib") using namespace std; // 窗口大小 const GLuint WIDTH = 800, HEIGHT = 600; // 着色器 GLSL const GLchar* vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 position;\n" "void main()\n" "{\n" "gl_Position = vec4(position.x, position.y, position.z, 1.0);\n" "}\0"; const GLchar* fragmentShaderSource0 = "#version 330 core\n" "out vec4 color;\n" "void main()\n" "{\n" "color = vec4(0.5f, 0.2f, 1.0f, 1.0f);\n" "}\n\0"; const GLchar* fragmentShaderSource1 = "#version 330 core\n" "out vec4 color;\n" "void main()\n" "{\n" "color = vec4(1.0f, 0.8f, 0.0f, 1.0f);\n" "}\n\0"; int main(void) { // 初始化 GLFW glfwInit(); // glfwWindowHint() // 配置 GLFW 函数(设置的选项,选项的值) glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Mac OS 使用 // glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 创建一个窗口 GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "FirstTriangle", nullptr, nullptr); glfwMakeContextCurrent(window); // 初始化 GLEW glewExperimental = GL_TRUE; glewInit(); // 设置窗口大小 int width, height; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); // 配置着色器 // 创建一个着色器对象(GL_VERTEX_SHADER:顶点着色器) GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); // 把着色器源码附加到着色器对象上,然后编译它 glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); // 检测编译时错误,输出错误信息 GLint success; GLchar 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; } // 创建第1个着色器对象(GL_FRAGMENT_SHADER:片段着色器) GLuint fragmentShader0 = glCreateShader(GL_FRAGMENT_SHADER); // 着色器源码附加及编译 glShaderSource(fragmentShader0, 1, &fragmentShaderSource0, NULL); glCompileShader(fragmentShader0); // 检测编译时错误,输出错误信息 glGetShaderiv(fragmentShader0, GL_COMPILE_STATUS, &success); if (!success){ glGetShaderInfoLog(fragmentShader0, 512, NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // 创建第2个着色器对象(GL_FRAGMENT_SHADER:片段着色器) GLuint fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER); // 着色器源码附加及编译 glShaderSource(fragmentShader1, 1, &fragmentShaderSource1, NULL); glCompileShader(fragmentShader1); // 检测编译时错误,输出错误信息 glGetShaderiv(fragmentShader1, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader1, 512, NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // 创建 2个着色器程序对象 GLuint shaderProgram0 = glCreateProgram(); GLuint shaderProgram1 = glCreateProgram(); // 链接着色器程序 glAttachShader(shaderProgram0, vertexShader); glAttachShader(shaderProgram1, vertexShader); glAttachShader(shaderProgram0, fragmentShader0); glAttachShader(shaderProgram1, fragmentShader1); glLinkProgram(shaderProgram0); glLinkProgram(shaderProgram1); // 激活对象 glUseProgram(shaderProgram0); // 检查错误,输出日志 glGetProgramiv(shaderProgram0, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram0, 512, NULL, infoLog); std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } glUseProgram(shaderProgram1); glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram1, 512, NULL, infoLog); std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } // 激活后需要删除着色器对象 glDeleteShader(vertexShader); glDeleteShader(fragmentShader0); glDeleteShader(fragmentShader1); // 输入顶点数据(这是一个平面的三角形,z 坐标表示深度) //GLfloat vertices[] = { // -0.5f, -0.5f, 0.0f, // 0.5f, -0.5f, 0.0f, // 0.0f, 0.5f, 0.0f, }; // 输入顶点数据(这是 2个平面的三角形) GLfloat vertices0[] = { -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -0.3f, 0.3f, 0.0f, }; GLfloat vertices1[] = { 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.3f, 0.3f, 0.0f, }; // 生成 2个 VBO 对象 GLuint VBOs[2]; glGenBuffers(2, VBOs); // 创建 2个 VAO GLuint VAOs[2]; glGenVertexArrays(2, VAOs); // 把新创建的缓冲绑定到 GL_ARRAY_BUFFER 目标上 glBindVertexArray(VAOs[0]); glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]); // 把之前定义的顶点数据复制到缓冲的内存中(静态图形方式) // glBufferData() // 复制数据到当前绑定缓冲(缓冲类型,数据大小,数据,显存数据的管理方式) glBufferData(GL_ARRAY_BUFFER, sizeof(vertices0), vertices0, GL_STATIC_DRAW); // glVertexAttribPointer() // 解析顶点数据(1.顶点属性[对应前面的 layout (location = 0)],2.顶点属性的大小[3分量向量], // 3.数据类型[浮点数],4.是否标准化为(-1,1)范围内,5.单位步长,6.从起始位置的偏移量) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); // 第2个三角形 glBindVertexArray(VAOs[1]); glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); // 解绑 glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // 创建游戏循环 while (!glfwWindowShouldClose(window)) { // 事件处理 glfwPollEvents(); // 指定背景色(深蓝色) glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // 使用着色器程序, glDrawArrays():绘制图元函数 glUseProgram(shaderProgram0); glBindVertexArray(VAOs[0]); //glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3); // 第2个三角形 glUseProgram(shaderProgram1); glBindVertexArray(VAOs[1]); glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(0); // 交换缓冲 glfwSwapBuffers(window); } // 删除 VAO 和 VBO,释放空间 glDeleteVertexArrays(1, VAOs); glDeleteBuffers(1, VBOs); // 释放 GLFW 内存 glfwTerminate(); return 0; }