#define GLEW_STATIC
#include
#include
#include
using namespace std;
//顶点着色器GLSL代码的字符串
const GLchar* vertexshader = "#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";
//片段着色器的GLSL代码的字符串
const GLchar* fragmentshader = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
//顶点坐标
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
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_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 600, "NB", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK!=err)
{
cout << "Failed to initialize GLEW" << endl;
}
glViewport(0, 0, 800, 600);
glfwSetKeyCallback(window, key_callback);
//初始化顶点缓存对象
GLuint VBO;
glGenBuffers(1, &VBO);
//上面的顶点坐标数据传入到缓存中
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//初始化顶点着色器对象
GLuint vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexshader, NULL);
//初始化片段着色器对象
GLuint fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentshader, NULL);
//创建着色器程序对象,链接并编译所有着色器
GLuint shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
//检测着色器的编译是否成功并输出调试信息
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;
}
GLint successf;
GLchar infoLogf[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &successf);
if (!successf)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLogf);
std::cout << "ERROR::SHADER::Fragment::COMPILATION_FAILED\n" << infoLogf << std::endl;
}
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
}
glUseProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//初始化顶点数组对象,它可以存储单位物体所有顶点变量
GLuint VAO;
glGenVertexArrays(1, &VAO);
//绑定VAO
glBindVertexArray(VAO);
//配置顶点属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
//解绑VAO
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram); //选择shader
glBindVertexArray(VAO); //绑定VAO
glDrawArrays(GL_TRIANGLES, 0, 3); //绘制
glBindVertexArray(0); //解绑VAO
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
上述代码是一个简单的渲染流程,基本上分为如下几个步骤:
1,将顶点数据放入缓存
2,配置着色器
3,配置VAO,VAO可以看作是单个渲染物体的所有顶点属性的配置集合,所谓配置就是告诉cpu该怎样使用缓存中的数据,以把数据传递给gpu
4,在游戏循环中在当下环境中调用函数渲染,当下环境包括着色器,VAO.
由于当绘制多个图形的时候,点可能会重合,因此可以使用索引缓冲对象来解决这个问题,简称EBO,它和VBO一样,是一种缓存,同样使用glgenbuffer()来获取ID,获取id之后,需要在VAO绑定后用glbindbuffer()绑定EBO,然后用glbufferdata()把索引数组复制进缓存中,特别要注意的是,在VAO绑定期间,会记录EBO的绑定,这样EBO会随着VAO的绑定而绑定,所以在解绑VAO之前不能解绑EBO,这一点与VBO不同,VAO在进行顶点属性配置的时候就相当于绑定VBO了,在配置好之后,在循环中需要调用glDrawElement()来进行绘制。