下面是个例子利用着色器绘制彩色三角形
//
// Created by czh on 6/26/18.
//
#include
#include
#include
#include
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const char *vertexShaderSource ="#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec3 ourColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(ourColor, 1.0f);\n"
"}\n\0";
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "chicken", NULL, NULL);
if (window == NULL)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
glfwTerminate();
return -1;
}
int vertexShader = glCreateShader(GL_VERTEX_SHADER);//创建顶点着色器
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);//附加到着色器对象上
glCompileShader(vertexShader);//编译着色器对象
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);//创建片段着色器
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);//附加到着色器对象上
glCompileShader(fragmentShader);//编译着色器对象
//链接着色器对象
int shaderProgram = glCreateProgram();//创建一个程序对象
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
//删除着色器对象,我们不再需要它们
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
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, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
};
unsigned int VAO, VBO;//顶点数组对象Vertex Array Object\顶点缓冲对象Vertex Buffer Object\索引缓冲对象Element Buffer Object
glGenVertexArrays(1, &VAO);//创建一个顶点数组对象
glGenBuffers(1, &VBO);//生成一个顶点缓冲对象
glBindVertexArray(VAO);//1.绑定顶点数组对象
glBindBuffer(GL_ARRAY_BUFFER, VBO);//2.把新创建的顶点数组绑定到缓冲中
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:数据会被改变很多。
//GL_STREAM_DRAW :数据每次绘制时都会改变。
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);//4.设置顶点属性指针
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));//4.设置顶点属性指针
glEnableVertexAttribArray(1);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(shaderProgram);//5绘制物体
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}