#include
#include
#include
#pragma comment(lib,"glfw3.lib")
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
const char *vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main(){\n"
"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0f);\n"
"}\n\0";
const char *fragmentShaderSource_1 =
"#version 330 core\n"
"out vec4 FragColor;\n"
"uniform int flag = 1;\n"
"void main(){\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
const char *fragmentShaderSource_2 =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main(){\n"
"FragColor = vec4(1.0f, 1.0f, 0.0f, 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(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
cout << "Failed to create GLFW window" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
cout << "Failed to initialize GLAD" << endl;
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//创建顶点缓存对象用来管理分配到的顶点缓存空间
//创建一个着色器对象
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//创建一个片段着色器
GLuint fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader1, 1, &fragmentShaderSource_1, NULL);
glCompileShader(fragmentShader1);
glGetShaderiv(fragmentShader1, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cout << "ERROR::SHADER::FRAGMENT1::COMPILATION_FAILED\n" << infoLog << std::endl;
}
GLuint fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader2, 1, &fragmentShaderSource_2, NULL);
glCompileShader(fragmentShader2);
glGetShaderiv(fragmentShader2, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cout << "ERROR::SHADER::FRAGMENT2::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//创建着色器程序
GLuint shaderProgram1 = glCreateProgram();
GLuint shaderProgram2 = glCreateProgram();
//链接着色器
glAttachShader(shaderProgram1, vertexShader);
glAttachShader(shaderProgram1, fragmentShader1);
glLinkProgram(shaderProgram1);
glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram1, 512, NULL, infoLog);
cout << "ERROR::SHADER::PROGRAM1::COMPILATION_FAILED\n" << infoLog << std::endl;
}
glAttachShader(shaderProgram2, vertexShader);
glAttachShader(shaderProgram2, fragmentShader2);
glLinkProgram(shaderProgram2);
glGetProgramiv(shaderProgram2, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram2, 512, NULL, infoLog);
cout << "ERROR::SHADER::PROGRAM2::COMPILATION_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader1);
glDeleteShader(fragmentShader2);
GLfloat vertices1[] = {
// 第一个三角形
0.5f, 0.5f, 0.0f, // 右上角
0.5f, -0.5f, 0.0f, // 右下角
-0.5f, 0.5f, 0.0f, // 左上角
};
GLfloat vertices2[] = {
// 第二个三角形
0.5f, -0.5f, 0.0f, // 右下角
-0.5f, -0.5f, 0.0f, // 左下角
-0.5f, 0.5f, 0.0f // 左上角
};
GLuint VAO[2], VBO[2];
glGenVertexArrays(2, VAO);//创建顶点数组对象
glGenBuffers(2, VBO);//创建顶点缓冲对象
//复制顶点数组到缓冲中供OpenGL使用
glBindVertexArray(VAO[0]);//将顶点数组绑定到顶点数组对象
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);//将顶点缓冲绑定到顶点缓冲对象
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);//缓冲区三角形顶点数据
//设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
//复制顶点数组到缓冲中供OpenGL使用
glBindVertexArray(VAO[1]);//将顶点数组绑定到顶点数组对象
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);//将顶点缓冲绑定到顶点缓冲对象
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);//缓冲区三角形顶点数据
//设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram1);
glBindVertexArray(VAO[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
//glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
glUseProgram(shaderProgram2);
glBindVertexArray(VAO[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
//glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, (const void*)3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteBuffers(2, VBO);
glDeleteVertexArrays(2, VAO);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
#include
#include
#include
#pragma comment(lib,"glfw3.lib")
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
const char *vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main(){\n"
"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0f);\n"
"}\n\0";
const char *fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"uniform int flag = 1;\n"
"void main(){\n"
"if(flag == 1)\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"else if(flag == 2)\n"
" FragColor = vec4(1.0f, 1.0f, 0.0f, 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(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
cout << "Failed to create GLFW window" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
cout << "Failed to initialize GLAD" << endl;
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//创建顶点缓存对象用来管理分配到的顶点缓存空间
//创建一个着色器对象
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//创建一个片段着色器
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//创建着色器程序
GLuint shaderProgram = glCreateProgram();
//链接着色器
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
cout << "ERROR::SHADER::PROGRAM::COMPILATION_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLfloat vertices[] = {
// 第一个三角形
0.5f, 0.5f, 0.0f, // 右上角
0.5f, -0.5f, 0.0f, // 右下角
-0.5f, 0.5f, 0.0f, // 左上角
// 第二个三角形
0.5f, -0.5f, 0.0f, // 右下角
-0.5f, -0.5f, 0.0f, // 左下角
-0.5f, 0.5f, 0.0f // 左上角
};
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);//创建顶点数组对象
glGenBuffers(1, &VBO);//创建顶点缓冲对象
//复制顶点数组到缓冲中供OpenGL使用
glBindVertexArray(VAO);//将顶点数组绑定到顶点数组对象
glBindBuffer(GL_ARRAY_BUFFER, VBO);//将顶点缓冲绑定到顶点缓冲对象
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//缓冲区三角形顶点数据
//设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
int flagLoc = glGetUniformLocation(shaderProgram, "flag");
glUniform1i(flagLoc, 2);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUniform1i(flagLoc, 1);
glDrawArrays(GL_TRIANGLES, 3, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}