1.顶点除了包含位置信息之外增加颜色属性
2.取顶点属性数据 步长 以及偏移量
3.上面的0 1 对应shader中的location
#include
using namespace std;
#include
#include
void processInput(GLFWwindow *window);
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f,0,0, // top right
0.5f, -0.5f, 0.0f,0,1,0, // bottom right
-0.5f, -0.5f, 0.0f, 0,0,1, // bottom left
-0.5f, 0.5f, 0.0f,1.0f,0.0f,1.0f // top left
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec4 vertexColor; \n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
" vertexColor = vec4(aColor.x,aColor.y,aColor.z,1.0);\n"
"}\0";
const char* fragShaderSource = "#version 330 core\n"
"in vec4 vertexColor;\n"
"out vec4 FragColor;\n"
"uniform vec4 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = vertexColor;\n"
"}\0";
int main()
{
glfwInit(); //初始化glfw库
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, "OpenGL Window", NULL, NULL);
if (window == NULL)
{
cout << "init window error" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
//init glew
//glewExperimental = GL_TRUE; //使用有问题 注释掉
if (glewInit() != GLEW_OK)
{
cout << "glewInit error" << endl;
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//创建VAO并且绑定
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
//创建VBO
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//数据写入内存
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//创建EBO
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
//数据写入内存
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//创建顶点着色器 编译
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//创建片段着色器 编译
unsigned int fragShader;
fragShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragShader, 1, &fragShaderSource, NULL);
glCompileShader(fragShader);
//shader program 着色器和在一起 按顺序输入输出 链接
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragShader);
glLinkProgram(shaderProgram);
//顶点位置属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//顶点颜色属性
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*) (3 * sizeof(float)));
glEnableVertexAttribArray(1);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
float timeValue = glfwGetTime();
float greenValue = (sin(timeValue) / 2.0f) + 0.5f;
int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
glUseProgram(shaderProgram);
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
//glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window); //双缓存防止闪烁
processInput(window);
}
return 0;
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}