参考文章1
参考文章2
#include
#include"glad/glad.h"//!!!注意这里,/前面的是h文件的上级目录,可能每个人安装不同,也有不同
#include"GLFW/glfw3.h"
using namespace std;
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
//vertex shader
const GLchar* vertexShader_Code =
"#version 330 core\n"
"layout(location=0) in vec3 aPos;\n"
"void main()\n"
"{\n"
"gl_Position=vec4(aPos.x,aPos.y,aPos.z,1.0);\n"
"}";
const GLchar* fragmentShader_Code =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor=vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}";
int main()
{
//三角顶点
float vertices[] =
{
-0.5f,-0.5f,0.0f,//左下角
0.5f,-0.5f,0.0f,//右下角
0.0f, 0.5f,0.0f//顶端角
};
glfwInit();//初始化
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//配置GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//配置GLFW
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL", nullptr, nullptr);
glfwSetKeyCallback(window, key_callback);
if (window == nullptr)
{
cout << "Failed to create GLFW window" << endl;
glfwTerminate();//terminate the glfw(end the glfw)
return -1;
}
glfwMakeContextCurrent(window);//设置当前openGL上下
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to initialize GLAD" << endl;
return -1;
}
//data
int isSuccess;
char infoLog[512];
//vertexShader data
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShader_Code, NULL);
glCompileShader(vertexShader);
/*编译是否通过*/
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isSuccess);
if (!isSuccess)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cout << "ERROR::VertexShader::Compile_failed" << infoLog << endl;
}
else
{
cout << "SUCCESS::VertexShader" << endl;
}
//fragmentShader Data
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShader_Code, NULL);
glCompileShader(fragmentShader);
/*编译是否通过*/
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isSuccess);
if (!isSuccess)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
cout << "ERROR::FragmentShader::Compile_failed" << infoLog << endl;
}
else
{
cout << "SUCCESS::FragmentShader" << endl;
}
//Shader Pragram
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &isSuccess);
if (!isSuccess)
{
glGetShaderInfoLog(shaderProgram, 512, NULL, infoLog);
cout << "ERROR::ShaderProgram::Link_failed" << infoLog << endl;
}
else
{
cout << "SUCCESS::ShaderProgram" << endl;
glUseProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
//vectices data
unsigned int VAO;
unsigned int VBO;
glGenVertexArrays(1, &VAO);//获得一个顶点数组对象
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();//检查有没有触发事件
glClearColor(0.27f, 0.27f, 0.27f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);//双缓冲(替换窗口的每一个像素值)
}
glfwTerminate();
return 0;
}