环境:glfw 3.3.8 + glad core
OpenGL 初学者在尝试使用 glBegin 和 glEnd 函数来绘制三角形时,有可能找到使用这些函数的文章、代码文献
但许多这些函数已经在OpenGL的核心规范中被弃用
应该使用新的 API 来绘制图形
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f); // 设置颜色为红色
glVertex2f(-0.6f, -0.4f); // 顶点1
glColor3f(0.0f, 1.0f, 0.0f); // 设置颜色为绿色
glVertex2f(0.6f, -0.4f); // 顶点2
glColor3f(0.0f, 0.0f, 1.0f); // 设置颜色为蓝色
glVertex2f(0.0f, 0.6f); // 顶点3
glEnd();
#include
#include
#include
// 窗口大小
const int WINDOW_WIDTH = 800;
const int WINDOW_HEIGHT = 600;
// 顶点着色器源码
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
uniform float rotation;
mat3 getRotationMatrix(float angle) {
float s = sin(angle);
float c = cos(angle);
return mat3(
c, -s, 0.0,
s, c, 0.0,
0.0, 0.0, 1.0
);
}
void main()
{
mat3 rotationMatrix = getRotationMatrix(rotation);
gl_Position = vec4(rotationMatrix * aPos, 1.0);
}
)";
// 片段着色器源码
const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;
uniform float time;
void main()
{
float red = sin(time);
float green = cos(time);
float blue = 0.5 + 0.5 * sin(2.0 * time);
FragColor = vec4(red, green, blue, 1.0);
}
)";
int main() {
// 初始化GLFW
if (!glfwInit()) {
std::cout << "GLFW initialization failed" << std::endl;
return -1;
}
// 配置GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// 创建窗口对象
GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Triangle", nullptr, nullptr);
if (window == nullptr) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
// 将窗口的上下文设置为当前线程的主上下文
glfwMakeContextCurrent(window);
// 初始化GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 创建顶点着色器对象
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
glCompileShader(vertexShader);
// 检查顶点着色器是否编译成功
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
std::cout << "Failed to compile vertex shader:\n" << infoLog << std::endl;
return -1;
}
// 创建片段着色器对象
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
glCompileShader(fragmentShader);
// 检查片段着色器是否编译成功
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
std::cout << "Failed to compile fragment shader:\n" << infoLog << std::endl;
return -1;
}
// 创建着色器程序对象
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 检查着色器程序是否链接成功
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
std::cout << "Failed to link shader program:\n" << infoLog << std::endl;
return -1;
}
// 删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// 设置顶点数据
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.0f // 原点坐标
};
// 创建顶点缓冲对象(VBO)和顶点数组对象(VAO)
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// 绑定VAO和VBO
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// 解绑VAO和VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// 渲染循环
while (!glfwWindowShouldClose(window)) {
// 处理输入事件
glfwPollEvents();
// 清空颜色缓冲
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 使用着色器程序
glUseProgram(shaderProgram);
// 获取当前时间
float time = glfwGetTime();
float rotation = time;
int rotationLocation = glGetUniformLocation(shaderProgram, "rotation");
glUniform1f(rotationLocation, rotation);
int timeLoadtion = glGetUniformLocation(shaderProgram, "time");
glUniform1f(timeLoadtion, time);
// 绑定VAO
glBindVertexArray(VAO);
glDrawArrays(GL_POINTS, 3, 1); // 从索引3开始绘制一个点
// 绘制三角形
glDrawArrays(GL_TRIANGLES, 0, 3);
// 解绑VAO
glBindVertexArray(0);
// 交换缓冲区
glfwSwapBuffers(window);
}
// 删除VAO和VBO
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// 终止GLFW
glfwTerminate();
return 0;
}