OpenGL VBO and VAO

  • A Vertex Array Object (VAO) is an OpenGL Object that stores all of the state needed to supply vertex data (with one minor exception noted below). It stores the format of the vertex data.
  • A Vertex Buffer Object (VBO) is the common term for a normal Buffer Object when it is used as a source for vertex array data.
    const char *vertexShaderSource = "#version 330 core\n"
    "out vec3 color;\n"
    "layout (location = 0) in vec3 aPos;\n"
    "layout (location = 1) in vec3 aColor;\n"
    "layout (location = 2) in vec3 aPos1;\n"
    "layout (location = 3) in vec3 aColor1;\n"
    "uniform int sw;\n"
    "void main()\n"
    "{\n"
    "if(sw < 1){\n"
    "   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
    "   color  = aColor;\n"
    "}else{\n"
    "   gl_Position = vec4(aPos1.x, aPos1.y, aPos1.z, 1.0);\n"
    "   color  = aColor1;\n"
    "}\n"
    "}\0";
    
    const char *fragmentShaderSource = "#version 330 core\n"
    "out vec4 FragColor;\n"
    "in vec3 color;\n"
    "void main()\n"
    "{\n"
    "   FragColor = vec4(color, 1.0f);\n"
    "}\n\0";
    
   // vertex shader
    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);

    // fragment shader
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    
    // link shaders
    unsigned int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram); 

	float vertices[] = {
		//Position              // Color
        -0.9f, -0.5f, 0.0f,  1.0f, 0.0f, 0.0f,// left 
        -0.0f, -0.5f, 0.0f,  0.0f, 1.0f, 0.0f,// right
        -0.45f, 0.5f, 0.0f,  0.0f, 0.0f, 1.0f // top 
    };
    float vertices1[] = {
    	 //Position              // Color
         0.0f, -0.5f, 0.0f,  1.0f, 0.0f, 0.0f,// left
         0.9f, -0.5f, 0.0f,  0.0f, 1.0f, 0.0f,// right
         0.45f, 0.5f, 0.0f,  0.0f, 0.0f, 1.0f // top 
    };
    unsigned int VBO[2], VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(2, VBO);

    glBindVertexArray(VAO);

    //fill first vbo
    glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    //fill second vbo
    glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(3);

    glBindVertexArray(0);

	unsigned int flag = 0;
	while (!glfwWindowShouldClose(window))
    {
        // draw triangle
        //glUseProgram使用程序对象program作为当前渲染状态的一部分, 之后才能对shader中变量赋值
        glUseProgram(shaderProgram);
        
        flag = !flag;
        glUniform1i(glGetUniformLocation(shaderProgram, "sw"), flag);
        
        glBindVertexArray(VAO); 
        
        glDrawArrays(GL_TRIANGLES, 0, 6); 
        
        glfwSwapBuffers(window);
    }

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