标签:you res fir _for cout stat 图形 ever 源码
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glu32.lib")
using namespace std;
// 窗口大小
const GLuint WIDTH = 800, HEIGHT = 600;
// 着色器 GLSL
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource0 = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(0.5f, 0.2f, 1.0f, 1.0f);\n"
"}\n\0";
const GLchar* fragmentShaderSource1 = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.8f, 0.0f, 1.0f);\n"
"}\n\0";
int main(void) {
// 初始化 GLFW
glfwInit();
// glfwWindowHint() // 配置 GLFW 函数(设置的选项,选项的值)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Mac OS 使用
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// 创建一个窗口
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "FirstTriangle", nullptr, nullptr);
glfwMakeContextCurrent(window);
// 初始化 GLEW
glewExperimental = GL_TRUE;
glewInit();
// 设置窗口大小
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
// 配置着色器
// 创建一个着色器对象(GL_VERTEX_SHADER:顶点着色器)
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
// 把着色器源码附加到着色器对象上,然后编译它
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// 检测编译时错误,输出错误信息
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 创建第1个着色器对象(GL_FRAGMENT_SHADER:片段着色器)
GLuint fragmentShader0 = glCreateShader(GL_FRAGMENT_SHADER);
// 着色器源码附加及编译
glShaderSource(fragmentShader0, 1, &fragmentShaderSource0, NULL);
glCompileShader(fragmentShader0);
// 检测编译时错误,输出错误信息
glGetShaderiv(fragmentShader0, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(fragmentShader0, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 创建第2个着色器对象(GL_FRAGMENT_SHADER:片段着色器)
GLuint fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
// 着色器源码附加及编译
glShaderSource(fragmentShader1, 1, &fragmentShaderSource1, NULL);
glCompileShader(fragmentShader1);
// 检测编译时错误,输出错误信息
glGetShaderiv(fragmentShader1, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader1, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 创建 2个着色器程序对象
GLuint shaderProgram0 = glCreateProgram();
GLuint shaderProgram1 = glCreateProgram();
// 链接着色器程序
glAttachShader(shaderProgram0, vertexShader);
glAttachShader(shaderProgram1, vertexShader);
glAttachShader(shaderProgram0, fragmentShader0);
glAttachShader(shaderProgram1, fragmentShader1);
glLinkProgram(shaderProgram0);
glLinkProgram(shaderProgram1);
// 激活对象
glUseProgram(shaderProgram0);
// 检查错误,输出日志
glGetProgramiv(shaderProgram0, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram0, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glUseProgram(shaderProgram1);
glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram1, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// 激活后需要删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader0);
glDeleteShader(fragmentShader1);
// 输入顶点数据(这是一个平面的三角形,z 坐标表示深度)
//GLfloat vertices[] = {
// -0.5f, -0.5f, 0.0f,
// 0.5f, -0.5f, 0.0f,
// 0.0f, 0.5f, 0.0f, };
// 输入顶点数据(这是 2个平面的三角形)
GLfloat vertices0[] = {
-0.5f, -0.5f, 0.0f,
0.0f, 0.0f, 0.0f,
-0.3f, 0.3f, 0.0f, };
GLfloat vertices1[] = {
0.5f, -0.5f, 0.0f,
0.0f, 0.0f, 0.0f,
0.3f, 0.3f, 0.0f, };
// 生成 2个 VBO 对象
GLuint VBOs[2];
glGenBuffers(2, VBOs);
// 创建 2个 VAO
GLuint VAOs[2];
glGenVertexArrays(2, VAOs);
// 把新创建的缓冲绑定到 GL_ARRAY_BUFFER 目标上
glBindVertexArray(VAOs[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
// 把之前定义的顶点数据复制到缓冲的内存中(静态图形方式)
// glBufferData() // 复制数据到当前绑定缓冲(缓冲类型,数据大小,数据,显存数据的管理方式)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices0), vertices0, GL_STATIC_DRAW);
// glVertexAttribPointer() // 解析顶点数据(1.顶点属性[对应前面的 layout (location = 0)],2.顶点属性的大小[3分量向量],
// 3.数据类型[浮点数],4.是否标准化为(-1,1)范围内,5.单位步长,6.从起始位置的偏移量)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// 第2个三角形
glBindVertexArray(VAOs[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// 解绑
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// 创建游戏循环
while (!glfwWindowShouldClose(window)) {
// 事件处理
glfwPollEvents();
// 指定背景色(深蓝色)
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 使用着色器程序, glDrawArrays():绘制图元函数
glUseProgram(shaderProgram0);
glBindVertexArray(VAOs[0]);
//glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLES, 0, 3);
// 第2个三角形
glUseProgram(shaderProgram1);
glBindVertexArray(VAOs[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
// 交换缓冲
glfwSwapBuffers(window);
}
// 删除 VAO 和 VBO,释放空间
glDeleteVertexArrays(1, VAOs);
glDeleteBuffers(1, VBOs);
// 释放 GLFW 内存
glfwTerminate();
return 0;
}
标签:you res fir _for cout stat 图形 ever 源码
原文地址:https://www.cnblogs.com/darkmorn/p/12258911.html