#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void processInput(GLFWwindow *window);
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
int main()
{
glfwInit();
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, "LearnOpenGL", NULL, NULL);
if (!window)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return 0;
}
glfwMakeContextCurrent(window);
const char *vertexShaderSource = "#version 330 core\n\
layout(location = 0) in vec3 pos;\n \
void main()\n{\ngl_Position=vec4(pos, 1.0f);\n}\n;";
const char* fragmentShaderSource = "#version 330 core\n\
out vec4 frag;\n\
void main()\n{\nfrag=vec4(1.0f, 0.5f, 0.2f, 1.0f);\n}\n";
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to init GLAD" << std::endl;
return 0;
}
int vertexShader = glCreateShader(GL_VERTEX_SHADER); //创建vs
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); //shader源码附加到shader身上
glCompileShader(vertexShader); //编译
int success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); //获得编译结果
if (!success)
{
char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "error: vertexshader compilation failed " << infoLog << std::endl;
return 0;
}
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); //创建fs
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
char infoLog[512];
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
int shaderProgram = glCreateProgram(); //创建程序对象
glAttachShader(shaderProgram, vertexShader); //shader附加到程序对象
glAttachShader(shaderProgram, fragmentShader); //shader附加到程序对象
glLinkProgram(shaderProgram); //链接他们
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); //获得链接结果
if (!success)
{
char infoLog[512];
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "error: programshader link failed " << infoLog << std::endl;
return 0;
}
glDeleteShader(vertexShader); //附加完毕,已经没用了
glDeleteShader(fragmentShader);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
unsigned int VBO, VAO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
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))
{
processInput(window); //输入
glClearColor(0.5f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram); //使用
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
//someOpenGLFunctionThatDrawsOurTriangle();
//glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
//glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window); //双缓冲Buffer
glfwPollEvents(); //检查事件触发 是否结束渲染
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
效果图