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  • 【OpenGL】三角形

    步骤

    1. 初始化顶点数组对象VAO
    2. 分配顶点缓冲对象VBO
    3. 将顶点数据载入缓冲对象中 glBufferData()
    4. 链接顶点属性 glVertexAttribPointer(指定了顶点着色器的变量与我们存储在缓冲对象VBO中数据的关系)

    顶点数组

    GLfloat vertices[] = {
        -0.5f, -0.5f, 0.0f,
        0.5f, -0.5f, 0.0f,
        0.0f, 0.5f, 0.0f
    };
    

    因为是3D坐标,所以有三个轴(x,y,z),三个轴范围在-1~1之间。这里统一将z设为0,这样三个点的深度为0,所以看起来就是2D平面上的三角形。

    顶点缓冲对象VBO

    GLuint VBO;
    glGenBuffers(1, &VBO);
     	
    glBindBuffer(GL_ARRAY_BUFFER, VBO);  //把缓冲绑定到GL_ARRAY_BUFFER上
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //复制顶点数据到内存
    
    

    glBufferData是一个用来把用户定义数据复制到当前绑定缓冲的函数。它的第一个参数是我们希望把数据复制到上面的缓冲类型:顶点缓冲对象当前绑定到GL_ARRAY_BUFFER目标上。第二个参数指定我们希望传递给缓冲的数据的大小(字节);用一个简单的sizeof计算出顶点数据就行。第三个参数是我们希望发送的真实数据。

    第四个参数指定了我们希望显卡如何管理给定的数据。有三种形式:

    • GL_STATIC_DRAW:数据不会或几乎不会改变。
    • GL_DYNAMIC_DRAW:数据会被改变很多。
    • GL_STREAM_DRAW:数据每次绘制时都会改变。

    顶点着色器

    #version 330 core   //版本声明,opengl3.3
     
    layout (location = 0) in vec3 position;
     
    void main()
    {
        gl_Position = vec4(position.x, position.y, position.z, 1.0);
    }
    

    编译

    GLuint vertexShader;
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, null);
    glCompileShader(vertexShader);
    
    //错误检查
    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
    " << infoLog << std::endl;
    }
    

    像素着色器

    #version 330 core
    
    out vec4 color;
     
    void main()
    {
        color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
    }
    

    编译

    GLuint fragmentShader;
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, null);
    glCompileShader(fragmentShader);
    

    着色器程序

    GLuint shaderProgram;
    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
     
    if(!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        ...
    
     	
    glUseProgram(shaderProgram); //将着色器对象链接到程序
    //删除着色器对象
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    }
    

    VAO

    // ..:: 初始化代码 (一次完成 (除非你的物体频繁改变)) :: ..
     
    // 1. 绑定VAO
    glBindVertexArray(VAO);
     
    // 2. 把顶点数组复制到缓冲中提供给OpenGL使用
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
     
    // 3. 设置顶点属性指针
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid * )0);
    glEnableVertexAttribArray(0);
     
    //4. 解绑VAO
    glBindVertexArray(0);
     
    [...]
     
    // ..:: 绘制代码 (in Game loop) :: ..
     
    // 5. 绘制物体
    glUseProgram(shaderProgram);
    glBindVertexArray(VAO);
    someOpenGLFunctionThatDrawsOurTriangle();
    glBindVertexArray(0);
    

    绘制

    glUseProgram(shaderProgram);
    glBindVertexArray(VAO);
    glDrawArrays(GL_TRIANGLES, 0, 3);
    glBindVertexArray(0);
    

    所有代码

    #include<iostream>
    // Include GLEW
    #include <GL/glew.h>
    // Include GLFW
    #include <glfw3.h>
    GLFWwindow* window;
    
    // Function prototypes
    void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
    
    // Window dimensions
    const GLuint WIDTH = 800, HEIGHT = 600;
    
    // Shaders
    const GLchar* vertexShaderSource = "#version 330 core
    "
    "layout (location = 0) in vec3 position;
    "
    "void main()
    "
    "{
    "
    "gl_Position = vec4(position.x, position.y, position.z, 1.0);
    "
    "}";
    const GLchar* fragmentShaderSource = "#version 330 core
    "
    "out vec4 color;
    "
    "void main()
    "
    "{
    "
    "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
    "
    "}
    ";
    
    // The MAIN function, from here we start the application and run the game loop
    int main()
    {
    	// Init GLFW
    	glfwInit();
    	// Set all the required options for GLFW
    	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);
    
    	// Create a GLFWwindow object that we can use for GLFW's functions
    	GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
    	glfwMakeContextCurrent(window);
    
    	// Set the required callback functions
    	glfwSetKeyCallback(window, key_callback);
    
    	// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
    	glewExperimental = GL_TRUE;
    	// Initialize GLEW to setup the OpenGL Function pointers
    	glewInit();
    
    	// Define the viewport dimensions
    	int width, height;
    	glfwGetFramebufferSize(window, &width, &height);
    	glViewport(0, 0, width, height);
    
    
    	// Build and compile our shader program
    	// Vertex shader
    	GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    	glCompileShader(vertexShader);
    	// Check for compile time errors
    	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
    " << infoLog << std::endl;
    	}
    	// Fragment shader
    	GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    	glCompileShader(fragmentShader);
    	// Check for compile time errors
    	glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    	if (!success)
    	{
    		glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
    		std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED
    " << infoLog << std::endl;
    	}
    	// Link shaders
    	GLuint shaderProgram = glCreateProgram();
    	glAttachShader(shaderProgram, vertexShader);
    	glAttachShader(shaderProgram, fragmentShader);
    	glLinkProgram(shaderProgram);
    	// Check for linking errors
    	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    	if (!success) {
    		glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
    		std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED
    " << infoLog << std::endl;
    	}
    	glDeleteShader(vertexShader);
    	glDeleteShader(fragmentShader);
    
    
    	// Set up vertex data (and buffer(s)) and attribute pointers
    	GLfloat vertices[] = {
    		-0.5f, -0.5f, 0.0f, // Left  
    		0.5f, -0.5f, 0.0f, // Right 
    		0.0f, 0.5f, 0.0f  // Top   
    	};
    	GLuint VBO, VAO;
    	glGenVertexArrays(1, &VAO);
    	glGenBuffers(1, &VBO);
    	// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
    	glBindVertexArray(VAO);
    
    	glBindBuffer(GL_ARRAY_BUFFER, VBO);
    	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
    	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
    	glEnableVertexAttribArray(0);
    
    	glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
    
    	glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs)
    
    	// Game loop
    	while (!glfwWindowShouldClose(window))
    	{
    		// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
    		glfwPollEvents();
    
    		// Render
    		// Clear the colorbuffer
    		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    		glClear(GL_COLOR_BUFFER_BIT);
    
    		// Draw our first triangle
    		glUseProgram(shaderProgram);
    		glBindVertexArray(VAO);
    		glDrawArrays(GL_TRIANGLES, 0, 3);
    		glBindVertexArray(0);
    
    		// Swap the screen buffers
    		glfwSwapBuffers(window);
    	}
    	// Properly de-allocate all resources once they've outlived their purpose
    	glDeleteVertexArrays(1, &VAO);
    	glDeleteBuffers(1, &VBO);
    	// Terminate GLFW, clearing any resources allocated by GLFW.
    	glfwTerminate();
    	return 0;
    }
    
    // Is called whenever a key is pressed/released via GLFW
    void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
    {
    	if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
    		glfwSetWindowShouldClose(window, GL_TRUE);
    }
    
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  • 原文地址:https://www.cnblogs.com/cknightx/p/6898302.html
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