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  • Hello Triangle_练习三

    创建两个着色器程序,第二个程序使用一个不同的片段着色器,输出黄色;再次绘制这两个三角形,让其中一个输出为黄色

      1 #include <glad/glad.h>
      2 #include <GLFW/glfw3.h>
      3 #include <iostream>
      4 
      5 void framebuffer_size_callback(GLFWwindow* window, int width, int height)
      6 {
      7     glViewport(0, 0, width, height);
      8 }
      9 void processInput(GLFWwindow *window)
     10 {
     11     if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
     12         glfwSetWindowShouldClose(window, true);
     13 }
     14 const char *vertexShaderSource = "#version 330 core
    "
     15 "layout (location = 0) in vec3 aPos;
    "
     16 "void main()
    "
     17 "{
    "
     18 "   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
    "
     19 "}";
     20 const char *fragmentShaderSource1 = "#version 330 core
    "
     21 "out vec4 FragColor;
    "
     22 "void main()
    "
     23 "{
    "
     24 "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
    "
     25 "}
    ";
     26 const char *fragmentShaderSource2 = "#version 330 core
    "
     27 "out vec4 FragColor;
    "
     28 "void main()
    "
     29 "{
    "
     30 "   FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);
    "
     31 "}
    ";
     32 
     33 int main()
     34 {
     35     glfwInit();
     36     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
     37     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
     38     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
     39     //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
     40 
     41     GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
     42     if (window == NULL)
     43     {
     44         std::cout << "Failed to create GLFW window" << std::endl;
     45         glfwTerminate();
     46         return -1;
     47     }
     48     glfwMakeContextCurrent(window);
     49 
     50     glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
     51 
     52     if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
     53     {
     54         std::cout << "Failed to initialize GLAD" << std::endl;
     55         return -1;
     56     }
     57 
     58     //vertex shader
     59     int vertexShader = glCreateShader(GL_VERTEX_SHADER);
     60     glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
     61     glCompileShader(vertexShader);
     62     // check for shader compile errors
     63     int success;
     64     char infoLog[512];
     65     glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
     66     if (!success)
     67     {
     68         glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
     69         std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED
    " << infoLog << std::endl;
     70     }
     71 
     72     //first fragment shader
     73     int fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
     74     glShaderSource(fragmentShader1, 1, &fragmentShaderSource1, NULL);
     75     glCompileShader(fragmentShader1);
     76     
     77     //second fragment shader
     78     int fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
     79     glShaderSource(fragmentShader2, 1, &fragmentShaderSource2, NULL);
     80     glCompileShader(fragmentShader2);
     81 
     82     // first link shaders
     83     int shaderProgram1 = glCreateProgram();
     84     glAttachShader(shaderProgram1, vertexShader);
     85     glAttachShader(shaderProgram1, fragmentShader1);
     86     glLinkProgram(shaderProgram1);
     87 
     88     //second link shaders
     89     int shaderProgram2 = glCreateProgram();
     90     glAttachShader(shaderProgram2, vertexShader);
     91     glAttachShader(shaderProgram2, fragmentShader2);
     92     glLinkProgram(shaderProgram2);
     93 
     94     glDeleteShader(vertexShader);
     95     glDeleteShader(fragmentShader1);
     96     glDeleteShader(fragmentShader2);
     97 
     98     float firstTriangle[] = {
     99         -0.9f, -0.5f, 0.0f,  // left 
    100         -0.0f, -0.5f, 0.0f,  // right
    101         -0.45f, 0.5f, 0.0f,  // top 
    102     };
    103     float secondTriangle[] = {
    104         0.0f, -0.5f, 0.0f,  // left
    105         0.9f, -0.5f, 0.0f,  // right
    106         0.45f, 0.5f, 0.0f   // top 
    107     };
    108 
    109     unsigned int VBO[2], VAO[2];
    110     glGenVertexArrays(2, VAO);
    111     glGenBuffers(2, VBO);
    112     // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    113     glBindVertexArray(VAO[0]);
    114     glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
    115     glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
    116     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    117     glEnableVertexAttribArray(0);
    118 
    119     glBindVertexArray(VAO[1]);
    120     glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
    121     glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);
    122     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    123     glEnableVertexAttribArray(0);
    124 
    125     // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
    126     //glBindBuffer(GL_ARRAY_BUFFER, 0);
    127 
    128     // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
    129     // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
    130     //glBindVertexArray(0);
    131 
    132     while (!glfwWindowShouldClose(window))
    133     {
    134         //输入
    135         processInput(window);
    136 
    137         //渲染指令
    138         glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    139         glClear(GL_COLOR_BUFFER_BIT);
    140 
    141         // draw our first triangle
    142         glUseProgram(shaderProgram1);
    143         glBindVertexArray(VAO[0]); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
    144         glDrawArrays(GL_TRIANGLES, 0, 3);
    145 
    146         glUseProgram(shaderProgram2);
    147         glBindVertexArray(VAO[1]);
    148         glDrawArrays(GL_TRIANGLES, 0, 3);
    149         // glBindVertexArray(0); // no need to unbind it every time 
    150 
    151         //检查并调用事件,交换缓冲
    152         glfwSwapBuffers(window);
    153         glfwPollEvents();
    154     }
    155 
    156     // optional: de-allocate all resources once they've outlived their purpose:
    157     glDeleteVertexArrays(2, VAO);
    158     glDeleteBuffers(2, VBO);
    159 
    160     glfwTerminate();
    161     return 0;
    162 }
    View Code

    2019/11/26

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  • 原文地址:https://www.cnblogs.com/ljy08163268/p/11938041.html
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