• 你好,三角形


    #include <glad/glad.h> 
    #include <GLFW\glfw3.h>
    #include<iostream>
    
    using namespace std;
    
    void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
        glViewport(0, 0, width, height);
    }
    
    void processInput(GLFWwindow* window)
    {
        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
            glfwSetWindowShouldClose(window, true);
    }
    
    
    const char* vertexShaderSource = "#version 330 core\n"
        "layout (location = 0) in vec3 aPos;\n"
        "void main()\n"
        "{\n"
        "    gl_Position = vec4(aPos.x,aPos.y,aPos.z,1.0);\n"
        "}\0";
    
    const char* fragmentShaderSource = "#version 330 core\n"
        "out vec4 FragColor;\n"
        "void main()\n"
        "{\n"
        "    FragColor = vec4(1.0f,0.5f,0.2f,1.0f);\n"
        "}\n\0";
    
    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 == NULL) {
            cout << "Failed" << endl;
            glfwTerminate();
            return -1;
        }
        glfwMakeContextCurrent(window);
        glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
        if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
            cout << "Failed" << endl;
            return -1;
        }
    
        unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
        glCompileShader(vertexShader);
        
        int success;
        char infoLog[512];
        glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
        if (!success) {
            glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
            std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl;
        }
        unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
        glCompileShader(fragmentShader);
        glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
        if (!success) {
            glGetShaderInfoLog(fragmentShader, 513, NULL, infoLog);
            std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
        }
    
        unsigned int shaderProgram = glCreateProgram();
        glAttachShader(shaderProgram, vertexShader);
        glAttachShader(shaderProgram, fragmentShader);
        glLinkProgram(shaderProgram);
        glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
        if (!success) {
            glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
            std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
        }
    
        glDeleteShader(vertexShader);
        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;
        glGenVertexArrays(1, &VAO);
        glGenBuffers(1, &VBO);
        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(float), (void*)0);
    
        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
    
    
        glViewport(0, 0, 800, 600);
    
        while (!glfwWindowShouldClose(window))
        {
            processInput(window);
            glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
    
            glUseProgram(shaderProgram);
            glBindVertexArray(VAO);
            glDrawArrays(GL_TRIANGLES, 0, 3);
    
    
            glfwSwapBuffers(window);
            glfwPollEvents();
        }
    
        glDeleteVertexArrays(1, &VAO);
        glDeleteBuffers(1, &VBO);
        glDeleteProgram(shaderProgram);
    
        glfwTerminate();
        return 0;
    }
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  • 原文地址:https://www.cnblogs.com/LH2000/p/16026923.html
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