OpenGL绘制(二)
上节学会了绘制三角形,我们开始绘制正方形
1 顶点坐标,纹理坐标(图片来源于其他博友)
(1)顶点坐标系
(2)纹理坐标系
2.索引缓冲对象(Element Buffer Object,EBO)
索引缓冲对象EBO相当于OpenGL中的顶点索引数组,是为了解决同一个顶点多次重复调用的问题,可以减少内存空间浪费,提高执行效率。当需要使用重复的顶点时,通过顶点的位置索引来调用顶点,而不是对重复的顶点信息重复记录,重复调用。
3 画一个正方形= 画两个三角形拼在一起。顶点着色程序和片元着色程序无需改动
定义应用程序的入口点。 // #include "stdafx.h" #include#include #include<string> #include #include #include #include // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; unsigned int VBO = 0; unsigned int VAO = 0; unsigned int EBO = 0; int shaderProgram = 0; void render() { glBindVertexArray(VAO); glUseProgram(shaderProgram); glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0); glUseProgram(0); glBindVertexArray(0); } void initmodule() { //做个一模型;正方形四个顶点;顶点坐标系 float vertexs[] = { 0.0f,0.0f,0.0f, 0.0f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,0.0f,0.0f, }; //一个正方形是由两个三角形得来的;记录顶点的索引顺序;0 1 2 3分别是四个顶点的排序,就可以画出两个三角形 unsigned int indexs[] = { 0,1,3, 1,2,3, }; //做VAO glGenVertexArrays(1,&VAO); glBindVertexArray(VAO); //做VBO glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); //创建显存空间 glBufferData(GL_ARRAY_BUFFER,sizeof(vertexs), vertexs, GL_STATIC_DRAW); //设置索引缓冲 glGenBuffers(1,&EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indexs),indexs,GL_STATIC_DRAW); //设置第0个锚点,3个点,不需要归一化,跨度3个float可以读下一个点 glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)0); //打开顶点 glEnableVertexAttribArray(0); //解除绑定VBO glBindBuffer(GL_ARRAY_BUFFER,0); //解除绑定VEO??? //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);会崩溃,目前不知道原因,后序补充 //解绑VAO glBindVertexArray(0); } void initshader(const char* verpath,const char* fragpath) { //编译shader,并记录shaderID std::string VerCode(""); std::string fregCode(""); //读文件 std::ifstream vShaderFile; std::ifstream fShaderFile; vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); try { vShaderFile.open(verpath); fShaderFile.open(fragpath); std::stringstream vsstream, fsstream; vsstream << vShaderFile.rdbuf(); fsstream << fShaderFile.rdbuf(); VerCode = vsstream.str(); fregCode = fsstream.str(); } catch (const std::exception&) { std::cout << "read file error" << std::endl; } const char* vshader = VerCode.c_str(); const char* fshader = fregCode.c_str(); //shader 编译连接 unsigned int vertexID = 0, fragID = 0; char infoLog[512];//存储错误信息 int successflag = 0; vertexID = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexID,1,&vshader,NULL ); glCompileShader(vertexID); //获取编译是否成功 glGetShaderiv(vertexID,GL_COMPILE_STATUS,&successflag); if (!successflag) { glGetShaderInfoLog(vertexID,512,NULL,infoLog); std::string errstr(infoLog); std::cout << "v shader err"<<infoLog; } //frag fragID = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragID, 1, &fshader, NULL); glCompileShader(fragID); //获取编译是否成功 glGetShaderiv(fragID, GL_COMPILE_STATUS, &successflag); if (!successflag) { glGetShaderInfoLog(fragID, 512, NULL, infoLog); std::string errstr(infoLog); std::cout << "f shader err"<<infoLog; } //链接 shaderProgram = glCreateProgram(); glAttachShader(shaderProgram,vertexID); glAttachShader(shaderProgram,fragID); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram,GL_LINK_STATUS,&successflag); if (!successflag) { glGetShaderInfoLog(shaderProgram, 512, NULL, infoLog); std::string errstr(infoLog); std::cout << "link error"; } //编译完成后,可以把中间的步骤程序删除 glDeleteShader(vertexID); glDeleteShader(fragID); } void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { //将窗口设置为关闭,跳出循环 glfwSetWindowShouldClose(window, true); } } void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } int main() { //glfw初始化 glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //glfw创建窗口 GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { printf("创建窗口失败"); //终止 glfwTerminate(); return -1; } //显示窗口 glfwMakeContextCurrent(window); //设置回调,当窗口大小调整后将调用该回调函数 glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad初始化 if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { printf("加载失败"); return -1; } initmodule(); initshader("vertexShader.glsl","fragmentShader.glsl"); // 使用循环达到循环渲染效果 while (!glfwWindowShouldClose(window)) { //自定义输入事件 processInput(window); glClearColor(0.5f,0.5f,0.3f,1.0f); glClear(GL_COLOR_BUFFER_BIT); render(); //交互缓冲区,否则显示空白 glfwSwapBuffers(window); //输入输出事件,否则无法对窗口进行交互 glfwPollEvents(); } //终止渲染 关闭并清理glfw本地资源 glfwTerminate(); return 0; }
#version 330 core layout(location = 0) in vec3 aPos; void main() { gl_Position = vec4(aPos.x,aPos.y,aPos.z,1.0); }; #version 330 core out vec4 FragColor; void main() { FragColor = vec4(0.5f,0.9f,0.5f,1.0f); };