1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167
| #pragma once #include<iostream> #include<glad/glad.h> #include<GLFW/glfw3.h>
GLuint vao, shaderProgram;
void framebufferSizeCallback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }
void keybordCallBack(GLFWwindow* window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == 1 && mods == 0) { glfwSetWindowShouldClose(window, true); } }
void prepareSingleBuffer() { float positions[] = { -0.5f,0.0f,0.0f, 0.5f,0.0f,0.0f, 0.0f,0.5f,0.0f }; float colors[] = { 1.0f,0.0f,0.0f, 0.0f,1.0f,0.0f, 0.0f,0.0f,1.0f };
GLuint posVbo = 0, colorVbo = 0; glGenBuffers(1, &posVbo); glGenBuffers(1, &colorVbo);
glBindBuffer(GL_ARRAY_BUFFER, posVbo); glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, colorVbo); glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
glGenVertexArrays(1, &vao); glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, posVbo); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, colorVbo); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0);
glBindVertexArray(0);
}
void prepareInterleavedBuffer() { float vertex[] = { -0.5f,0.5f,0.0f,1.0f,0.0f,0.0f, 0.5f,-0.5f,0.0f,0.0f,1.0f,0.0f, 0.0f,0.5f,0.0f,0.0f,0.0f,1.0f };
GLuint vbo = 0; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
glGenVertexArrays(1, &vao); glBindVertexArray(vao); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(3*sizeof(float)));
glBindVertexArray(0); }
void createShaderProgram() {
const char* vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "layout (location = 1) in vec3 aColor;\n" "out vec3 vertexColor;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" " vertexColor = aColor;\n" "}\0"; unsigned int vertexShader; 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 << std::endl; exit(0); }
const char* fragmentShaderSource = R"( #version 330 core in vec3 vertexColor; out vec4 FragColor;
void main() { FragColor = vec4(vertexColor, 1.0f); } )";
unsigned int fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; exit(0); }
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::FRAGMENT::LINK_FAILED\n" << infoLog << std::endl; exit(0); } glUseProgram(shaderProgram); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); }
void render(GLFWwindow* window) { glfwPollEvents(); glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram); glBindVertexArray(vao); glDrawArrays(GL_TRIANGLES, 0,3);
glfwSwapBuffers(window); }
|