一、绘制三角形
1、初始化
(1)初始化GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, false);
(2)创建一个窗口
auto window = glfwCreateWindow(screen_width, screen_hight, "Triangle", nullptr, nullptr);
if (window == nullptr) {
std::cout << "Failed to Create OpenGL Context" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
(3)初始化GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
(4)创建一个视口
glViewport(0, 0, screen_width, screen_hight);
初始化代码(全):
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
const int screen_width = 800;
const int screen_hight = 600;
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, false);
auto window = glfwCreateWindow(screen_width, screen_hight, "Triangle", nullptr, nullptr);
if (window == nullptr) {
std::cout << "Failed to Create OpenGL Context" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glViewport(0, 0, screen_width, screen_hight);
return 0;
}
2、顶点输入
坐标系规定

顶点坐标代码
const float triangle[] = {
-0.5f,-0.5f,0.0f,
0.5f,-0.5f,0.0f,
0.0f,0.5f,0.0f,
};

3、数据处理
(1)VBO、VAO

GLuint vertex_buffer_object;
glGenBuffers(1, &vertex_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle), triangle, GL_STATIC_DRAW);

GLuint vertex_array_object;
glGenVertexArrays(1, &vertex_array_object);
glBindVertexArray(vertex_array_object);

(2)顶点属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),(void*)0);
glEnableVertexAttribArray(0);

(3)解绑代码
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
4、顶点着色器和片段着色器

const char* vertex_shader_source =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos,1.0);\n"
"}\n\0";

const char* fragment_shader_source =
"#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 vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
int success;
char info_log[512];
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << info_log << std::endl;
}
int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment_shader, 512, NULL, info_log);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << info_log << std::endl;
}

int shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader_program, 512, NULL, info_log);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << info_log << std::endl;
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
5、渲染

while (!glfwWindowShouldClose(window)) {
glClearColor(0.0f, 0.34f, 0.57f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_program);
glBindVertexArray(vertex_array_object);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &vertex_array_object);
glDeleteBuffers(1, &vertex_buffer_object);
二、完整代码
代码:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
const int screen_width = 800;
const int screen_hight = 600;
const float triangle[] = {
-0.5f,-0.5f,0.0f,
0.5f,-0.5f,0.0f,
0.0f,0.5f,0.0f,
};
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, false);
auto window = glfwCreateWindow(screen_width, screen_hight, "Triangle", nullptr, nullptr);
if (window == nullptr) {
std::cout << "Failed to Create OpenGL Context" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glViewport(0, 0, screen_width, screen_hight);
GLuint vertex_buffer_object;
glGenBuffers(1, &vertex_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle), triangle, GL_STATIC_DRAW);
GLuint vertex_array_object;
glGenVertexArrays(1, &vertex_array_object);
glBindVertexArray(vertex_array_object);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
const char* vertex_shader_source =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos,1.0);\n"
"}\n\0";
const char* fragment_shader_source =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f,0.1f,0.1f,1.0f);\n"
"}\n\0";
int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
int success;
char info_log[512];
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << info_log << std::endl;
}
int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment_shader, 512, NULL, info_log);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << info_log << std::endl;
}
int shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader_program, 512, NULL, info_log);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << info_log << std::endl;
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
while (!glfwWindowShouldClose(window)) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_program);
glBindVertexArray(vertex_array_object);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &vertex_array_object);
glDeleteBuffers(1, &vertex_buffer_object);
glfwTerminate();
return 0;
}
输出:

修改尺寸

修改三角形颜色

修改背景颜色

线框模式

输出:
