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#include <iostream> #include <cmath> #include "glad/glad.h" #include "GLFW/glfw3.h"
int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif GLFWwindow *window = glfwCreateWindow(800, 600, "矩形", nullptr, nullptr); if (window == nullptr) { std::cout << "Error: Fail to create window! \n"; glfwTerminate(); return -1; }
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) { std::cout << "Error: Fail to initialize GLAD! \n"; return -1; }
float vertices[] = { 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f };
unsigned int indices[] = { 0, 1, 3, 1, 2, 3 };
unsigned int vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) nullptr); glEnableVertexAttribArray(0);
unsigned int ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
const char *vshSource = "#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 *fshSource = "#version 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(0.1f, 0.4f, 0.6f, 1.0f);\n" "}\n\0";
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vshSource, nullptr); glCompileShader(vertexShader);
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fshSource, nullptr); glCompileShader(fragmentShader);
unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram);
while (!glfwWindowShouldClose(window)) { glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); glBindVertexArray(0);
glfwSwapBuffers(window); glfwPollEvents(); } glDeleteProgram(shaderProgram); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glfwTerminate(); }
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