这篇文章主要讲解了“怎么使用C++的OpenGL绘制三角形”,文中的讲解内容简单清晰,易于学习与理解,下面请大家跟着小编的思路慢慢深入,一起来研究和学习“怎么使用C++的OpenGL绘制三角形”吧!
(1)初始化GLFW
//初始化GLFW glfwInit();//初始化GLFW glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//设置主版本号 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//设置次版本号 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//设置核心模式 //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);//MAC OS glfwWindowHint(GLFW_RESIZABLE, false);//关闭可调节窗口大小
(2)创建一个窗口
//创建窗口(宽、高、窗口名) 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
//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
//创建视口 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() { //初始化GLFW glfwInit();//初始化GLFW glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//设置主版本号 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//设置次版本号 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//设置核心模式 //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);//MAC OS glfwWindowHint(GLFW_RESIZABLE, false);//关闭可调节窗口大小 //创建窗口(宽、高、窗口名) 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); //初始化GLAD if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } //创建视口 glViewport(0, 0, screen_width, screen_hight); return 0; }
坐标系规定
顶点坐标代码
//三角形的顶点数据 const float triangle[] = { //--位置--// -0.5f,-0.5f,0.0f,//左下 0.5f,-0.5f,0.0f,//右下 0.0f,0.5f,0.0f,//正上 };
(1)VBO、VAO
//生成并绑定VBO GLuint vertex_buffer_object; glGenBuffers(1, &vertex_buffer_object); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_object); //将顶点数据绑定至默认的缓冲中 glBufferData(GL_ARRAY_BUFFER, sizeof(triangle), triangle, GL_STATIC_DRAW);
//生成并绑定VAO GLuint vertex_array_object; glGenVertexArrays(1, &vertex_array_object); glBindVertexArray(vertex_array_object);
(2)顶点属性
//设置顶点属性指针 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),(void*)0); glEnableVertexAttribArray(0);
(3)解绑代码
//设置完成之后就可以解绑VBO、VAO了 glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0);
//顶点着色器源码 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";
//片段着色器源码 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";
//生成并编译着色器 //顶点着色器 int vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL); glCompileShader(vertex_shader); int success; char info_log[512]; // 检查着色器是否成功编译,如果编译失败,打印错误信息 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; } // 片段着色器 int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL); glCompileShader(fragment_shader); // 检查着色器是否成功编译,如果编译失败,打印错误信息 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; }
// 链接顶点和片段着色器至一个着色器程序 int shader_program = glCreateProgram(); glAttachShader(shader_program, vertex_shader); glAttachShader(shader_program, fragment_shader); glLinkProgram(shader_program); // 检查着色器是否成功链接,如果链接失败,打印错误信息 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; } // 删除着色器 glDeleteShader(vertex_shader); glDeleteShader(fragment_shader);
// 线框模式 //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//渲染循环 while (!glfwWindowShouldClose(window)) { // 清空颜色缓冲 glClearColor(0.0f, 0.34f, 0.57f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // 使用着色器程序 glUseProgram(shader_program); // 绘制三角形 glBindVertexArray(vertex_array_object); // 绑定VAO glDrawArrays(GL_TRIANGLES, 0, 3); // 绘制三角形 glBindVertexArray(0); // 解除绑定 // 交换缓冲并且检查是否有触发事件(比如键盘输入、鼠标移动等) glfwSwapBuffers(window); glfwPollEvents(); }
// 删除VAO和VBO glDeleteVertexArrays(1, &vertex_array_object); glDeleteBuffers(1, &vertex_buffer_object);
#include <glad/glad.h> #include <GLFW/glfw3.h> #include <iostream> const int screen_width = 800; const int screen_hight = 600; //三角形的顶点数据 const float triangle[] = { //--位置--// -0.5f,-0.5f,0.0f,//左下 0.5f,-0.5f,0.0f,//右下 0.0f,0.5f,0.0f,//正上 }; int main() { //初始化GLFW glfwInit();//初始化GLFW glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//设置主版本号 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//设置次版本号 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//设置核心模式 //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);//MAC OS glfwWindowHint(GLFW_RESIZABLE, false);//关闭可调节窗口大小 //创建窗口(宽、高、窗口名) 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); //初始化GLAD if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } //创建视口 glViewport(0, 0, screen_width, screen_hight); //生成并绑定VBO GLuint vertex_buffer_object; glGenBuffers(1, &vertex_buffer_object); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_object); //将顶点数据绑定至默认的缓冲中 glBufferData(GL_ARRAY_BUFFER, sizeof(triangle), triangle, GL_STATIC_DRAW); //生成并绑定VAO GLuint vertex_array_object; glGenVertexArrays(1, &vertex_array_object); glBindVertexArray(vertex_array_object); //设置顶点属性指针 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);//参数:顶点着色器位置值,分量,顶点数据类型,是否标准化,步长、数据偏移量 glEnableVertexAttribArray(0);//开启0通道 //设置完成之后就可以解绑VBO、VAO了 glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); //顶点着色器源码 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"; //片段着色器源码 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"; //生成并编译着色器 //顶点着色器 int vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL); glCompileShader(vertex_shader); int success; char info_log[512]; // 检查着色器是否成功编译,如果编译失败,打印错误信息 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; } // 片段着色器 int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL); glCompileShader(fragment_shader); // 检查着色器是否成功编译,如果编译失败,打印错误信息 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; } // 链接顶点和片段着色器至一个着色器程序 int shader_program = glCreateProgram(); glAttachShader(shader_program, vertex_shader); glAttachShader(shader_program, fragment_shader); glLinkProgram(shader_program); // 检查着色器是否成功链接,如果链接失败,打印错误信息 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; } // 删除着色器 glDeleteShader(vertex_shader); glDeleteShader(fragment_shader); // 线框模式 //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //渲染循环 while (!glfwWindowShouldClose(window)) { // 清空颜色缓冲 glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // 使用着色器程序 glUseProgram(shader_program); // 绘制三角形 glBindVertexArray(vertex_array_object); // 绑定VAO glDrawArrays(GL_TRIANGLES, 0, 3); // 绘制三角形 glBindVertexArray(0); // 解除绑定 // 交换缓冲并且检查是否有触发事件(比如键盘输入、鼠标移动等) glfwSwapBuffers(window); glfwPollEvents(); } // 删除VAO和VBO glDeleteVertexArrays(1, &vertex_array_object); glDeleteBuffers(1, &vertex_buffer_object); // 清理所有的资源并正确退出程序 glfwTerminate(); return 0; }
输出
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