绘制4条线段
1 #define GLEW_STATIC 2 #include <GL/glew.h> 3 #include <GLFW/glfw3.h> 4 5 #include "Shader.h" 6 #include <fstream> 7 #include <iostream> 8 using namespace std; 9 10 void framebuffer_size_callback(GLFWwindow* window, int width, int height); 11 void processInput(GLFWwindow *window); 12 13 14 // settings 15 const unsigned int SCR_WIDTH = 800; 16 const unsigned int SCR_HEIGHT = 600; 17 18 19 // timing 20 float deltaTime = 0.0f; 21 float lastFrame = 0.0f; 22 23 int main() 24 { 25 // glfw: initialize and configure 26 // ------------------------------ 27 glfwInit(); 28 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); 29 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); 30 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 31 32 #ifdef __APPLE__ 33 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X 34 #endif 35 36 // glfw window creation 37 // -------------------- 38 GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); 39 if (window == NULL) 40 { 41 std::cout << "Failed to create GLFW window" << std::endl; 42 glfwTerminate(); 43 return -1; 44 } 45 glfwMakeContextCurrent(window); 46 glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); 47 48 49 glewExperimental = GL_TRUE; 50 if (glewInit() != GLEW_OK) 51 { 52 cout << "Failed to initialize GLEW!" << endl; 53 return -1; 54 } 55 // configure global opengl state 56 // ----------------------------- 57 58 Shader shader("E:\\C++\\High_level_GLSL\\2.1ver1.txt", "E:\\C++\\High_level_GLSL\\2.1frag1.txt", 59 "E:\\C++\\High_level_GLSL\\2.1geo1.txt"); 60 61 float points[] = { 62 -0.5f, 0.5f, 63 0.5f, 0.5f, 64 0.5f, -0.5f, 65 -0.5f, -0.5f 66 }; 67 68 /*float points[] = { 69 -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 70 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 71 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 72 -0.5f, -0.5f, 1.0f, 1.0f, 0.0f 73 };*/ 74 75 unsigned int VAO, VBO; 76 glGenVertexArrays(1, &VAO); 77 glGenBuffers(1, &VBO); 78 glBindVertexArray(VAO); 79 glBindBuffer(GL_ARRAY_BUFFER, VBO); 80 glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW); 81 glEnableVertexAttribArray(0); 82 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0); 83 //glEnableVertexAttribArray(1); 84 //glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(2 * sizeof(float))); 85 glBindVertexArray(0); 86 87 while (!glfwWindowShouldClose(window)) 88 { 89 processInput(window); 90 91 glClearColor(0.1f, 0.1f, 0.1f, 1.0f); 92 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 93 94 shader.use(); 95 glBindVertexArray(VAO); 96 glDrawArrays(GL_POINTS, 0, 4); 97 98 glfwSwapBuffers(window); 99 glfwPollEvents(); 100 } 101 102 glDeleteVertexArrays(1, &VAO); 103 glDeleteBuffers(1, &VBO); 104 105 } 106 107 void processInput(GLFWwindow *window) 108 { 109 if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) 110 glfwSetWindowShouldClose(window, true); 111 } 112 113 // glfw: whenever the window size changed (by OS or user resize) this callback function executes 114 // --------------------------------------------------------------------------------------------- 115 void framebuffer_size_callback(GLFWwindow* window, int width, int height) 116 { 117 // make sure the viewport matches the new window dimensions; note that width and 118 // height will be significantly larger than specified on retina displays. 119 glViewport(0, 0, width, height); 120 } 121 122
E:\\C++\\High_level_GLSL\\2.1ver1.txt
1 #version 330 core 2 layout (location = 0) in vec2 aPos; 3 4 void main() 5 { 6 gl_Position = vec4(aPos, 0.0f, 1.0f); 7 }
E:\\C++\\High_level_GLSL\\2.1frag1.txt
1 #version 330 core 2 out vec4 FragColor; 3 void main() 4 { 5 FragColor = vec4(0.0f, 1.0f, 0.0f, 1.0f); 6 }
E:\\C++\\High_level_GLSL\\2.1geo1.txt
1 #version 330 core 2 layout (points) in; 3 layout (line_strip, max_vertices = 2) out; 4 5 void main() 6 { 7 gl_Position = gl_in[0].gl_Position + vec4(-0.1f, 0.0f, 0.0f, 0.0f); 8 EmitVertex(); 9 gl_Position = gl_in[0].gl_Position + vec4(0.1f, 0.0f, 0.0f, 0.0f); 10 EmitVertex(); 11 12 EndPrimitive(); 13 }
Shader.h头文件,只需将链接里的#include <glad/glad.h>换成
#define GLEW_STATIC
#include <GL/glew.h>
就行
原文地址:https://www.cnblogs.com/hi3254014978/p/9692965.html
时间: 2024-10-08 08:30:25