有专门做ppt的网站有哪些,做网站的所有代码,网站添加js广告位,wordpress 头部 固定前面的学习中并未涉及到颜色#xff0c;现在打算写一个例子#xff0c;在顶点着色器和片元着色器中加入颜色#xff0c;绘制有颜色的三角形。
#include glad/glad.h//glad必须在glfw头文件之前包含
#include GLFW/glfw3.h
#include iostreamvoid …前面的学习中并未涉及到颜色现在打算写一个例子在顶点着色器和片元着色器中加入颜色绘制有颜色的三角形。
#include glad/glad.h//glad必须在glfw头文件之前包含
#include GLFW/glfw3.h
#include iostreamvoid frameBufferSizeCallbakc(GLFWwindow* window, int width, int height)
{glViewport(0, 0, width, height);
}
void glfwKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
}GLuint program 0;
GLuint vao 0;
void prepareVAO()
{//positionsfloat positions[] {-0.5f, -0.5f, 0.0f,0.5f, -0.5f, 0.0f,0.0f, 0.5f, 0.0f,};//颜色float colors[] {1.0f, 0.0f,0.0f,0.0f, 1.0f,0.0f,0.0f, 0.0f,1.0f};//索引unsigned int indices[] {0, 1, 2,};//2 VBO创建GLuint posVbo 0;GLuint colorVbo 0;glGenBuffers(1, posVbo);glBindBuffer(GL_ARRAY_BUFFER, posVbo);glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);glGenBuffers(1, colorVbo);glBindBuffer(GL_ARRAY_BUFFER, colorVbo);glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);//3 EBO创建GLuint ebo 0;glGenBuffers(1, ebo);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);//4 VAO创建vao 0;glGenVertexArrays(1, vao);glBindVertexArray(vao);//5 绑定vbo ebo 加入属性描述信息//5.1 加入位置属性描述信息glBindBuffer(GL_ARRAY_BUFFER, posVbo);glEnableVertexAttribArray(0);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);//5.2 加入颜色属性描述信息glBindBuffer(GL_ARRAY_BUFFER, colorVbo);glEnableVertexAttribArray(1);glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);//5.2 加入ebo到当前的vaoglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);glBindVertexArray(0);
}
void prepareShader() {//1 完成vs与fs的源代码并且装入字符串const char* vertexShaderSource #version 330 core\nlayout (location 0) in vec3 aPos;\nlayout (location 1) in vec3 aColor;\nout vec3 color;\nvoid main()\n{\n gl_Position vec4(aPos.x, aPos.y, aPos.z, 1.0);\n color aColor;\n}\0;const char* fragmentShaderSource #version 330 core\nout vec4 FragColor;\nin vec3 color;\nvoid main()\n{\n FragColor vec4(color, 1.0f);\n}\n\0;//2 创建Shader程序vs、fsGLuint vertex, fragment;vertex glCreateShader(GL_VERTEX_SHADER);fragment glCreateShader(GL_FRAGMENT_SHADER);//3 为shader程序输入shader代码glShaderSource(vertex, 1, vertexShaderSource, NULL);glShaderSource(fragment, 1, fragmentShaderSource, NULL);int success 0;char infoLog[1024];//4 执行shader代码编译 glCompileShader(vertex);//检查vertex编译结果glGetShaderiv(vertex, GL_COMPILE_STATUS, success);if (!success) {glGetShaderInfoLog(vertex, 1024, NULL, infoLog);std::cout Error: SHADER COMPILE ERROR --VERTEX \n infoLog std::endl;}glCompileShader(fragment);//检查fragment编译结果glGetShaderiv(fragment, GL_COMPILE_STATUS, success);if (!success) {glGetShaderInfoLog(fragment, 1024, NULL, infoLog);std::cout Error: SHADER COMPILE ERROR --FRAGMENT \n infoLog std::endl;}//5 创建一个Program壳子program glCreateProgram();//6 将vs与fs编译好的结果放到program这个壳子里glAttachShader(program, vertex);glAttachShader(program, fragment);//7 执行program的链接操作形成最终可执行shader程序glLinkProgram(program);//检查链接错误glGetProgramiv(program, GL_LINK_STATUS, success);if (!success) {glGetProgramInfoLog(program, 1024, NULL, infoLog);std::cout Error: SHADER LINK ERROR \n infoLog std::endl;}//清理glDeleteShader(vertex);glDeleteShader(fragment);
}void render()
{//执行opengl画布清理操作glClear(GL_COLOR_BUFFER_BIT);//1.绑定当前的programglUseProgram(program);//2 绑定当前的vaoglBindVertexArray(vao);//3 发出绘制指令//glDrawArrays(GL_TRIANGLE_STRIP, 0, 6);glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
}int main()
{//初始化glfw环境glfwInit();//设置opengl主版本号glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//设置opengl次版本号glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//设置opengl启用核心模式glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//创建窗体对象GLFWwindow* window glfwCreateWindow(800, 600, lenarnOpenGL, nullptr, nullptr);//设置当前窗体对象为opengl的绘制舞台glfwMakeContextCurrent(window);//窗体大小回调glfwSetFramebufferSizeCallback(window, frameBufferSizeCallbakc);//键盘相应回调glfwSetKeyCallback(window, glfwKeyCallback);//使用glad加载所有当前版本opengl的函数if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){std::cout 初始化glad失败 std::endl;return -1;};//设置opengl视口大小和清理颜色glViewport(0, 0, 800, 600);glClearColor(0.2f, 0.3f, 0.3f, 1.0f);//着色器prepareShader();//vaoprepareVAO();//执行窗体循环while (!glfwWindowShouldClose(window)){//接受并分发窗体消息//检查消息队列是否有需要处理的鼠标、键盘等消息//如果有的话就将消息批量处理清空队列glfwPollEvents();//渲染操作render();//切换双缓存glfwSwapBuffers(window);}//推出程序前做相关清理glfwTerminate();return 0;
}在程序中我们只给了顶点颜色分别为红绿蓝三角形中其他部分像素颜色是通过插值得来的。