必读
Hello Triangle:了解整体的渲染流程以及相关概念
概念
- 顶点数组对象:Vertex Array Object,VAO
- 顶点缓冲对象:Vertex Buffer Object,VBO
- 元素缓冲对象:Element Buffer Object,EBO 或 索引缓冲对象 Index Buffer Object,IBO
测试代码
修改cmake支持多个程序,方便调试
cmake_minimum_required(VERSION 3.24)
project(MultiGL)
set(CMAKE_CXX_STANDARD 14)
include_directories(include)
# 查找GLFW库
find_package(PkgConfig REQUIRED)
pkg_search_module(GLFW REQUIRED glfw3)
# include_directories和add_executable可以二选一
add_executable(OGLTest
src/part1/main.cpp src/glad.c)
target_link_libraries(OGLTest ${GLFW_LIBRARIES})
add_executable(HelloTriangle
src/part2/hellotriangle.cpp src/glad.c)
target_link_libraries(HelloTriangle ${GLFW_LIBRARIES})
add_executable(HelloTriangleIndexed
src/part2/hellotriangleindex.cpp src/glad.c)
target_link_libraries(HelloTriangleIndexed ${GLFW_LIBRARIES})
程序1:绘制一个三角形
- 自定义定点着色器vertex shader
- 自定义片段着色器fragment shader
- 创建shader program并链接shaders
- 设置VBO和VAO
- 绑定VBO到VAO
- 设置vertex Attributes
- 实际绘图
//
// Created by aft on 2025/5/12.
//
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const char *vertexShaderSource = "#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 *fragmentShaderSource = "#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";
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
int main() {
// 初始化GLFW库
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// 创建window
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "HelloTriangle", NULL, NULL);
if (window == nullptr) {
std::cout << "Failed to create window" << std::endl;
glfwTerminate();
return -1;
}
// 将window的context绑定到当前线程(必须)
glfwMakeContextCurrent(window);
// 设置窗口变化时的回调
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// 初始化OGL函数指针表,将所有OGL的函数地址加载到GLAD的内部结构中
if (!gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress))) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// --------------重点-------------
// 构建和编译我们的shader着色器
// ----------------------------------------
// 定点着色器 vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success{0};
char infoLog[512];
// 检查vertexShader是否编译成功
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 片段着色器 fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// 检查fragmentShader是否编译成功
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 链接shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 检查program是否链接成功
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// 链接成功后就能删除原来的shader对象了,因为已经拷贝到program里面去了,想象一下代码编译后,源代码可以删除了
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// 设置顶点数据和设置定点属性
// ---------------------------
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// 先绑定Vertex Array Object,再绑定和设置Vertex Buffer(s),然后再配置Vertex Attributes
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// 开启读取索引为0的VAO的数据
glEnableVertexAttribArray(0);
// 解除VBO和VAO的绑定
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window)) {
processInput(window);
// 清理画面颜色
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 绘制第一个三角形
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// 交换数据
glfwSwapBuffers(window);
glfwPollEvents();
}
// 资源回收
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
程序2:绘制一个矩形
可以按照程序1的方式连续绘制两个三角形,但是比较繁琐
使用元素缓冲对象(Element Buffer Object,EBO),通过索引绘制的方式减少浪费
与程序1的差别主要体现在使用了4个顶点,然后通过索引的方式绘制
//
// Created by aft on 2025/5/12.
//
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const char *vertexShaderSource = "#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 *fragmentShaderSource = "#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";
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
int main() {
// 初始化GLFW库
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// 创建window
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "HelloTriangle", NULL, NULL);
if (window == nullptr) {
std::cout << "Failed to create window" << std::endl;
glfwTerminate();
return -1;
}
// 将window的context绑定到当前线程(必须)
glfwMakeContextCurrent(window);
// 设置窗口变化时的回调
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// 初始化OGL函数指针表,将所有OGL的函数地址加载到GLAD的内部结构中
if (!gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress))) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// --------------重点-------------
// 构建和编译我们的shader着色器
// ----------------------------------------
// 定点着色器 vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success{0};
char infoLog[512];
// 检查vertexShader是否编译成功
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 片段着色器 fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// 检查fragmentShader是否编译成功
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 链接shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 检查program是否链接成功
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// 链接成功后就能删除原来的shader对象了,因为已经拷贝到program里面去了,想象一下代码编译后,源代码可以删除了
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// 设置顶点数据和设置定点属性 增加元素缓冲对象Element Buffer Object EBO
// ---------------------------
float vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// 先绑定Vertex Array Object,再绑定和设置Vertex Buffer(s),然后再配置Vertex Attributes
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 绑定EBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// 开启读取索引为0的VAO的数据
glEnableVertexAttribArray(0);
// 解除VBO和VAO的绑定
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window)) {
processInput(window);
// 清理画面颜色
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 绘制第一个三角形
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
// glDrawArrays(GL_TRIANGLES, 0, 3);
// 替换成下面函数进行绘图
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// 交换数据
glfwSwapBuffers(window);
glfwPollEvents();
}
// 资源回收
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}