LearnOpenGL02:绘制三角形和矩形

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

  1. 自定义定点着色器vertex shader
  2. 自定义片段着色器fragment shader
  3. 创建shader program并链接shaders
  4. 设置VBO和VAO
  5. 绑定VBO到VAO
  6. 设置vertex Attributes
  7. 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;
}
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