165 lines
4.8 KiB
C
165 lines
4.8 KiB
C
// OpenGL.c : 此文件包含 "main" 函数。程序执行将在此处开始并结束。
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//
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#include"glad/glad.h"
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#include"GLFW/glfw3.h"
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#include <stdio.h>
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#include "OpenGL.h"
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int main()
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{
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renderTriangle();
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}
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void renderTriangle()
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{
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float triangle[] =
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{
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0,0.5f,0,
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-0.5f,-0.5f,0,
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0.5f,-0.5f,0,
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};
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const char* vertexShaderSource =
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"#version 460 core\n"
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"layout (location = 0) in vec3 aPos\n"
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"void main()\n"
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"{\n"
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"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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const char* fragmentShaderSource =
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"#version 460 core\n"
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"out vec4 FragColor\n"
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"void main()\n"
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"{\n"
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"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n"
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;
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/**/
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif // __APPLE__
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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printf("Failed to create GLFW window");
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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printf("Failed to initialize GLAD");
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return -1;
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}
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//编译顶点着色器
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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//编译片段着色器
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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//创建着色器程序
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glUseProgram(shaderProgram);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// 链接顶点属性
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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//创建顶点缓存实例
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangle, GL_STATIC_DRAW);
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//创建顶点数组实例
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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// 2. 把顶点数组复制到缓冲中供OpenGL使用
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangle, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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/**/
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while (!glfwWindowShouldClose(window))
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{
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// input
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// -----
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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/**/
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
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glDrawArrays(GL_TRIANGLES, 0, 3);
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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// glBindVertexArray(0); // no need to unbind it every time
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/**/
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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/**/
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//glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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//glDeleteBuffers(1, &EBO);
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glDeleteProgram(shaderProgram);
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/**/
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return 0;
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}
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// 运行程序: Ctrl + F5 或调试 >“开始执行(不调试)”菜单
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// 调试程序: F5 或调试 >“开始调试”菜单
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// 入门使用技巧:
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// 1. 使用解决方案资源管理器窗口添加/管理文件
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// 2. 使用团队资源管理器窗口连接到源代码管理
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// 3. 使用输出窗口查看生成输出和其他消息
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// 4. 使用错误列表窗口查看错误
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// 5. 转到“项目”>“添加新项”以创建新的代码文件,或转到“项目”>“添加现有项”以将现有代码文件添加到项目
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// 6. 将来,若要再次打开此项目,请转到“文件”>“打开”>“项目”并选择 .sln 文件
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