OpenGL笔记(一) 绘制三角形

VAO.VBO.EBO

VBO(顶点缓冲对象),OpenGL通过获取VBO进行绘制, 为了避免每次需要重新设置VBO的属性, 有了VAO, VAO存储着VBO的指针, 调用时绑定相应的VAO即可访问设置好的VBO.
EBO 可以指定顶点的顺序.

VBO是用于处理顶点对象的缓冲区数组 VBO介绍
void glGenBuffers(GLsizei n,GLuint * buffers);
n: 生成的buffer数量
buffers: 生成的buffer对象存储的位置
void glGenVertexArrays(GLSize n, GLuint * *arrays);
n:生成的顶点数组的数量
arrays: 顶点数组存储的位置

void glBindBuffer(GLenum target​, GLuint buffer​);
void glBindVertexArray(GLuint array​);

绑定VBO和VAO

void glBufferData(GLenum target,GLsizeiptr size,const GLvoid * data,GLenum usage);
初始化缓冲区对象的数据存储
target:目标缓存对象 GL_ARRAY_BUFFER或GL_ELEMENT_ARRAY_BUFFER
size:数据大小
data:数据对象
usage: GL_STREAM_DRAW,GL_STATIC_DRAW或GL_DYNAMIC_DRAW。

glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *ptr);
eg: glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
index为0,一组三个数据,格式float,间隔为3(读取下标 012 345 678 类推)
指定如何解释顶点数据
index ,索引

size, Attribute 变量数据是由几个元素组成的, x,y,z,w ; 最多四个。

normalized, 1.0以内的数,超出不处理

stride, 元素间隔

ptr 缓冲区起始位置偏移量

void glDrawElements(GLenum mode​, GLsizei count​, GLenum type​, const GLvoid * indices​);
模式, 点的数量, 参数四的类型, 点的绘制顺序
glDrawArrays(int mode, int first,int count)

参数1:有三种取值

1.GL_TRIANGLES:每三个顶之间绘制三角形,之间不连接

2.GL_TRIANGLE_FAN:以V0V1V2,V0V2V3,V0V3V4,……的形式绘制三角形

3.GL_TRIANGLE_STRIP:顺序在每三个顶点之间均绘制三角形。这个方法可以保证从相同的方向上所有三角形均被绘制。以V0V1V2,V1V2V3,V2V3V4……的形式绘制三角形

参数2:从数组缓存中的哪一位开始绘制,一般都定义为0

参数3:顶点的数量

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        -0.5f, -0.5f, 0.0f, // left  
         0.5f, -0.5f, 0.0f, // right 
         0.0f,  0.5f, 0.0f  // top   
    }; //顶点数组 三个顶点的坐标

    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);//生成VAO
    glGenBuffers(1, &VBO);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    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);
    glEnableVertexAttribArray(0);

    // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
    glBindBuffer(GL_ARRAY_BUFFER, 0); //解绑VBO

    // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
    // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
    glBindVertexArray(0); //解绑VAO


    // uncomment this call to draw in wireframe polygons.
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // draw our first triangle
        glUseProgram(shaderProgram);
        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
        glDrawArrays(GL_TRIANGLES, 0, 3);
        // glBindVertexArray(0); // no need to unbind it every time 
 
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}


着色器

编写着色器

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

//定点着色器
//首先声明版本号
//声明有三个值得变量 aPos
//gl_Position 是一个四分量的值, 添加了 1.0在 aPos末尾
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";
    //片段着色器
    //需要输出一个四分量的值来表示颜色 RGBA(红 绿 蓝 透明度)
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";


创建着色器

GLuint glCreateShader(GLenum shaderType);

shaderType为:

GL_VERTEX_SHADER(顶点着色器)或者 GL_FRAGMENT_SHADER(片段着色器)

将代码添加到着色器

void glShaderSource(GLuint shader,GLsizei count,const GLchar * const *string,const GLint *length);

shader:着色器对象的ID。

count:字符串的个数。

string:传入的字符串数组(源码)。

length:指定字符串长度的数组。

编译着色器

void glCompileShader(GLuint shader);

shader: 要编译的着色器对象

void glGetShaderiv(GLuint shader,GLenum pname,GLint *params)

从着色器对象中放回一个参数,pname指出查询的参数 查看glGetShaderivAPI

链接编译的着色器形成着色器程序

GLuint glCreateProgram() 创建一个着色器程序

void glAttachShader(GLuint program,GLuint shader) 将shader附加到着色器程序上

void glLinkProgram(GLuint program) 链接着色器程序

void glDeleteShader(GLuint shader) 删除着色器对象

    // build and compile our shader program
    // ------------------------------------
    // vertex shader
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);//创建顶点着色器对象
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);//添加源码
    glCompileShader(vertexShader);//编译
    // check for shader compile errors
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);//将vertexShader对象的				  编译状态返回到success
    if (!success)//检查是否编译成功
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // fragment shader
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders
    int shaderProgram = glCreateProgram();//创建shadeProgram
    glAttachShader(shaderProgram, vertexShader);//将vertexShader附加到程序中
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);//链接着色器程序
    // check for linking errors
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);//删除着色器对象
    glDeleteShader(fragmentShader);

创建一个三角形

绘制一个物体的步骤

// 0. 复制顶点数组到缓冲中供OpenGL使用
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 1. 设置顶点属性指针 启用顶点属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// 2. 当我们渲染一个物体时要使用着色器程序
glUseProgram(shaderProgram);
// 3. 绘制物体
someOpenGLFunctionThatDrawsOurTriangle();

绘制两个连接的三角形

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// 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";

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }


    // build and compile our shader program
    // ------------------------------------
    // vertex shader
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // fragment shader
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders
    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // check for linking errors
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    // add a new set of vertices to form a second triangle (a total of 6 vertices); the vertex attribute configuration remains the same (still one 3-float position vector per vertex)
    float vertices[] = {
        // first triangle
        -0.9f, -0.5f, 0.0f,  // left 
        -0.0f, -0.5f, 0.0f,  // right
        -0.45f, 0.5f, 0.0f,  // top 
        // second triangle
         0.0f, -0.5f, 0.0f,  // left
         0.9f, -0.5f, 0.0f,  // right
         0.45f, 0.5f, 0.0f   // top 
    }; 
//创建VAO VBO
	unsigned int VBO,VAO;
	glGenVertexArrays(1,&VAO);
	glGenBuffers(1,&VBO);
// ..:: 初始化代码(只运行一次 (除非你的物体频繁改变)) :: ..
// 1. 绑定VAO
glBindVertexArray(VAO);
// 2. 把顶点数组复制到缓冲中供OpenGL使用
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 3. 设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);



// ..:: 绘制代码(渲染循环中) :: ..
// 4. 绘制物体


 // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // draw our first triangle
        glUseProgram(shaderProgram);
        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
        glDrawArrays(GL_TRIANGLES, 0, 6);
        // glBindVertexArray(0); // no need to unbind it every time 
 
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// 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);
}
posted @ 2019-11-03 12:37  少年留不住  阅读(634)  评论(0)    收藏  举报