步骤

  1. 初始化顶点数组对象VAO
  2. 分配顶点缓冲对象VBO
  3. 将顶点数据载入缓冲对象中 glBufferData()
  4. 链接顶点属性 glVertexAttribPointer(指定了顶点着色器的变量与我们存储在缓冲对象VBO中数据的关系)

顶点数组

GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};

因为是3D坐标,所以有三个轴(x,y,z),三个轴范围在-1~1之间。这里统一将z设为0,这样三个点的深度为0,所以看起来就是2D平面上的三角形。

顶点缓冲对象VBO

GLuint VBO;
glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); //把缓冲绑定到GL_ARRAY_BUFFER上
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //复制顶点数据到内存

glBufferData是一个用来把用户定义数据复制到当前绑定缓冲的函数。它的第一个参数是我们希望把数据复制到上面的缓冲类型:顶点缓冲对象当前绑定到GL_ARRAY_BUFFER目标上。第二个参数指定我们希望传递给缓冲的数据的大小(字节);用一个简单的sizeof计算出顶点数据就行。第三个参数是我们希望发送的真实数据。

第四个参数指定了我们希望显卡如何管理给定的数据。有三种形式:

  • GL_STATIC_DRAW:数据不会或几乎不会改变。
  • GL_DYNAMIC_DRAW:数据会被改变很多。
  • GL_STREAM_DRAW:数据每次绘制时都会改变。

顶点着色器

#version 330 core   //版本声明,opengl3.3

layout (location = 0) in vec3 position;

void main()
{
gl_Position = vec4(position.x, position.y, position.z, 1.0);
}

编译

GLuint vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, null);
glCompileShader(vertexShader); //错误检查
GLint success;
GLchar 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;
}

像素着色器

#version 330 core

out vec4 color;

void main()
{
color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}

编译

GLuint fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, null);
glCompileShader(fragmentShader);

着色器程序

GLuint shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if(!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
... glUseProgram(shaderProgram); //将着色器对象链接到程序
//删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}

VAO

// ..:: 初始化代码 (一次完成 (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提供给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(GLfloat), (GLvoid * )0);
glEnableVertexAttribArray(0); //4. 解绑VAO
glBindVertexArray(0); [...] // ..:: 绘制代码 (in Game loop) :: .. // 5. 绘制物体
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
someOpenGLFunctionThatDrawsOurTriangle();
glBindVertexArray(0);

绘制

glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);

所有代码

#include<iostream>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <glfw3.h>
GLFWwindow* window; // Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); // Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600; // Shaders
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0"; // The MAIN function, from here we start the application and run the game loop
int main()
{
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window); // Set the required callback functions
glfwSetKeyCallback(window, key_callback); // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
glewInit(); // Define the viewport dimensions
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height); // Build and compile our shader program
// Vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Check for compile time errors
GLint success;
GLchar 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
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Check for compile time 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
GLuint 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 attribute pointers
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f, // Left
0.5f, -0.5f, 0.0f, // Right
0.0f, 0.5f, 0.0f // Top
};
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(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(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs) // Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents(); // Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); // Draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0); // Swap the screen buffers
glfwSwapBuffers(window);
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
} // Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}

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