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OpenGL 单用顶点缓冲对象(VBO)能画三角形吗?

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悬赏园豆:10 [已关闭问题] 关闭于 2022-03-02 17:18
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, width, height);
}

void processInput(GLFWwindow* window) {

	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
}
int main() {
	glfwInit();

	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//设置主版本号
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//设置次版本号
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//若为Mac OS X系统,你还需要加下面这行代码到你的初始化代码中这些配置才能起作用(将上面的代码解除注释)

	GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL window", NULL, NULL);// 创建一个windows窗口
	if (window == NULL)
	{
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);//设置窗口为当前线程上下文
	//设置窗口尺寸变化的回调函数
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))//加载GLLoader,给GLAD传入了用来加载系统相关的OpenGL函数指针地址的函数
	{
		cout<< "load failed!" << endl;
		return -1;
	}

	//着色器
	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";
	unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader); 
	int success;
	char infoLog[512];
	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);

	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";
	unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);

	unsigned int  shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);
	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);

	//顶点缓冲对象 Vertex Buffer Object,VBO
	float vertices[] = {
	-0.5f, -0.5f, 0.0f,
	 0.5f, -0.5f, 0.0f,
	 0.0f,  0.5f, 0.0f
	};
	unsigned int VBO;
	glGenBuffers(1, &VBO);
	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);//解析方式
	glEnableVertexAttribArray(0);//启用顶点属性

	while (!glfwWindowShouldClose(window)) {//循环画图
		processInput(window);

		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

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

		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glDeleteBuffers(1, &VBO);
	glDeleteProgram(shaderProgram);

	glfwTerminate();
	return 0;
}

Reference

echo_lovely的主页 echo_lovely | 小虾三级 | 园豆:1546
提问于:2022-03-02 16:09
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所有回答(1)
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Maybe this reason is

OpenGL的核心模式要求我们使用VAO,所以它知道该如何处理我们的顶点输入。如果我们绑定VAO失败,OpenGL会拒绝绘制任何东西。

echo_lovely | 园豆:1546 (小虾三级) | 2022-03-02 17:18
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