#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <bits/stdc++.h>
float vertices[] =
{
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
};
unsigned int indices[] = { // 注意索引从0开始!
0, 1, 3, // 第一个三角形
1, 2, 3 // 第二个三角形
};
const char* vertexshaderSource =
"#version 330 core \n"
"layout(location = 0) in vec3 aPos; \n"
"void main() {\n"
"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);} \n";
const char* fragmentshaderSource =
"#version 330 core\n"
"out vec4 FragColor; \n"
"void main() {\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);}\n";
void HandleInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "First Window", NULL, NULL);
if (window == NULL)
{
std::cout << "Somethong wrong happen" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// INIT GLEW
glewExperimental = true;
if (glewInit() != GLEW_OK)
{
std::cout << "INIT GLEW FAIL" << std::endl;
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// 开启面剔除
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexshaderSource, NULL);
glCompileShader(vertexShader);
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentshaderSource, NULL);
glCompileShader(fragmentShader);
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
while (!glfwWindowShouldClose(window))
{
HandleInput(window);
glClearColor(0.5f, 0.2f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glUseProgram(shaderProgram);
//glDrawArrays(GL_TRIANGLES, 0, 3);
//glDrawArrays(GL_POLYGON, 0, 4);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
}
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