這是學習LearnOpenGL CN教程的筆記,包括我遇到的問題和個人爛筆頭。文章名與網站小節對應。git
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擺張重要的圖先,藍色的是能夠編寫着色器控制的部分。數組
着色器在C++字符串中的形式學習
"#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" "}\n";
繪製流程網站
//初始化緩衝數組對象 unsigned int VAO; //頂點數組對象VAO unsigned int VBO; //頂點緩衝對象VBO //建立VAO glGenVertexArrays(1, &VAO); //綁定VAO glBindVertexArray(VAO); //建立VBO glGenBuffers(1, &VBO); //生成vbo和緩衝ID //緩衝綁定 glBindBuffer(GL_ARRAY_BUFFER, VBO); //將數據傳輸到當前綁定緩衝 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //第四個參數:如何管理給定的數據 // GL_STATIC_DRAW :數據不會或幾乎不會改變。 // GL_DYNAMIC_DRAW:數據會被改變不少。 // GL_STREAM_DRAW :數據每次繪製時都會改變。 //解析頂點數據,設置頂點屬性指針 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); //建立着色器程序 //頂點着色器 unsigned int vertexShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); //附加 glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); //編譯 glCompileShader(vertexShader); //檢測失敗 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; } //片斷着色器 unsigned int fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); //片斷着色器 unsigned int fragmentShaderY; fragmentShaderY = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShaderY, 1, &fragmentShaderYellowSource, NULL); glCompileShader(fragmentShaderY); shaderProgram = glCreateProgram(); //附加 glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); //連接 glLinkProgram(shaderProgram); shaderYellowProram = glCreateProgram(); //附加 glAttachShader(shaderYellowProram, vertexShader); glAttachShader(shaderYellowProram, fragmentShaderY); //連接 glLinkProgram(shaderYellowProram); //連接成功後,釋放着色器對象 glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteShader(fragmentShaderY); //在循環渲染中繪製 //渲染循環 while (!glfwWindowShouldClose(window)) { //渲染指令 glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 3); //交換顏色緩衝,繪製顯示 glfwSwapBuffers(window); }