OpenGL的简单封装
CMakeLists.txt
cmake_minimum_required(VERSION 3.8)
project(hellogl)
set(CMAKE_C_STANDARD 99)
set(CMAKE_C_FLAGS -Wall)
set(SOURCE_FILES glad.c main.c alpha.c utils.h glutils.h)
add_executable(hellogl ${SOURCE_FILES})
target_link_libraries(hellogl glfw3)
utils.h
#ifndef HELLOGL_UTILS_H
#define HELLOGL_UTILS_H
#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#define UNUSED(x) (void)(x)
char *getFileContent(char *filename) {
FILE *f = fopen(filename, "rt");
assert(f);
fseek(f, 0, SEEK_END);
size_t length = (size_t) ftell(f);
fseek(f, 0, SEEK_SET);
char *buffer = (char *) malloc(length + 1);
buffer[length] = '\0';
fread(buffer, 1, length, f);
fclose(f);
return buffer;
}
#endif //HELLOGL_UTILS_H
c
glutils.h
#ifndef HELLOGL_GLUTILS_H
#define HELLOGL_GLUTILS_H
#include <glad/glad.h>
#include "utils.h"
GLuint createShader(GLenum type, char *filename) {
GLuint shader = glCreateShader(type);
const GLchar *shaderSource = getFileContent(filename);
glShaderSource(shader, 1, &shaderSource, 0);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success) {
return shader;
} else {
char infoLog[512];
glGetShaderInfoLog(shader, 512, 0, infoLog);
fprintf(stderr, "ERROR::SHADER::COMPILATION: %s\n", infoLog);
return FALSE;
}
}
GLuint createProgram(int count, ...) {
GLuint program = glCreateProgram();
va_list args;
va_start(args, count);
for (int i = 0; i < count; ++i) {
GLuint arg = va_arg(args, GLuint);
glAttachShader(program, arg);
}
va_end(args);
glLinkProgram(program);
return program;
}
#endif //HELLOGL_GLUTILS_H
main.c
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#include "utils.h"
#include "glutils.h"
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
void configureGlfw();
void checkGL();
int main() {
glfwInit();
configureGlfw();
GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
assert(window);
glfwMakeContextCurrent(window);
int gladLoadResult = gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
assert(gladLoadResult);
checkGL();
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
GLuint vertexShader = createShader(GL_VERTEX_SHADER, "vertex1.glsl");
GLuint fragmentShader = createShader(GL_FRAGMENT_SHADER, "fragment1.glsl");
GLuint fragmentShader2 = createShader(GL_FRAGMENT_SHADER, "fragment2.glsl");
GLuint shaderProgram = createProgram(2, vertexShader, fragmentShader);
GLuint shaderProgram2 = createProgram(2, vertexShader, fragmentShader2);
float vertices[] = {
0.5f, 0.5f, 0,
0.5f, -0.5f, 0,
0, 0, 0,
-0.5f, -0.5f, 0,
-0.5f, 0.5f, 0,
0, 0, 0
};
GLuint VBO, VAO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), vertices, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
glEnableVertexAttribArray(0);
GLuint VBO2, VAO2;
glGenBuffers(1, &VBO2);
glGenVertexArrays(1, &VAO2);
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), vertices + 9, GL_STATIC_DRAW);
glBindVertexArray(VAO2);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), NULL);
glEnableVertexAttribArray(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.2, 0.3, 0.3, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glUseProgram(shaderProgram2);
glBindVertexArray(VAO2);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
UNUSED(window);
}
void processInput(GLFWwindow *window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, TRUE);
}
}
void configureGlfw() {
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);
#endif
}
void checkGL() {
int nrAttributes;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
printf("Max vertex attributes: %d\n", nrAttributes);
}
vertex1.glsl
#version 330 core
layout (location = 0) in vec3 aPos;
void main() {
gl_Position = vec4(aPos.x, aPos.y + 0.1, aPos.z, 1);
}
fragment1.glsl
#version 330 core
out vec4 color;
void main() {
color = vec4(0.8, 0.8, 0, 2);
}
fragment2.glsl
#version 330 core
out vec4 color;
void main() {
color = vec4(1, 0.5, 0.2, 1);
}