OpenGL第三方库:GLAD入门篇

OpenGL第三方库:GLAD入门篇

前言:GLAD是继GL3W,GLEW之后,当前最新的用来访问OpenGL规范接口的第三方库。官方网址为https://glad.dav1d.de/。

GLAD使用步骤:GLAD可以使OpenGL基础渲染变得十分简单,只需要简单四个步骤就可以完成基础渲染。流程如下: 1.初始化GLAD库,加载所有OpenGL函数指针。 2.创建着色器并附加到着色器程序。 3.构建缓冲对象并附加到顶点属性。 4.使用着色器程序,利用渲染接口将缓冲对象按照指定图元类型渲染出来。

初始化GLAD库:常用接口如下: int gladLoadGLLoader(GLADloadproc load):任何的OpenGL接口调用都必须在初始化GLAD库后才可以正常访问。如果成功的话,该接口将返回GL_TRUE,否则就会返回GL_FALSE。 其中GLADloadproc函数声明如下: void* (*GLADloadproc)(const char* name)

GLAD绘制方式:由于篇幅较多,已经另外写了一篇博客来记录。详细内容请参考https://blog.csdn.net/zjz520yy/article/details/83904360

在线例子:以下提供一个包含GLAD基础渲染操作的大部分接口的在线例子。

#include

#include

#include

void framebuffer_size_callback(GLFWwindow* window, int width, int height);

void processInput(GLFWwindow *window);

// settings

const unsigned int SCR_WIDTH = 800;

const unsigned int SCR_HEIGHT = 600;

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";

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";

int main()

{

// glfw: initialize and configure

// ------------------------------

glfwInit();

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); // uncomment this statement to fix compilation on OS X

#endif

// glfw window creation

// --------------------

GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);

if (window == NULL)

{

std::cout << "Failed to create GLFW window" << std::endl;

glfwTerminate();

return -1;

}

glfwMakeContextCurrent(window);

glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

// glad: load all OpenGL function pointers

// ---------------------------------------

if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))

{

std::cout << "Failed to initialize GLAD" << std::endl;

return -1;

}

// build and compile our shader program

// ------------------------------------

// vertex shader

int vertexShader = glCreateShader(GL_VERTEX_SHADER);

glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);

glCompileShader(vertexShader);

// check for shader compile errors

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;

}

// fragment shader

int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);

glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);

glCompileShader(fragmentShader);

// check for shader compile 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

int 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 configure vertex attributes

// ------------------------------------------------------------------

float vertices[] = {

0.5f, 0.5f, 0.0f, // top right

0.5f, -0.5f, 0.0f, // bottom right

-0.5f, -0.5f, 0.0f, // bottom left

-0.5f, 0.5f, 0.0f // top left

};

unsigned int indices[] = { // note that we start from 0!

0, 1, 3, // first Triangle

1, 2, 3 // second Triangle

};

unsigned int VBO, VAO, EBO;

glGenVertexArrays(1, &VAO);

glGenBuffers(1, &VBO);

glGenBuffers(1, &EBO);

// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).

glBindVertexArray(VAO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);

glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);

glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);

glEnableVertexAttribArray(0);

// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind

glBindBuffer(GL_ARRAY_BUFFER, 0);

// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.

//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other

// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.

glBindVertexArray(0);

// uncomment this call to draw in wireframe polygons.

//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

// render loop

// -----------

while (!glfwWindowShouldClose(window))

{

// input

// -----

processInput(window);

// render

// ------

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

glClear(GL_COLOR_BUFFER_BIT);

// draw our first triangle

glUseProgram(shaderProgram);

glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized

//glDrawArrays(GL_TRIANGLES, 0, 6);

glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

// glBindVertexArray(0); // no need to unbind it every time

// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)

// -------------------------------------------------------------------------------

glfwSwapBuffers(window);

glfwPollEvents();

}

// optional: de-allocate all resources once they've outlived their purpose:

// ------------------------------------------------------------------------

glDeleteVertexArrays(1, &VAO);

glDeleteBuffers(1, &VBO);

glDeleteBuffers(1, &EBO);

// glfw: terminate, clearing all previously allocated GLFW resources.

// ------------------------------------------------------------------

glfwTerminate();

return 0;

}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly

// ---------------------------------------------------------------------------------------------------------

void processInput(GLFWwindow *window)

{

if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)

glfwSetWindowShouldClose(window, true);

}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes

// ---------------------------------------------------------------------------------------------

void framebuffer_size_callback(GLFWwindow* window, int width, int height)

{

// make sure the viewport matches the new window dimensions; note that width and

// height will be significantly larger than specified on retina displays.

glViewport(0, 0, width, height);

}

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