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Copy pathmain.cpp
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195 lines (195 loc) · 6.27 KB
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//#include <iostream>
//#include<glad/glad.h>
//#include <GLFW/glfw3.h>
//
//#define STB_IMAGE_IMPLEMENTATION
//#include "stb_image.h"
//
//using namespace std;
//
//
//// ========================================ShaderSource (start)==========================================================
//#pragma region
// // vertex shader (VS)
// 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";
//
// // fragment shader (FS)
// 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";
//
//#pragma endregion
//// ========================================ShaderSource (end) ===========================================================
//
//
//
//
//void processInput(GLFWwindow* window)
//{
// if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
// glfwSetWindowShouldClose(window, true);
//}
//
//int main()
//{
// // initialize window (start)
//#pragma region
// // claim version
// glfwInit();
// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//
// // create a window
// GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
// glfwMakeContextCurrent(window);
//
// // initialize glad that control opengl function pointers
// if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
// {
// std::cout << "Failed to initialize GLAD" << std::endl;
// return -1;
// }
//
//#pragma endregion
//// initialize window (end)
//
//// vertex data (start)
//#pragma region
// float vertices[] = {
// // ---- 位置 ---- ---- 颜色 ---- - 纹理坐标 -
// 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // 0 右上
// 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // 1 右下
// -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // 2 左下
// -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // 3 左上
// };
//
// unsigned int indices[] = {
// 0, 1, 3, // first triangle
// 1, 2, 3 // second triangle
// };
//
// // create VBO
// unsigned int VBO, VAO, EBO;
// glGenVertexArrays(1, &VAO);
// glGenBuffers(1, &VBO);
// glGenBuffers(1, &EBO);
//
// 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);
//
// // 创建指针position attribute
// // 属性ID,属性size,type,normalized,顶点size,属性偏移
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(0);
// // color attribute
// glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
// glEnableVertexAttribArray(1);
// // texture coord attribute
// glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
// glEnableVertexAttribArray(2);
//
//#pragma endregion
//// vertex data (end)
//
//// shader (start)
//#pragma region
// //VS
// unsigned int vertexShader;
// vertexShader = glCreateShader(GL_VERTEX_SHADER);
// glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
// glCompileShader(vertexShader);
//
// //FS
// unsigned int fragmentShader;
// fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
// glCompileShader(fragmentShader);
//
// // link VS -> FS
// unsigned int shaderProgram;
// shaderProgram = glCreateProgram();
// glAttachShader(shaderProgram, vertexShader);
// glAttachShader(shaderProgram, fragmentShader);
// glLinkProgram(shaderProgram);
//
// // 链接完后,delete shader
// glDeleteShader(vertexShader);
// glDeleteShader(fragmentShader);
//
//#pragma endregion
//// shader (end)
//
//// ========================================texeture (start)==========================================================
//#pragma region
// unsigned int texture;
// glGenTextures(1, &texture);
// glBindTexture(GL_TEXTURE_2D, texture);
//
// // 为当前绑定的纹理对象设置环绕、过滤方式
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//
// // load texture image
// int width, height, nrChannels;
// unsigned char* data = stbi_load("assets/container.jpg", &width, &height, &nrChannels, 0);
// if (data)
// {
// cout << "load texture success" << endl;
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
// glGenerateMipmap(GL_TEXTURE_2D);
// }
// else
// {
// std::cout << "Failed to load texture" << std::endl;
// }
// stbi_image_free(data);
//
//#pragma endregion
//// texeture (end)
//
//// render loop (start)
//#pragma region
// // render loop
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // 绘制线框模式图形,只有线条没有填充颜色
// while (!glfwWindowShouldClose(window))
// {
// // keyboard input
// processInput(window);
//
// // render command
// glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT);
//
// // 绘制三角形draw triangle
// glUseProgram(shaderProgram);
// glBindVertexArray(VAO);
// //glDrawArrays(GL_TRIANGLES, 0, 3);
// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
//
// glfwSwapBuffers(window);
// glfwPollEvents();
// }
//#pragma endregion
//// render loop (end)
//
// glfwTerminate();
// return 0;
//}
//
//
//