完成画三角形范例,测试完成

This commit is contained in:
2018-12-07 16:04:27 +08:00
parent d5bfd51a87
commit fde7e56b13
5 changed files with 46 additions and 43 deletions

View File

@@ -1,4 +1,5 @@
#include<hgl/graph/RenderDevice.h>
#include<hgl/graph/RenderDriver.h>
#include<hgl/graph/RenderWindow.h>
#include<iostream>
#include<GLEWCore/glew.h>
@@ -12,19 +13,9 @@ using namespace hgl::graph;
constexpr uint screen_width=1280;
constexpr uint screen_height=720;
Matrix4f ortho_2d_matrix;
void InitMatrix()
{
ortho_2d_matrix=ortho2d(screen_width,screen_height, //2D画面宽高
true); //使用top为0,bottom为height的方式
}
constexpr char vertex_shader[]=R"(
#version 330 core
uniform mat4 ModelViewProjectionMatrix;
in vec2 Vertex;
in vec3 Color;
@@ -32,13 +23,9 @@ out vec4 FragmentColor;
void main()
{
vec4 Position;
FragmentColor=vec4(Color,1.0);
Position=vec4(Vertex,0.0,1.0);
gl_Position=Position*ModelViewProjectionMatrix;
gl_Position=vec4(Vertex,0.0,1.0);
})";
constexpr char fragment_shader[]=R"(
@@ -68,33 +55,45 @@ bool InitShader()
if(!shader.Use())
return(false);
if(!shader.SetUniformMatrix4fv("ModelViewProjectionMatrix",ortho_2d_matrix))
return(false);
return(true);
}
VB2i *vb_vertex=nullptr;
VB2f *vb_vertex=nullptr;
VB3f *vb_color=nullptr;
VertexArray *va=nullptr;
constexpr int vertex_data[]={100,100, 200,100, 200,200 };
constexpr float vertex_data[]={0.0f,0.5f, -0.5f,-0.5f, 0.5f,-0.5f };
constexpr float color_data[]={1,0,0, 0,1,0, 0,0,1 };
void BindVBO2VAO(const int vao,const int binding_index,const int shader_location,VertexBufferBase *vb)
{
glVertexArrayAttribBinding(vao,shader_location,binding_index);
glVertexArrayAttribFormat(vao,shader_location,vb->GetComponent(),vb->GetDataType(),GL_FALSE,0);
glEnableVertexArrayAttrib(vao,shader_location);
glVertexArrayVertexBuffer(vao,shader_location,vb->GetBufferIndex(),0,vb->GetStride());
}
void InitVertexBuffer()
{
vb_vertex=new VB2i(4,vertex_data);
vb_vertex=new VB2f(4,vertex_data);
vb_color=new VB3f(4,color_data);
va=new VertexArray(GL_TRIANGLES, //画三角形
2); //两个属性
const int vertex_location=shader.GetAttribLocation("Vertex"); ///<取得顶点流数据输入流对应的shader地址
const int color_localtion=shader.GetAttribLocation("Color"); ///<取得颜色流数据输入流对应的shader地址
const int color_location=shader.GetAttribLocation("Color"); ///<取得颜色流数据输入流对应的shader地址
int binding_index=0; //绑定点
glVertexArrayAttribBinding(va->Get
const int vao=va->GetVAO();
va->SetVertexBuffer(vb_vertex);
va->SetColorBuffer(vb_color,HGL_PC_RGB);
BindVBO2VAO(vao,binding_index,vertex_location,vb_vertex);
++binding_index;
BindVBO2VAO(vao,binding_index,color_location,vb_color);
}
constexpr GLfloat clear_color[4]=
@@ -111,6 +110,8 @@ void draw()
{
glClearBufferfv(GL_COLOR,0,clear_color);
glClearBufferfv(GL_DEPTH,0,&clear_depth);
va->Draw();
}
int main(void)
@@ -139,7 +140,8 @@ int main(void)
win->MakeToCurrent(); //切换当前窗口到前台
InitMatrix();
InitOpenGLDebug(); //初始化OpenGL调试输出
if(!InitShader())
{
std::cerr<<"init shader failed."<<std::endl;