· 更新于 2017年12月29日 学习笔记

OpenGL学习笔记——入门篇

1.[GLFW][1]:一个专门针对OpenGL的C语言库 2.[GLAD][2]:OpenGL函数指针库 3.[stbimage][3]:纹理图片导入 4.[GLM][4]:OpenGL数学函数(向…

目录

OpenGL程序的配置与基本结构

第一步:下载配置

1.GLFW:一个专门针对OpenGL的C语言库 2.GLAD:OpenGL函数指针库 3.stb_image:纹理图片导入 4.GLM:OpenGL数学函数(向量,矩阵等的变换)

第二步:环境配置

创建项目并打开项目属性; 设置 c/c++目录 -> 包含目录; 设置 c/c++目录 -> 库目录; 设置 链接器 -> 输入 -> 附加依赖项(opengl32.lib;glfw3.lib;); 设置 链接器 -> 系统 -> 子系统(窗口); 设置 链接器 -> 高级 -> 入口点(mainCTRStartup); 添加项目已有源文件(glad.c); 新建源文件(stb_image.cpp):#define STB_IMAGE_IMPLEMENTATION #include <stb_image.h>

第三步:编写自定义类

1.Shader:着色器类

简化源代码,对着色器文件进行读取编译 新建头文件(Shader.h):

#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
	unsigned int ID;
	// 构造函数在动态生成着色器
	Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr)
	{
		// 1. 从文件中检索顶点/片段/几何着色器源代码
		std::string vertexCode;
		std::string fragmentCode;
		std::string geometryCode;
		std::ifstream vShaderFile;
		std::ifstream fShaderFile;
		std::ifstream gShaderFile;
		// 确保 ifstream 对象可以引发异常:
		vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
		fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
		gShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
		try
		{
			// 打开文件
			vShaderFile.open(vertexPath);
			fShaderFile.open(fragmentPath);
			std::stringstream vShaderStream, fShaderStream;
			// 将文件的缓冲区内容读入流
			vShaderStream << vShaderFile.rdbuf();
			fShaderStream << fShaderFile.rdbuf();
			// 关闭文件处理程序
			vShaderFile.close();
			fShaderFile.close();
			// 将流转换为字符串
			vertexCode = vShaderStream.str();
			fragmentCode = fShaderStream.str();
			// 如果存在几何着色器路径, 也会加载几何着色器
			if (geometryPath != nullptr)
			{
				gShaderFile.open(geometryPath);
				std::stringstream gShaderStream;
				gShaderStream << gShaderFile.rdbuf();
				gShaderFile.close();
				geometryCode = gShaderStream.str();
			}
		}
		catch (std::ifstream::failure e)
		{
			std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
		}
		const char* vShaderCode = vertexCode.c_str();
		const char * fShaderCode = fragmentCode.c_str();
		// 2. 编译着色器
		unsigned int vertex, fragment;
		int success;
		char infoLog[512];
		// 编译顶点着色器
		vertex = glCreateShader(GL_VERTEX_SHADER);
		glShaderSource(vertex, 1, &vShaderCode, NULL);
		glCompileShader(vertex);
		checkCompileErrors(vertex, "VERTEX");
		// 编译片断着色器
		fragment = glCreateShader(GL_FRAGMENT_SHADER);
		glShaderSource(fragment, 1, &fShaderCode, NULL);
		glCompileShader(fragment);
		checkCompileErrors(fragment, "FRAGMENT");
		// 如果给出几何着色, 编译几何着色器
		unsigned int geometry;
		if (geometryPath != nullptr)
		{
			const char * gShaderCode = geometryCode.c_str();
			geometry = glCreateShader(GL_GEOMETRY_SHADER);
			glShaderSource(geometry, 1, &gShaderCode, NULL);
			glCompileShader(geometry);
			checkCompileErrors(geometry, "GEOMETRY");
		}
		// 着色器程序
		ID = glCreateProgram();
		glAttachShader(ID, vertex);
		glAttachShader(ID, fragment);
		if (geometryPath != nullptr)
			glAttachShader(ID, geometry);
		glLinkProgram(ID);
		checkCompileErrors(ID, "PROGRAM");
		// 删除着色器, 因为它们现在已经链接到我们的程序, 不再需要
		glDeleteShader(vertex);
		glDeleteShader(fragment);
		if (geometryPath != nullptr)
			glDeleteShader(geometry);

	}
	// 激活着色器
	// ------------------------------------------------------------------------
	void use()
	{
		glUseProgram(ID);
	}
	// 实用的uniform函数
	void setBool(const std::string &name, bool value) const
	{
		glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
	}
	void setInt(const std::string &name, int value) const
	{
		glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
	}
	void setFloat(const std::string &name, float value) const
	{
		glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
	}
	void setVec2(const std::string &name, const glm::vec2 &value) const
	{
		glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
	}
	void setVec2(const std::string &name, float x, float y) const
	{
		glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
	}
	void setVec3(const std::string &name, const glm::vec3 &value) const
	{
		glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
	}
	void setVec3(const std::string &name, float x, float y, float z) const
	{
		glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
	}
	void setVec4(const std::string &name, const glm::vec4 &value) const
	{
		glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
	}
	void setVec4(const std::string &name, float x, float y, float z, float w)
	{
		glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
	}
	void setMat2(const std::string &name, const glm::mat2 &mat) const
	{
		glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
	}
	void setMat3(const std::string &name, const glm::mat3 &mat) const
	{
		glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
	}
	void setMat4(const std::string &name, const glm::mat4 &mat) const
	{
		glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
	}
private:
	// 检查着色器编译/链接错误的实用功能。
	void checkCompileErrors(GLuint shader, std::string type)
	{
		GLint success;
		GLchar infoLog[1024];
		if (type != "PROGRAM")
		{
			glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
			if (!success)
			{
				glGetShaderInfoLog(shader, 1024, NULL, infoLog);
				std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n"
          << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
			}
		}
		else
		{
			glGetProgramiv(shader, GL_LINK_STATUS, &success);
			if (!success)
			{
				glGetProgramInfoLog(shader, 1024, NULL, infoLog);
				std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n"
          << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
			}
		}
	}
};
#endif

2.Camera:摄像机类

合并操作,简化代码 新建头文件(Camera.h)

#ifndef CAMERA_H
#define CAMERA_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
// 为照相机移动定义了几种可能的选项。用作抽象, 以远离窗口系统的特定输入方法
enum Camera_Movement {
	FORWARD,
	BACKWARD,
	LEFT,
	RIGHT
};
// 默认摄像机数值
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVTY = 0.1f;
const float ZOOM = 45.0f;
// 一个抽象的摄像机类, 处理输入和计算相应的欧拉角度, 向量和矩阵在 OpenGL 中的使用
class Camera
{
public:
	// 摄像机的属性
	glm::vec3 Position;
	glm::vec3 Front;
	glm::vec3 Up;
	glm::vec3 Right;
	glm::vec3 WorldUp;
	// 欧拉角
	float Yaw;
	float Pitch;
	// 摄像机选项
	float MovementSpeed;
	float MouseSensitivity;
	float Zoom;
	// 使用向量构造的构造函数
	Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
	{
		Position = position;
		WorldUp = up;
		Yaw = yaw;
		Pitch = pitch;
		updateCameraVectors();
	}
	// 具有标量值的构造函数
	Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
	{
		Position = glm::vec3(posX, posY, posZ);
		WorldUp = glm::vec3(upX, upY, upZ);
		Yaw = yaw;
		Pitch = pitch;
		updateCameraVectors();
	}
	// 返回使用欧拉角和LookAt矩阵计算的视图矩阵
	glm::mat4 GetViewMatrix()
	{
		return glm::lookAt(Position, Position + Front, Up);
	}
	// 处理从任何类似键盘输入系统接收到的输入。接受摄像机定义的枚举形式的输入参数 (从窗口系统中抽象出来)
	void ProcessKeyboard(Camera_Movement direction, float deltaTime)
	{
		float velocity = MovementSpeed * deltaTime;
		if (direction == FORWARD)
			Position += Front * velocity;
		if (direction == BACKWARD)
			Position -= Front * velocity;
		if (direction == LEFT)
			Position -= Right * velocity;
		if (direction == RIGHT)
			Position += Right * velocity;
	}
	// 处理从鼠标输入系统接收的输入。接受 x 和 y 方向的偏移值。
	void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
	{
		xoffset*= MouseSensitivity;
		yoffset*= MouseSensitivity;
		Yaw += xoffset;
		Pitch += yoffset;
		// 确保当Pitch超出界限时, 屏幕不会被翻转
		if (constrainPitch)
		{
			if (Pitch > 89.0f)
				Pitch = 89.0f;
			if (Pitch < -89.0f)
				Pitch = -89.0f;
		}
		// 使用更新的欧拉角度更新Front、Right和Up向量
		updateCameraVectors();
	}
	// 处理从鼠标滚轮事件接收的输入。只需要在垂直轮轴上输入
	void ProcessMouseScroll(float yoffset)
	{
		if (Zoom >= 1.0f && Zoom <= 45.0f)
			Zoom -= yoffset;
		if (Zoom <= 1.0f)
			Zoom = 1.0f;
		if (Zoom >= 45.0f)
			Zoom = 45.0f;
	}
private:
	// 计算从相机 (更新) 的欧拉角度的前矢量
	void updateCameraVectors()
	{
		// Calculate the new Front vector
		glm::vec3 front;
		front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
		front.y = sin(glm::radians(Pitch));
		front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
		Front = glm::normalize(front);
		// Also re-calculate the Right and Up vector
		Right = glm::normalize(glm::cross(Front, WorldUp));  // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
		Up = glm::normalize(glm::cross(Right, Front));
	}
};
#endif

第四步:编写着色器代码文件

顶点着色器:*.vs;片断着色器:*.fs;

  1. *.vs:一般情况
#version 330 core
// 布局输入
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
// 输出
out vec3 ourColor;
out vec2 TexCoord;
// 局外设定
uniform mat4 model; // 模型本身的变化矩阵
uniform mat4 view; // LookAt矩阵
uniform mat4 projection; // 投影矩阵

void main()
{
  gl_Position = projection * view * model * vec4(aPos, 1.0); // 乘法是由右往左看的
	ourColor = aColor;
	TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
  1. *.fs:纹理图片混合
#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

// 纹理采样器
uniform sampler2D texture[n]; // n组纹理采样器

void main()
{
	// linearly interpolate between both textures (80% container, 20% awesomeface)
	FragColor = mix(texture(texture[0], TexCoord), texture(texture[1], TexCoord), 0.2);
}

第五步:创建源文件

立即渲染模式

注:现在已经不常用了,因此只是简单介绍

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
int main() {
  glfwInit(); // 初始化
	GLFWwindow* window = glfwCreateWindow(800, 600, "HelloWindow", NULL, NULL); // 创建窗口
	glfwMakeContextCurrent(window);
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){  // 加载函数指针
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}
	while (!glfwWindowShouldClose(window)) { // 渲染循环
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f); // 渲染背景
		glClear(GL_COLOR_BUFFER_BIT);
		glBegin(GL_TRIANGLES); // 渲染图形
			glColor3f(1.0, 0.0, 0.0);
			glVertex3f(0.0, 1.0, 0.0);
			glColor3f(0.0, 1.0, 0.0);
			glVertex3f(-1.0, -1.0, 0.0);
			glColor3f(0.0, 0.0, 1.0);
			glVertex3f(1.0, -1.0, 0.0);
		glEnd();
		glfwSwapBuffers(window); // 交换缓存
		glfwPollEvents(); // 挂起事件
	}
	glfwTerminate(); // 终止函数
	return 0;
}

核心模式

  1. 头文件引入,以及全局变量和函数定义
// 环境配置头文件
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
// 自定义类头文件
#include "Shader.h"
#include "Camera.h"
// 函数声明
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
// 窗口大小设定
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// 摄像机初始化
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
// 时间
float deltaTime = 0.0f;	// time between current frame and last frame
float lastFrame = 0.0f;
  1. glfw:初始化
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
  1. glfw:窗口创建
GLFWwindow* window = glfwCreateWindow(窗口宽度, 窗口高度, "窗口标题", NULL, NULL);
if (window == NULL)
{
	std::cout << "Failed to create GLFW window" << std::endl;
	glfwTerminate();
	return -1;
}
glfwMakeContextCurrent(window);
  1. 窗口函数
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // 窗口大小改变的响应函数
glfwSetCursorPosCallback(window, mouse_callback); // 鼠标移动响应函数
glfwSetScrollCallback(window, scroll_callback); // 鼠标滚轮响应函数
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // 隐藏鼠标
  1. glad:加载OpenGL函数指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
  std::cout << "Failed to initialize GLAD" << std::endl;
  return -1;
}
  1. Shader:建立编译着色器项目
Shader ourShader("shader.vs", "shader.fs"); // *.vs是顶点着色器;*.fs是片断着色器
  1. 设置顶点数据和缓冲并配置顶点属性
float vertices[n][] = { // n组顶点数组
  // 位置(x,y,z)        // 颜色(R,G,B)      // 纹理(X,Y)
  0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // 右上
  0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // 右下
  -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // 左下
  -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f,  // 左上
};
unsigned int indices[n][] = { // n组索引数组
  0, 1, 3, // 第一个三角形
  1, 2, 3  // 第二个三角形
};
glm::vec3 cubePositions[n] = { // n组模型位置
	glm::vec3(0.0f,  0.0f,  0.0f),
	glm::vec3(2.0f,  5.0f, -15.0f),
	glm::vec3(-1.5f, -2.2f, -2.5f),
	glm::vec3(-3.8f, -2.0f, -12.3f),
	glm::vec3(2.4f, -0.4f, -3.5f),
	glm::vec3(-1.7f,  3.0f, -7.5f),
	glm::vec3(1.3f, -2.0f, -2.5f),
	glm::vec3(1.5f,  2.0f, -2.5f),
	glm::vec3(1.5f,  0.2f, -1.5f),
	glm::vec3(-1.3f,  1.0f, -1.5f)
};
unsigned int VBOs[n], VAOs[n], EBOs[n];
glGenVertexArrays(n, VAOs);
glGenBuffers(n, VBOs);
glGenBuffers(n, EBOs);
for(int m = 0;m < n;m++){
  // 绑定顶点数组对象
  glBindVertexArray(VAOs[m]);
  // 绑定顶点缓冲对象
  glBindBuffer(GL_ARRAY_BUFFER, VBOs[m]);
  glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[n]), vertices[n], GL_STATIC_DRAW);
  // 绑定索引数组对象
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBOs[m]);
  glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[n]), indices[n], GL_STATIC_DRAW);
	// 位置属性传入
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	// 颜色属性传入
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);
	// 纹理属性传入
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
	glEnableVertexAttribArray(2);
}
  1. 纹理图片的导入
unsigned int textures[n];
glGenTextures(n, textures);
for(int m = 0;m < n;m++){
	glBindTexture(GL_TEXTURE_2D, textures[m]);
	// 设置纹理覆盖参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	//
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //
	// 设置纹理填充参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// 加载图片,创建纹理并生成MIP map
	int width, height, nrChannels;
	stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
	unsigned char* data = stbi_load("图片路径和文件名", &width, &height, &nrChannels, 0);
	if (data)
	{
		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);
}
ourShader.use();
// 告诉OpenGL每个采样器的纹理单位的归属
for(int m = 0;m < n;m++){
  ourShader.setInt("texture[m]",m); // *** 等于 片断着色器中uniform sampler2D的最后一个
}
  1. 渲染循环
while (!glfwWindowShouldClose(window))
{
  // 求不同电脑的心跳或帧秒
	float currentFrame = glfwGetTime();
	deltaTime = currentFrame - lastFrame;
	lastFrame = currentFrame;
	// 键盘输入事件
	processInput(window);
	// 渲染背景
	glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT);
	// 在相应的纹理单元上绑定纹理
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, texture[0]);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, texture[1]);
  ···等等
	// 渲染内容
	ourShader.use();
	// 将投影矩阵传递给着色器 (请注意, 在这种情况下, 它可以更改每个帧)
	glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
	ourShader.setMat4("projection", projection);
	// 摄像机/视图变换
	glm::mat4 view = camera.GetViewMatrix();
	ourShader.setMat4("view", view);
	glBindVertexArray(VAOs[m]);
	glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // EBO方式渲染图元
	for (unsigned int i = 0; i < 10; i++)
	{
		glm::mat4 model;
		model = glm::translate(model, cubePositions[i]);
		float angle = 20.0f * (i);
		model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
		ourShader.setMat4("model", model);
		glDrawArrays(GL_TRIANGLES, 0, 36); // 直接使用VBO的方式渲染图元
	}
  ···等等
	// glfw: 交换缓冲区以及挂起输入输出事件
	glfwSwapBuffers(window);
	glfwPollEvents();
}
  1. glfw:终止与释放
// 可选: 释放所有资源一旦他们的目标已经使用过:
glDeleteVertexArrays(n, VAOs);
glDeleteBuffers(n, VBOs);
glfwTerminate();
return 0;
  1. 其他函数
// 处理所有输入: 查询 GLFW 相关按键是否按下/松开此框架并相应做出反应
void processInput(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
	if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
		camera.ProcessKeyboard(FORWARD, deltaTime);
	if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
		camera.ProcessKeyboard(BACKWARD, deltaTime);
	if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
		camera.ProcessKeyboard(LEFT, deltaTime);
	if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
		camera.ProcessKeyboard(RIGHT, deltaTime);
}
// glfw: 每当鼠标移动时, 就会调用此回调
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
	if (firstMouse)
	{
		lastX = xpos;
		lastY = ypos;
		firstMouse = false;
	}
	float xoffset = xpos - lastX;
	float yoffset = lastY - ypos; // 自 y 坐标从下到上反向
	lastX = xpos;
	lastY = ypos;
	camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: 每当鼠标滚轮滚动时, 就会调用此回调
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
	camera.ProcessMouseScroll(yoffset);
}
// glfw:  每当窗口大小改变时,就会调用此回调
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, width, height);
}

OpenGL常用函数功能解析

OpenGL常见几何图元绘制

参考资料

  1. LearnOpenGL-CN:LearnOpenGL系列教程的中文版