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279 lines
7.8 KiB
279 lines
7.8 KiB
#include <windows.h>
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#include "glew.h"
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#include "Glm/glm.hpp"
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#include "Glm/ext.hpp"
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#include <stdio.h>
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#pragma comment(lib,"opengl32.lib")
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#pragma comment(lib, "glew32.lib")
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struct Vertex {
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float pos[3];
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float color[4];
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};
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/**
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* @hwnd 发起消息的窗口
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* @msg 消息类型
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*/
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LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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switch (msg) {
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case WM_CLOSE:
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PostQuitMessage(0);
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return 0;
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}
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return DefWindowProc(hwnd, msg, wParam, lParam);//其他消息调用window默认处理函数
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}
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char* LoadFileContent(const char *path) {
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FILE* pFile = fopen(path, "rb");
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if (pFile) {
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fseek(pFile, 0, SEEK_END);
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int nLen = ftell(pFile);
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char* buffer = new char[nLen+1];
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rewind(pFile);
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fread(buffer, nLen, 1, pFile);
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buffer[nLen] = '\0';
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fclose(pFile);
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return buffer;
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}
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fclose(pFile);
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return nullptr;
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}
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/**
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* 创建一个GPU程序
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*/
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GLuint CreateGPUProgram(const char* vsShaderPath, const char* fsShaderPath) {
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//创建shader
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GLuint vsShader = glCreateShader(GL_VERTEX_SHADER);
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GLuint fsShader = glCreateShader(GL_FRAGMENT_SHADER);
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//读取shader代码
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const char* vsCode = LoadFileContent(vsShaderPath);
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const char* fsCode = LoadFileContent(fsShaderPath);
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//把shader代码 从内存传到显存
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glShaderSource(vsShader, 1, &vsCode, nullptr);
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glShaderSource(fsShader, 1, &fsCode, nullptr);
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//编译shader
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glCompileShader(vsShader);
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GLint compileResult = GL_TRUE;
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glGetShaderiv(vsShader, GL_COMPILE_STATUS, &compileResult);
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if (compileResult == GL_FALSE) {
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char szLog[1024] = { 0 };
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GLsizei logLen = 0;//实际错误日志长度
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glGetShaderInfoLog(vsShader, 1024, &logLen, szLog);
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printf("Compile shader fail error log is : %s \n shader code :\n %s \n ", szLog, vsCode);
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glDeleteShader(vsShader);
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}
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glCompileShader(fsShader);
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compileResult = GL_TRUE;
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glGetShaderiv(fsShader, GL_COMPILE_STATUS, &compileResult);
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if (compileResult == GL_FALSE) {
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char szLog[1024] = { 0 };
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GLsizei logLen = 0;//实际错误日志长度
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glGetShaderInfoLog(fsShader, 1024, &logLen, szLog);
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printf("Compile shader fail error log is : %s \n shader code :\n %s \n ", szLog, fsCode);
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glDeleteShader(fsShader);
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}
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//创建program
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GLuint program = glCreateProgram();
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//绑定shader
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glAttachShader(program, vsShader);
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glAttachShader(program, fsShader);
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//连接
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glLinkProgram(program);
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GLint nResult;
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glGetProgramiv(program, GL_LINK_STATUS, &nResult);
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if (nResult == GL_FALSE) {
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char log[1024] = { 0 };
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GLsizei writed = 0;
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glGetProgramInfoLog(program, 1024, &writed, log);
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printf("Create CPU program fail error %s\n", log);
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glDeleteProgram(program);
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program = 0;
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}
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//解绑shader
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glDetachShader(program, vsShader);
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glDetachShader(program, fsShader);
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//删除shader
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glDeleteShader(vsShader);
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glDeleteShader(fsShader);
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return program;
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}
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/**
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* @hinstance 本应用程序启动实例
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* @hPrevInstance 上一次应用程式的实例
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* @IpCmdLine 命令行的参数
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* @ShowCmd 怎么显示窗口
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*/
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INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
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{
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/*注册窗口*/
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WNDCLASSEX wndclass;
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wndclass.cbClsExtra = 0; //窗口类型的额外空间,这里不需要
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wndclass.cbSize = sizeof(WNDCLASSEX); //窗口实际占用的内存
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wndclass.cbWndExtra = 0; //窗口的额外空间,这里不需要
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wndclass.hbrBackground = NULL; //窗口背景
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wndclass.hCursor = LoadCursor(NULL, IDC_ARROW); //定义鼠标类型
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wndclass.hIcon = NULL; //应用程序exe文件显示图标
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wndclass.hIconSm = NULL; //应用程序运行时左上角图标
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wndclass.hInstance = hinstance; //本应用程序实例
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wndclass.lpfnWndProc = GLWindowProc; //如果用户操作了窗口,本函数会被调用
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wndclass.lpszClassName = L"GLWindow";//窗口名称
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wndclass.lpszMenuName = NULL;//菜单名称
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wndclass.style = CS_VREDRAW | CS_HREDRAW;//窗口更新时的重绘方式,这里使用垂直重绘和水平重绘
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ATOM atom = RegisterClassEx(&wndclass);
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if (!atom) {
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MessageBox(NULL, L"Register failed", L"Error", MB_OK);
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return 0;
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}
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/*创建窗口*/
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//调整窗口大小
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RECT rect;
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rect.left = 0;
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rect.right = 800;
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rect.top = 0;
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rect.bottom = 600;
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AdjustWindowRect(&rect, WS_EX_OVERLAPPEDWINDOW, NULL);
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int windowWidth = rect.right - rect.left;
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int windowHeight = rect.bottom - rect.top;
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//窗口名称一定要和刚才注册窗口的保持一致
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HWND hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW, 100, 100, windowWidth, windowHeight, NULL, NULL, hinstance, NULL);
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//设置渲染环境
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HDC dc = GetDC(hwnd);//获取设备上下文
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PIXELFORMATDESCRIPTOR pfd;
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memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
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pfd.nVersion = 1;
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pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
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pfd.cColorBits = 32; //颜色缓冲区每个像素为32比特4通道RGBA
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pfd.cDepthBits = 24; //深度缓冲区每个像素大小,24比特表示一个浮点数
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pfd.cStencilBits = 8; //蒙板缓冲区每像素为8比特
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pfd.iPixelType = PFD_TYPE_RGBA; //设置像素类型为RGBA
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; //表示像素最后输出到窗口
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//设置像素格式
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int pixelFormat = ChoosePixelFormat(dc, &pfd);
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SetPixelFormat(dc, pixelFormat, &pfd);
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//创建OpenGL渲染环境
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HGLRC rc = wglCreateContext(dc);
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wglMakeCurrent(dc, rc);//设置OpenGL渲染环境生效
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/*glew初始化*/
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glewInit();
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/*创建program*/
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GLuint program = CreateGPUProgram("test.vs", "test.fs");
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GLuint posLocation, colorLocation, MLocation, VLocation, PLocation;
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posLocation = glGetAttribLocation(program, "pos");
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colorLocation = glGetAttribLocation(program, "color");
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MLocation = glGetUniformLocation(program, "M");
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VLocation = glGetUniformLocation(program, "V");
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PLocation = glGetUniformLocation(program, "P");
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/*创建vbo*/
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Vertex vertex[3];
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vertex[0].pos[0] = 0;
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vertex[0].pos[1] = 0;
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vertex[0].pos[2] = -100.0f;
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vertex[0].color[0] = 0.0f;
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vertex[0].color[1] = 0.0f;
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vertex[0].color[2] = 0.0f;
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vertex[0].color[3] = 1.0f;
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vertex[1].pos[0] = 10;
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vertex[1].pos[1] = 0;
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vertex[1].pos[2] = -100.0f;
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vertex[1].color[0] = 0.0f;
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vertex[1].color[1] = 0.0f;
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vertex[1].color[2] = 0.0f;
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vertex[1].color[3] = 1.0f;
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vertex[2].pos[0] = 0;
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vertex[2].pos[1] = 10;
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vertex[2].pos[2] = -100.0f;
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vertex[2].color[0] = 0.0f;
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vertex[2].color[1] = 0.0f;
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vertex[2].color[2] = 0.0f;
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vertex[2].color[3] = 1.0f;
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GLuint vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*7*3, vertex, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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/*创建IBO*/
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unsigned int indexes[] = {0,1,2};
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GLuint ibo;
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glGenBuffers(1, &ibo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * 3, indexes, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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//创建一个单位矩阵和一个投影矩阵,后面用来传递到shader
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float identify[] = {
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1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,1
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};
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glm::mat4 projection = glm::perspective(45.0f, 800.0f/600.0f, 0.1f, 1000.0f);
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/*显示窗口*/
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ShowWindow(hwnd, SW_SHOW);
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UpdateWindow(hwnd);
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/*监听并处理用户请求*/
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MSG msg;
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while (true) {
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if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)) {
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if (msg.message == WM_QUIT) {
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break;
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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//传递mvp矩阵到shader
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glUniformMatrix4fv(MLocation, 1, GL_FALSE, identify);
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glUniformMatrix4fv(VLocation, 1, GL_FALSE, identify);
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glUniformMatrix4fv(PLocation, 1, GL_FALSE, glm::value_ptr(projection));
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//给shader的pos指定数据和color数据
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glEnableVertexAttribArray(posLocation);
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glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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glEnableVertexAttribArray(colorLocation);
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glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 3));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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//glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glUseProgram(0);
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SwapBuffers(dc);
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}
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return 0;
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}
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