使用着色器GLEW绘制多个对象

问题描述

我想使用三角形风扇绘制不同的图形,但是我不确定如何使程序绘制第二个图形。每当我想要更改颜色或绘制新图形时,是否需要第二个vertexShaderSource和第二个fragmentShaderSource?

代码如下:

#include <GL/glew.h>
#include <GL/glut.h>
#include <stdio.h>

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,0.0f,0.0f);\n" // To set the color.
"}\n\0";

// Set of vertices for the different figures that make up the drawing.
float vertices[] = {
    -0.8f,0.6f,// Center.
    -0.8f,0.4f,-0.83f,0.44f,-0.87f,0.51f,-0.9f,0.57f,-0.93f,0.63f,-0.95f,0.69f,-0.97f,0.75f,-0.98f,0.8f,-0.91f,-0.85f,0.79f,-0.8f,0.77f,};

unsigned int VBO,VAO;
GLuint vertexShader;
GLuint fragmentShader;
GLuint shaderProgram;

void display(void){
    // Background color.
    glClearColor(1.0f,1.0f,0.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    glUseProgram(shaderProgram);
    glBindVertexArray(VAO);
    glDrawArrays(GL_TRIANGLE_FAN,12);
    glBindVertexArray(0);
    glFlush();
}

// Main.
int main(int argc,char** argv){
    glutInit(&argc,argv);
    // Color mode.
    glutInitDisplayMode(GLUT_RGBA);
    // Window size.
    glutInitWindowSize(500,500);
    // Title.
    glutCreateWindow("Tarea 3: Figura con curvas");
    GLenum err = glewInit();
    if(err!=GLEW_OK) {
        printf("glewInit failed: %s",glewGetErrorString(err));   
    exit(1);  
    } 

    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader,1,&vertexShaderSource,NULL);
    glCompileShader(vertexShader);
    
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader,&fragmentShaderSource,NULL);
    glCompileShader(fragmentShader);
    
    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram,vertexShader);
    glAttachShader(shaderProgram,fragmentShader);
    glLinkProgram(shaderProgram);
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    
    glGenVertexArrays(1,&VAO);
    glGenBuffers(1,&VBO);
    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER,VBO);
    glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
    
    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3 * sizeof(float),(void*)0);
    glEnableVertexAttribArray(0);
    
    glBindBuffer(GL_ARRAY_BUFFER,0);
    glBindVertexArray(0);
    glutDisplayFunc(display);
    glutMainLoop();
}

解决方法

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