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Copy path03 - ChiSo.cpp
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03 - ChiSo.cpp
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#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
// mã nguồn Vertex Shader
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";
// mã nguồn Fragment Shader
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(0.82f, 0.37f, 0.05f, 1.08f);\n"
"}\n\0";
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 800, "3 Tam giac nho thanh 1 Tam giac lon", NULL, NULL);
if (window == NULL)
glfwTerminate();
glfwMakeContextCurrent(window);
gladLoadGL();
glViewport(0, 0, 800, 800);
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// tọa độ các điểm
GLfloat vertices[] =
{
// điểm trái dưới
-0.5f, -0.5f * float(sqrt(5)) / 5, 0.0f,
// điểm phải dưới
0.5f, -0.5f * float(sqrt(5)) / 5, 0.0f,
// điểm trên cùng
0.0f, 0.5f * float(sqrt(5)) * 3 / 5, 0.0f,
// trung điểm trái
-0.5f / 2, 0.5f * float(sqrt(5)) / 5, 0.0f,
// trung điểm phải
0.5f / 2, 0.5f * float(sqrt(5)) / 5, 0.0f,
// trung điểm dưới
0.0f, -0.5f * float(sqrt(5)) / 5, 0.0f
};
// thứ tự các điểm
GLuint indices[] =
{
0, 3, 5, // tam giác trái
3, 2, 4, // tam giác phải
5, 4, 1 // tam giác trên
};
GLuint VAO, VBO, 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);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
while (!glfwWindowShouldClose(window))
{
glClearColor(0.15f, 0.02f, 0.18f, 1.5f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 9, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}