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| #define GLEW_STATIC #include<GL/glew.h> #include<GLFW/glfw3.h> #include<iostream>
void CheckCompileShaderSuccess(unsigned int vertexShader); void CheckLinkShaderSuccess(unsigned int shaderProgram); void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow* window);
float vertices[] = { 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; unsigned int indices[] = { 0, 1, 3, 1, 2, 3 };
const char* vertexShaderSource = "#version 330 core\n" "layout(location = 0) in vec3 aPos;\n" "void main(){\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);}\n";
const char* fragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n;" "void main(){\n" " FragColor=vec4(1.0f,0.5f,0.2f,1.0f);}\n"; 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, 600, "LearnOPENGL", NULL, NULL); if (window == NULL) { std::cout << "GLFW窗口初始化失败" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { std::cout << "GLEW初始化失败" << std::endl; return -1; } glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); unsigned int VAO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); unsigned int VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); unsigned EBO; glGenBuffers(1, &EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
unsigned int vertexShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); CheckCompileShaderSuccess(vertexShader);
unsigned int fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader);
unsigned int shaderProgram; shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); CheckLinkShaderSuccess(shaderProgram); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); while (!glfwWindowShouldClose(window)) { processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram); glBindVertexArray(VAO); glBindVertexArray(EBO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); glfwSwapBuffers(window); glfwPollEvents();
} glfwTerminate();
return 0; } void framebuffer_size_callback(GLFWwindow* window, int width, int height){ glViewport(0, 0, width, height); } void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { glfwSetWindowShouldClose(window, GLFW_TRUE); } } void CheckCompileShaderSuccess(unsigned int vertexShader) { int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } } void CheckLinkShaderSuccess(unsigned int shaderProgram) { int success; char infoLog[512]; glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); std::cout << "ERROR::SHADER::Program::Link_FAILED\n" << infoLog << std::endl; } }
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