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"#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"
"}\n";
//初始化缓冲数组对象
unsigned int VAO; //顶点数组对象VAO
unsigned int VBO; //顶点缓冲对象VBO
//创建VAO
glGenVertexArrays(1, &VAO);
//绑定VAO
glBindVertexArray(VAO);
//创建VBO
glGenBuffers(1, &VBO); //生成vbo和缓冲ID
//缓冲绑定
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//将数据传输到当前绑定缓冲
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//第四个参数:如何管理给定的数据
// GL_STATIC_DRAW :数据不会或几乎不会改变。
// GL_DYNAMIC_DRAW:数据会被改变很多。
// GL_STREAM_DRAW :数据每次绘制时都会改变。
//解析顶点数据,设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//创建着色器程序
//顶点着色器
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
//附加
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
//编译
glCompileShader(vertexShader);
//检测失败
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;
}
//片段着色器
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
//片段着色器
unsigned int fragmentShaderY;
fragmentShaderY = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShaderY, 1, &fragmentShaderYellowSource, NULL);
glCompileShader(fragmentShaderY);
shaderProgram = glCreateProgram();
//附加
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
//链接
glLinkProgram(shaderProgram);
shaderYellowProram = glCreateProgram();
//附加
glAttachShader(shaderYellowProram, vertexShader);
glAttachShader(shaderYellowProram, fragmentShaderY);
//链接
glLinkProgram(shaderYellowProram);
//链接成功后,释放着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteShader(fragmentShaderY);
//在循环渲染中绘制
//渲染循环
while (!glfwWindowShouldClose(window)) {
//渲染指令
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
//交换颜色缓冲,绘制显示
glfwSwapBuffers(window);
}