创建两个着色器程序,第二个程序使用一个不同的片段着色器,输出黄色;再次绘制这两个三角形,让其中一个输出为黄色

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片段着色器颜色可在fragment1ShaderSource中修改

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
// 设置
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
//设置顶点着色器
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";
//设置片段着色器
const char* fragment1ShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
const char* fragment2ShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"   FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
"}\n\0";
int main()
{
	// glfw: initialize and configure
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

	// 创建glfw窗口
	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "创建 GLFW window 失败" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	// glad: load all OpenGL function pointers
	// ---------------------------------------
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}
	// build and compile our shader program
	// ------------------------------------
	// vertex shader
	int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	// check for shader compile errors
	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;
	}
	// fragment shader
	int fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader1, 1, &fragment1ShaderSource, NULL);
	glCompileShader(fragmentShader1);
	// check for shader compile errors
	glGetShaderiv(fragmentShader1, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(fragmentShader1, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
	}
	// link shaders
	int shaderProgram1 = glCreateProgram();
	glAttachShader(shaderProgram1, vertexShader);
	glAttachShader(shaderProgram1, fragmentShader1);
	glLinkProgram(shaderProgram1);
	// check for linking errors
	glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(shaderProgram1, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
	}
	int fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader2, 1, &fragment2ShaderSource, NULL);
	glCompileShader(fragmentShader2);
	int shaderProgram2 = glCreateProgram();
	glAttachShader(shaderProgram2, vertexShader);
	glAttachShader(shaderProgram2, fragmentShader2);
	glLinkProgram(shaderProgram2);
	
	
	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader1);
	glDeleteShader(fragmentShader2);
	// set up vertex data (and buffer(s)) and configure vertex attributes
	// ------------------------------------------------------------------
	float vertices1[] = {
		-0.9f, -0.5f, 0.0f,  // left 
		-0.0f, -0.5f, 0.0f,  // right
		-0.45f, 0.5f, 0.0f,
	};
	float vertices2[] = {
		0.0f, -0.5f, 0.0f,  // left
		0.9f, -0.5f, 0.0f,  // right
		0.45f, 0.5f, 0.0f   // top 
	};
	unsigned int VBO1, VBO2, VAO1, VAO2;
	//创建顶点数组对象
	glGenVertexArrays(1, &VAO1);
	glGenVertexArrays(1, &VAO2);
	//生成VBO对象
	glGenBuffers(1, &VBO1);
	glGenBuffers(1, &VBO2);
	// 绑定顶点数组对象
	glBindVertexArray(VAO1);
	// 把我们的顶点数组复制到一个顶点缓冲中,供OpenGL使用
	glBindBuffer(GL_ARRAY_BUFFER, VBO1);
	//传递数组到缓冲
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);
	//location
	//顶点属性大小
	//数据类型
	//是否数据标准化
	//步长
	//起始位置的偏移量
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	//启用顶点属性
	glEnableVertexAttribArray(0);

	glBindVertexArray(VAO2);
	glBindBuffer(GL_ARRAY_BUFFER, VBO2);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	//绑定buffer
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);

	while (!glfwWindowShouldClose(window))
	{
		// input
		// -----
		processInput(window);

		// render
		// ------
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		// 绘制物体
		glUseProgram(shaderProgram1);
		glBindVertexArray(VAO1);
		glDrawArrays(GL_TRIANGLES, 0, (sizeof(vertices1) / sizeof(vertices1[0])) / 3);
		glUseProgram(shaderProgram2);
		glBindVertexArray(VAO2);
		glDrawArrays(GL_TRIANGLES, 0, (sizeof(vertices2) / sizeof(vertices2[0])) / 3);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glDeleteProgram(shaderProgram1);
	glDeleteProgram(shaderProgram2);
	glfwTerminate();
	return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
}

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{

	glViewport(0, 0, width, height);
}

代码运行结果
在这里插入图片描述

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