小白的OpenGL3.3自学之路(3)OpenGL3.3之如何绘制一个三角形

老规矩,先上代码

//顶点缓冲绘制三角形
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

//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";
//const char *vertexShaderSource = "#version 330 core\n"
//"layout (location = 0) in vec3 aPos;\n"
//"out vec4 vertexColor;\n"
//"void main()\n"
//"{\n"
//"   gl_Position = vec4(aPos, 1.0);\n"
//"   vertexColor = vec4(0.5, 0.0, 0.0, 1.0);\n"
//"}\0";
//片段着色器
const char *fragmentShaderSource = "#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 *fragmentShaderSource = "#version 330 core\n"
//"out vec4 FragColor;\n"
//"in vec4 vertexColor;\n"
//"void main()\n"
//"{\n"
//"   FragColor = vertexColor;\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(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    
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