OpenGL绘制三角形

#include<Windows.h>
#include<iostream>
#include<fstream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include<string>
#pragma comment(lib,"glfw3.lib") //链接金泰哭
#pragma comment(lib,"glfw3dll.lib")
GLFWwindow * window = nullptr;


int main(int argc, char ** argv)
{
glfwInit(); //初始化glfw
glfwWindowHint(GLFW_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_VERSION_MINOR, 3);
window = glfwCreateWindow(1000, 600, "OpenGL", nullptr, nullptr); //创建窗口
if (window == nullptr)
std::cout << "创建窗口失败" << std::endl;
glfwMakeContextCurrent(window);
if (gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) == GL_FALSE)
std::cout << "初始化glad失败" << std::endl;
glViewport(0, 0, 1000, 600);
//当窗口大小改变的时候回调
glfwSetFramebufferSizeCallback(window, [](GLFWwindow *, int w, int h)
{
glViewport(0, 0, w, h);
});


//交换缓冲区
auto SwapWindow = []()->void
{
glfwSwapBuffers(window);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.5, 0.5, 0.5, 0.5);
};
//读shader文件
auto ReadFile = [](const char * Path)->std::string
{
std::fstream fs;  std::string str = "";
fs.open(Path, std::ios::in);
if (fs.is_open()) {
char Buf[1024] = { 0 };
fs.read(Buf, 1024);
str.append(Buf);
}
fs.close();
return str;
};
//顶点数组
GLfloat Vertives[] = {
-1,-1,0,
0,1,0,
1,-1,0
};
GLuint VBO;
glGenBuffers(1, &VBO);  glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertives), Vertives, GL_STATIC_DRAW);
auto CreatShader = [=](GLenum type, const char * path)->GLuint
{
GLuint shader = glCreateShader(type);
std::string _tmp = ReadFile(path);
const char * souce = _tmp.c_str();
std::cout << souce << std::endl;
GLint lenght = _tmp.length();
glShaderSource(shader, 1, &souce, &lenght);
glCompileShader(shader);
GLint CompilerError;
glGetShaderiv(shader, GL_COMPILE_STATUS, &CompilerError);
if (CompilerError == GL_FALSE) {
char InfoLog[100] = { 0 };
glGetShaderInfoLog(shader, 100, NULL, InfoLog);
std::cout << InfoLog << std::endl;
}
return shader;
};
GLuint VertexShader = CreatShader(GL_VERTEX_SHADER, "shader/shader.vs");
GLuint FragMentShader = CreatShader(GL_FRAGMENT_SHADER, "shader/shader.fs");


GLuint ShaderProgram = glCreateProgram();
glAttachShader(ShaderProgram,VertexShader);
glAttachShader(ShaderProgram, FragMentShader);
glLinkProgram(ShaderProgram);
GLint LinkError;
glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &LinkError);
if (LinkError == GL_FALSE) {
GLchar InfoLog[100] = { 0 };
glGetProgramInfoLog(ShaderProgram, 100, NULL, InfoLog);
std::cout << InfoLog << std::endl;
}
glDeleteShader(VertexShader);
glDeleteShader(FragMentShader);


glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
glEnableVertexAttribArray(0);
glUseProgram(ShaderProgram);
glBindVertexArray(VBO);


while (glfwWindowShouldClose(window) == GL_FALSE) {
glfwPollEvents();
glDrawArrays(GL_TRIANGLES, 0, 3);
SwapWindow();
}
glfwTerminate();
return 0;
}
/*
顶点着色器
#version 450
layout (location = 0) in vec3 Pos;
void main()
{
gl_Position = vec4(Pos.x,Pos.y,Pos.z,1.0);
}
片段着色器
#version 450
out vec4 FragColor;
void main()
{
FragColor = vec4(1,0,0,1);
}
*/
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