OpenGL运行不出来图形

在尝试使用OpenGL进行图形渲染时,通过键盘控制图形移动的代码在VSCode中运行,出现了一个问题:虽然代码没有报错,但运行结果在界面上未能显示出预期的图形。
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OpenGL运行不出来图形

代码描述:主要通过键盘来控制图形的移动

问题:代码不报错,但是界面上运行不出图形???

main.cpp

#include <iostream>

#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include<glm/glm.hpp>
#include<glm/gtc/type_ptr.hpp>
#include <GLFW/glfw3.h>
#include "Shader.h"
#include "Camera.h"

#define ERRORLOG(message) std::cout << message << std::endl;glfwTerminate();return -1;


/*
const GLchar* vertexShaderSource = "$version 330 core\n"
"layout(location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position,1.0f);\n"
"}";

const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f,0.0f,0.0f,0.0f);\n"
"}";

static void CreateShaderProgram(GLuint shaderProgram)
{
	GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	GLint success;
	GLchar infoLog[1024];
	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog);
		std::cout << "ERROR::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
	}
	GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
		std::cout << "ERROR::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
	}
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);
	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
	if (!success)
	{
		glGetProgramInfoLog(shaderProgram, 1024, NULL, infoLog);
		std::cout << "ERROR::PROGRAM::LINK_FAILED\n" << infoLog << std::endl;
	}
#ifndef  __APPLE__
	glValidateProgram(shaderProgram);
	glGetProgramiv(shaderProgram, GL_VALIDATE_STATUS, &success);
	if (!success)
	{
		glGetProgramInfoLog(shaderProgram, 1024, NULL, infoLog);
		std::cout << "ERROR::PROGRAM::VALIDATION_FAILED\n" << infoLog << std::endl;
	}
#endif
	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);
}
*/


//Shader shader = Shader("res/core.vs", "res/core.fs");
Camera camera(glm::vec3(0.0f, 0.0f, -2.0f));
void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
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