#include <stdio.h>
#include <GLAD/glad.h>
#include <GLFW/glfw3.h>
const char *vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"out vec4 vertexColor;" //为片段着色器指定一个颜色输出
"void main(){\n"
"gl_Position = vec4(aPos, 1.0f);\n"
"vertexColor = vec4(0.5f, 0.0f, 0.0f, 1.0f);"// 把输出变量设置为暗红色
"}\n\0";
const char *fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"in vec4 vertexColor;"
"void main(){\n"
"FragColor = vertexColor;\n"
"}\n\0";
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
void framebuffer_size_callback(GLFWwindow* glfWwindow, int width, int height);
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *glfWwindow = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "shader", NULL, NULL);
if (NULL == glfWwindow){
printf("Failed to create window\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(glfWwindow);
glfwSetFramebufferSizeCallback(glfWwindow, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
printf("Failed to initialize GLAD\n");
}
int success;
char infoLog[512];
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("Failed to compile vertexShader:%s\n", infoLog);
}
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("Failed to compile fragmentShader:%s\n", infoLog);
}
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success){
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("Failed to linkProgram:%s\n", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
unsigned int VBO, VAO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while (!glfwWindowShouldClose(glfWwindow)){
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(glfWwindow);
glfwPollEvents();
}
return 0;
}
void framebuffer_size_callback(GLFWwindow* glfWwindow, int width, int height){
glViewport(0, 0, width, height);
}
运行结果: