Opengl绘制三角形

#include<stdio.h>
#include<glad/glad.h>
#include<GLFW/glfw3.h>

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

const GLchar* 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 GLchar* 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 ";
int main()
{
	if (GL_FALSE == glfwInit())  //初始化glfw
	{
		printf("Iniitialize glfw failer\n");
		return -1;
	}
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	GLFWwindow* window = glfwCreateWindow(800, 600, "OPENGL_WINDOW", NULL, NULL);
	if (NULL == window)
	{
		printf("Failed to create GLFW window\n");
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		printf("Falied to initialize GLAD\n");
	}
	glViewport(0, 0, 800, 600);




	GLuint vertexShader;
	vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	GLint success;
	GLchar infoLog[512];
	glGetShaderiv(vertexShaderSource, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
		printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s\n", infoLog);
	}



	GLuint fragmentShader;
	fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);

	GLuint shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);

	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
	if (!success)
	{
		glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
		printf("ERROR::PROGRAM::LINKFAILED\n%s\n", infoLog);
	}
	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);

	GLfloat vertices[] = {
	-0.5f,-0.5f,0.0f,
	0.5f,-0.5f,0.0f,
	0.0f,0.5f,0.0f
	};

	GLuint indices[] = {  // note that we start from 0!
		0, 1, 2,  // first Triangle
		//1, 2, 3   // second Triangle
	};
	GLuint vbo;
	GLuint vao;
	GLuint ebo;
	glGenVertexArrays(1, &vao);
	glGenBuffers(1, &vbo);
	glGenBuffers(1, &ebo);
	glBindVertexArray(vao);

	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);
	glEnableVertexAttribArray(0);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);



	while (!glfwWindowShouldClose(window))
	{
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);
		glUseProgram(shaderProgram);
		glBindVertexArray(vao);
		glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
		//glDrawArrays(GL_TRIANGLES, 0, 3);
		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glDeleteVertexArrays(1, &vao);
	glDeleteBuffers(1, &vbo);
	glDeleteBuffers(1, &ebo);
	glDeleteProgram(shaderProgram);
	glfwTerminate();
	return 0;
}

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, width, height);
}

在这里插入图片描述

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