#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <string>
#include <iostream>
#include <fstream>
using namespace std;
#define numVAOs 1
GLuint renderingProgram;
GLuint vao[numVAOs];
string readFile(const char* filePath) {
string content;
ifstream fileStream(filePath, ios::in);
string line = "";
while (!fileStream.eof()) {
getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
return content;
}
GLuint createShaderProgram() {
GLuint vShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fShader = glCreateShader(GL_FRAGMENT_SHADER);
GLuint vfprogram = glCreateProgram();
string vertShaderStr = readFile("vertShader.glsl");
string fragShaderStr = readFile("fragShader.glsl");
const char* vertShaderSrc = vertShaderStr.c_str();
const char* fragShaderSrc = fragShaderStr.c_str();
glShaderSource(vShader, 1, &vertShaderSrc, NULL);
glShaderSource(fShader, 1, &fragShaderSrc, NULL);
glCompileShader(vShader);
glCompileShader(fShader);
glAttachShader(vfprogram, vShader);
glAttachShader(vfprogram, fShader);
glLinkProgram(vfprogram);
return vfprogram;
}
void init(GLFWwindow* window) {
renderingProgram = createShaderProgram();
glGenVertexArrays(numVAOs, vao);
glBindVertexArray(vao[0]);
}
void display(GLFWwindow* window, double currentTime) {
glUseProgram(renderingProgram);
glPointSize(30.0f);
glDrawArrays(GL_POINTS, 0, 1);
}
int main(void) {
if (!glfwInit()) { exit(EXIT_FAILURE); }
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
GLFWwindow* window = glfwCreateWindow(600, 600, "读取GLSL文件内容", NULL, NULL);
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
glfwSwapInterval(1);
init(window);
while (!glfwWindowShouldClose(window)) {
display(window, glfwGetTime());
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
fragShader.glsl 文件内容:
#version 430
out vec4 color;
void main(void)
{
color = vec4(0.0, 0.0, 1.0, 1.0);
}
vertShader.glsl 文件内容:
#version 430
void main(void)
{
gl_Position = vec4(0.0, 0.0, 0.5, 1.0);
}