从文件中读取GLSL源代码

#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);
}

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