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Hello Triangle Code

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

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void render_verticle(GLFWwindow* window);
//硬编码的顶点着色器 包括位置旋转等操作
const char* vertexShaderSource = "#version 330 core \n"
                                 "layout(location = 0) in vec3 aPos;\n"
                                 "void main()\n"
                                 "{"
                                 "    gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
                                 "}\n";
//硬编码的片段着色器 主要是渲染颜色
const char* fragmentShaderSource = "#version 330 core \n"
                                   "out vec4 FragColor;\n"
                                   "void main()\n"
                                   "{\n"
                                   "    FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
                                   "}";
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
    glfwWindowHint(GLFW_DECORATED, GL_FALSE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);
        // the rendering shits        
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        // render a verticle
        render_verticle(window);
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
        std::cout << "press backspace" << std::endl;
    } 

}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

void render_verticle(GLFWwindow* window) 
{
    float vertices[] = {
    -0.5f, -0.5f, 0.0f,
     0.5f, -0.5f, 0.0f,
     0.0f,  0.5f, 0.0f
    };
    //定义并生成一个VAO 存储VBO的链表结构
    unsigned int VAO;
    glGenVertexArrays(1, &VAO);

    //绑定VAO
    glBindVertexArray(VAO);
    // 定义并生成一个顶点缓冲对象 通过无符号整数引用
    unsigned int VBO;
    glGenBuffers(1, &VBO);
    // 绑定新生成的顶点缓冲对象
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    // 顶点数据复制到缓冲中
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    // 编辑顶点属性
    // 1. 设置顶点属性指针
    //链接顶点属性 (向顶点着色器指定输入
    // 1、顶点着色器中定义的location
    // 2、顶点缓冲的长度
    // 3、顶点数据的类型
    // 4、数据是否标准化(即映射到标准化设备坐标中)
    // 5、连续顶点属性组之间的间隔
    // 6、初始顶点在缓冲中距离地址最开始的偏移量
    // 0. 复制顶点数组到缓冲中供OpenGL使用
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);


    // 编译着色器
    // 着色器对象同样使用无符号整数的id进行引用 此处创建
    unsigned int vertexShader;
    vertexShader = glCreateShader(GL_VERTEX_SHADER);

    //将我们在上面写好的着色器代码附加到着色器对象上并编译
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    //编译着色器
    glCompileShader(vertexShader);
    //判断着色器编译是否成功 失败报错
    int  success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    //片段着色器 
    unsigned int fragmentShader;
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    //片段着色器编译检查

    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }

    //创建着色器程序
    unsigned int shaderProgram;
    shaderProgram = glCreateProgram();

    //添加并链接着色器
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    char programLog[512];
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, programLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << programLog << std::endl;
    }


    //着色器对象已经没用了 删除
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    //激活程序对象
    glUseProgram(shaderProgram);
    /*glBindVertexArray(VAO);*/
    glDrawArrays(GL_TRIANGLES, 0, 3);
}