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| auto 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" "}\0";
auto fragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n" "void main() {\n" " FragColor = vec4(0.0, 0.7, 1.0, 0.8);\n" "}\0";
void OpenGLTest::initShader() { makeCurrent();
const GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader);
GLint success; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { char infoLog[512]; glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); qDebug() << "顶点着色器编译失败:" << infoLog; }
const GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { char infoLog[512]; glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); qDebug() << "片段着色器编译失败:" << infoLog; }
m_shaderProgram = glCreateProgram(); glAttachShader(m_shaderProgram, vertexShader); glAttachShader(m_shaderProgram, fragmentShader); glLinkProgram(m_shaderProgram);
glGetProgramiv(m_shaderProgram, GL_LINK_STATUS, &success); if (!success) { char infoLog[512]; glGetProgramInfoLog(m_shaderProgram, 512, NULL, infoLog); qDebug() << "着色器程序链接失败:" << infoLog; }
if (success) { glDeleteShader(vertexShader); glDeleteShader(fragmentShader); }
doneCurrent(); }
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